Nickname /Alias: Kunne, based off taking his first and last name, reversing them and taking out the first three letters of his first name and the last 3 of his last name. Common practice of Gypo's military force.
Age: Not recorded. The entire society of Gypo stopped counting the years after the Great Curse, mostly as a preventive measure against depression driving them insane. Appearance, physicality and mentality of a 32 year old.
Occupation: Colonel in the 56th Infantry Division of the Gypo Homeland Security&Recovery Force.
Race: Gypo Originated Human. Humans originating from the great city of Gypo we're as ordinary as any peoples, until the Dispute ended with an atomic bomb, and before the Great Curse which turned the city literally technologically backwards; instead of gaining knowledge, they lost it with time. The inability to die by age was another factor of the Great Curse, as was the impossibility to reproduce. As a safeguard against suicide to escape the curse, the trigger also set a mental barrier that made it undoable to kill yourself, get someone else kill you, or let yourself get killed. It always makes you try. Rarely would one learn from experiences, as shortly after they undevelop again and forget that set of knowledge. The only thing the race can remember is the history, not the advancements. They dropped the atom bomb on Cyoa but they don't even know what an atom IS anymore.
Height: 6 feet and 2 inches, or 188 cm.
Weight: 175 pounds, or 79.4 kilograms
Eye Color: Chocolate brown, with an oddly symmetrical iris. Seem to be filled with sorrow and longing.
Hair Color/Style: Brown, neatly cut hair that descends to about a centimeter above the eyebrowns in the front, and to the top of the neck in the back.
General Appearance: Starting with the head, Shane has neat neat, brown, well cut hair that descends in the front to about a centimeter from his bushy eyebrows, which themselves are just on the rim of the descent near the eyes. His eyes are fudgy, chocolate brown with a few visible veins streaming onto the whites of his eyes. They appear as if filled with sorrow for what once was, and what will become. His nose is pretty average in size and shape, though it is slightly flat on the surface of his face. The dimple between his nose and upper lip is shallow, but visible none the less. Shane K. Kungji's ears lie vertical to his head, with less protrusion than most. Beard stuble is present, though remains of a mustache put under the blades of a shaver are not. His head overall is ovular, with a chin that sticks out about half a centimeter before reclining to become one with his neck.
Right Handed. His collarbone is for the most part visible between his two, medium sized shoulders. Long, slightly meaty arms that end in scarred hands from endless duty guarding what once was the great city of Gypo. Althought not a la proffesional wrestler, Shane has noticable muscles, due to intense training sessions. The training was for two things mostly. One, training for the army of course, and the other to keep his mind focused instead of lingering into the past. A large portion of his skin is chared beyond repair at the left side of his hip, caused by an exploding potion during the searching of hypergolic fluid combinations even more volatile than typical cryogenics. Of course, not an honest soul knows what those two terms mean anymore.
For clothing, Shane Kael Kungji wears a bronze medium sized helmet on his head. Think Viking helmet without the horns. It has a small red oval painted at the front end, with two lines piercing diagonally through the top to make a V inside it. He wears an old dirty-green shirt with the sleeves rolled up to his above the elbow. On top of that as armor is a composite chainbody made up of a combination of iron and bronze links. He wears brown, tight-fitting pants about the thickness of your hand stretched out sideways. He has leather boots with the front end covered in steel, in a tessilation of small steel squares the size of a quarter. Around his waist is a black leather belt with various compartements for tools. He also has a small sheath for his dagger; Spades, on his left hip and a socket for Opionera; his disfuntional 8-inch revolver on his right.
There is also what seems a surgical scar on his right jawbone, as there is for every surviving Gypo resident, but finding out what it is turned out to fall under the suicide category, so nobody really know's what it is for. The only hint they've ever found was a sheet of paper with what seemed a record of a surgical procedure, with the words "DDMID implant sucessful. Operation A B No C begining. Ciao, Cyoa!"
Opionera: His trusty disfuntional four pound 8-inch revolver. You may wonder what the use of a disfuntional revolver that's who knows how old is? It doesn't even have an ignition chamber! Truth is, this thing, along with pretty much every other gun type weapon present in the military, now relies off rechargable mana storages located within itself to conjure up a series of high-impact energy burst shots. Created as a last ditch attempt once they lost the knowledge of ammunition, they we're enchanted in the last years of the Gypos magic abilities. As the gun itself uses it's own power, the amount of mana storage is limited. Held inside a blue saphire in place of an ignition chamber, it's mana usage and storage can easily be held by percentage, starting at 100% for obvious reasons. The lowest usage by the basic shot is 5%, but by rotating the elemental barrel with concentration a user of one of the old revolvers can change the shot released. Consequently, the more advanced shots have a much higher usage, peaking at 40% for the Earth shot. The elemental barrel rotates up to 5x faster than how the revolver was orginally planned to operate mechanically, leading to intense recoil and cooldown times. Firing rates are about a shot every 10 seconds at a bare minimum. Individual firing elements and the basic shot will be described in the Magic/Skills section, along with 'Reloading' details of the standard 8 inch disfuntional revolver.
The revolver in terms of appearance is stantard issue, with an icy-blue metallic coloring instead of normal steel color found in most other human settlements. It has the Gypo symbol; a red oval with diagonal lines forming a V, located on the side of the grip. The barrel has a normal 5 holes, each glowing their respective elemental color. Dull blue for a standard energy impact shot, red for a fiery igniter bullet, green for a biological impersonation vine shot, brown for an earth pillar detonator shot, and white for a wind torpedo 'Hurricane' shot. Many such weaponry left from before the Great Curse have been remarkably hardy in their upkeep, though it's suspected they would have eventually been destroyed if magic had not intercepted.
Spades: Spades is a simple dagger Shane carries around with him, incase he exhausts Opionera's mana storage in the middle of a battle and needs to wait to get a chance to reload it. Holding it in the icepick (backwards) style, Spades is a unique dagger in terms of attributes and style. At 16.5 centimeters long, or 6.5 inches, Spades weighs about 4.5 pounds, and has a silver hilt just the right size for a full grown human's hand. The blade itself is 4 centimeters thick, with the left half of each side a deep purple and the right side white. In the middle of each side is a simple symbol, the well known Spade from a pack of cards.
Armor: This has already been described in the "Appearance" section, as Shane K. Kungji wears his armor pretty much all the time.
Carried Possessions: If you count hundreds of years of memories, he carries quite a lot.
Powers/Magic/Skills: This section will be used to describe Opionera's different shots, and closer details on them.
Energy Impact Shot: The simplest, default and least consuming attack that can come from the weapon. Abbreviated EIS. After drawing 5% of the weapon's mana supplies it will launch a blue ball of energy the size of a tennis ball just under the speed of sound. It has a range of about 10 feet before automatically detonating. When it impacts, or when it exceed's it's range, the Energy Impact shot will implode on itself, causing air to rush inwards, and then grow to about ten times it's normal size. If it did not impact, the growth will shove the air away at extremely fast speeds, not doing particular amounts of damage but will certainly daze people. If it makes contact with an object, when it grows it will inflict minor burns on the target. If it hits metal it gets absorbed and dimished, though.
Biological Impersonation Vine Shot: Mimicking the incredibility of nature, the BIVS does no damage on contact with an opponent, but if aimed at any natural surface it will conjure up dead biological material, ground or rock to act like a real living vine and swipe at the enemy. Each vine of the 3 becomes convered in thorns, hits with the force of a baseball bat swing and can guard an area for short periods of time, but the vines only last for about three minutes and are vunerable to attack. The BIVS can shoot up to 20 feet away, using up 15% a shot.
Fiery Igniter Shot: Using the power of the flame, a FIS shoots out of the gun as a sphere of fire kept alive by the magic essence in mana. Upon contact with flesh, it will cause 2nd degree burns and simply fade away. If aimed at a flamable surface though it can create a small fire capable of blocking routes, for the wielder's goodbeing or not. All things created by magic are not eternal unless living effort is put into it, though, so any fire created will burn itself out within 2 minutes, fuel or none. Shooting distance is 20 feet, uses 20% of the mana storage.
Wind Torpedo 'Hurricane' Shot: Here we go, the one element always underestimated: Wind; or air. The WTHS is a blast of air coming from the revolver, at twice hurricane force. The ability to knock somebody off his feet can sometimes save your life, so this shot is not to be overlooked. The wind torpedo travels in a straight line for twenty-five feet before dispersing itself. Mana consumption: 25%
Earth Pillar Detonator Shot: Although not exactly a conventional shot, an EPDS is not to be reckoned with. I launches a sort of bomb up to five feet away, which will desolve itself into soil or rock and remain hidden for exactly 50 seconds. 50 seconds later? KABOOM! It explodes underground and sends a pillar of earth smashing up from the location and angle from which it was buried. The pillar has a diameter of one meter and shoots 8 feet out of the ground. Sure hell does require some luck, but if your reallllyyy desperate it just might be a gamble you'd risk everything to win. 40% of mana storages.
Limits: As already mentionned, every aspect of Opionera is dictated by it's mana storages. Starting at 100%, each shot drains it by different ammounts depending on power and usefulness. If Shane goes all out beserk the percent can go down incredibly fast, though. Even with the Energy Impact Shot, rapid firing it at 10 second intervals will result in the loss of power in 200 seconds, or 3 minutes or continious shooting. Putting that into perspective, it's akin to a warrior who throws his weapon away after fighting for three minutes. Thus Shane Kael Kungji must make every effort he can to conserve his supplies until he get's a chance to 'Reload'.
Reloading: In order to refresh his supplies of mana in the revolver if it runs out or is dangerously low, reloading is a time consuming task and is probably one of the most dangerous situations in a battle. To reload, said soldier must lay the gun on the ground, draw a runic circle around it with Spades, and chant the phrase repeatedly: "Oh holy ones who have passed on... Grant this wish to bring us back from the brink, to reimbue what was imbued, for hope, freedom and justice!" Each chant restores 5%, and with 5 seconds per chant, and 30 seconds to ready to enchantment, the process of reloading can easily take over two minutes, which in the middle of a fight is dangerous.
Side-Effects: None, besides the inability to fight efficiently if he runs out of mana supplies.
- Extreme versality, and the ability to pull off multiple types of shots for different purposes to keep the enemy guessing.
- Military backround, so Shane knows how to show no emotion, and no weakness. Even if he knows himself he's at a disadvantage.
- An emergency dagger, to use if the opponent gets close or if he runs out of ammo.
- Ranged attacks are always a big plus.
- He can tell if an enemie is faltering or not, allowing for himself to up the offensive if he senses the opponent is weakening.
- If he runs out of mana stores, reloading is one of the riskiest and more necesary parts of his fights.
- Heroic or not, pulling out a dagger as a last stand still isn't gonna help much if you're fighting someone with a longsword.
- Pretty much screwed at close range with Opionera, unless he wants to accidently burn himself or get himself attacked by vines.
- Some of his specialized shots use extreme amounts of mana, leading to errors in judging wether a certain shot is worth the mana usage at that particular time.
- He his human, therefor limiting his abilities against other races such as Elves. Has a hard time seeing in dark environnements.
Personality: If you go into the past, when he still aged normally with the rest of Gypo's people, Shane Kael Kungji was rather mild. To those who knew him he was a big kid stuck inside an adult's body; the energy and playfulness of a child but the know-how and reasoning of an adult. Then came the dropping of the Atomic Bomb on Cyoa, which horrified him. Before anyone really knew what to make of the whole situation though, the Great Curse fell upon them. As the years past and no one got older, and they started forgetting what they once knew, most of the population including Shane fell into depression. Most tried to kill themselves after a hundred years or so, to no avail. Shane was not one them, always having a faint glimmer of hope that the Curse would be undone.
Now Shane is a shell of his former self, sorrowful, somber and quiet. He used to often get mad at anything he blames his situation on. He slowly retreated from anger, to accept the mournful existence he was doomed to: He was going to live forever, until something he didn't plan would kill him or the Curse be undone. He can't decide. He can only make an effort. Fate will spare his soul when it happens. The only thing he wishes for would be for the curse to be undone, for themselves to develop again and not retreat back the evolutionary pathline. Cheerfulness does shine through periodically, but never to the bubbly hyper-talkative extent.
During battle however, cheer or depression gets replaced with tacticality and wickedery. Shane is obsessed about how to win a fight, and can use Opionera for various tactical uses. He could quickly blast you on your back with a WTHS, and follow through with two plantations of vines to scramble and attack you while you try to get up. He could use Spades as a sort of throwing knive, with a BIVS shot to guard it for later retrieval. Despite his mild manner outside of combat, he is not to be reckoned with inside it.
- To be free, to make his own decisions.
- The satisfaction of helping something greater, or different, then himself. Through means violent or peaceful. Good or bad. If he's going to live forever, might as well make a lasting impact.
- Winning a fight.
- Anything that distract's his mind. Physical exercion is one major example.
- To think that the curse will be undone.
- The Great Curse, and why it had to happen. Why they dropped the atomic bomb that led themselves to a worse fate than the actual target.
- Overly cheerful people. The type that can tell a joke with a laughing face just after someone died or was injured.
- People talking about something infront of him that he is not aware of.
- Smudges and dirt on his weapons and armor, he washes them regularly.
- Opponents capable of moving fast enough to dodge his shots.
- Eternal life.
- To fall or get trapped somewheres he will never be able to get out of.
- That what remains of Gypo citizens disperse or die off.
To begin, I will briefly explain the history of the twin cities; Gypo and Cyoa. They both started as the same village, congregated on an island three miles offshore of the Vanilla Coast. The island itself is divided into two sections, attached by a then bridge of land five miles long. The entire island itself has a lotal land mass of about 1000 cubic kilometers. The original settlers we're mostly traders and herdsmen, but under the island's rich natural resources they quickly advanced technologically and from population for a village, to a town, to a city. The city came about seven hundred and fifty years after the first inhabitants, one giant metropolis called Miolania. Like the Singapore of the fantasy universe. Around this time it was akin to the medieval age of recent times. It advanced much more rapidly than other nations due to an excess of resources and lucrative offshore fisheries, leading the economy to amazing growth and education and study to be a major focus. By the time most areas we're playing around with bronze, Miolania had already begun experimenting with gunpowder.
Quickly and surely, the city unlocked the secrets of democracy, and the following, arguments over pointlessness. Two halves of the island grew seperate political leaders, demanding one to submit to the other. Naturally both refused to agree with the other's demands, and thus resulted in the split of the city Miolania. In an amazing lack of foresight, the eastern half took everybody on the connection landbridge to their side, then had a mining operation with newlyfound dynamite. The landbridge was destroyed, seperating the city forever. The eastern half adopted the name of Miol, and as did the western half Cyoa. Cyoa eventually opted for communism, after a public voting was rigged by faulty machinery, and each party accused the other of intentional vandalising the machines. In due time the more powerful party sent the military to investigate the issue, and no one ever heard of the minority party, or for a matter of fact any other party, for the rest of Cyoa's history.
Cyoa always had an interesting political relation to Miol, similiar to Russia and the USA, but with less space between the two. Eventually the party that had been a longtime favorite in Miol was voted off, and a new party came in. They opted to cut any past roots with the "Disgrace that was Cyoa". They changed the name of their name from Miol to Gypo, in an effort to elongate from the unified Miolania that 0nce was. Cyoa naturally found this an insult to history, and debated fiercely on the issue of partnership between two cities that we're once unified. At this point in time, they we're akin to the 1970s. Cyoa even went as far as rambling that Gypo couldn't run itself, and that moral codes running from their ranching backrounds had been breached by ignoring tradition. Gypo countered, and embarrased Cyoa, by saying that first of all, moral codes are usually invalid in a modernized world, and two, that stepping away from history was not a moral crime. They would develope and remember. What else is there to dream of economically?
Now, the two cities add grown astoundingly in a relatively short period of time of about 1200 years, each with a population of around four million. But all good things come to an end, as political relationships harshened and terrorism was on the rise. Cyoa's dictator, of course, did every effort he had to blame terrorist incidents on "Faulty building codes" and "Improper management". That was far from the truth, with several large catastrophes caused by internal bombs in skyscrapers. Gypo had it's share too, but in constrast released all the attack data to the public as a method to reconize terrorist acts. Still, nothing could get the two cities to cooperate with eachother, with one still fiercly resisting the other. Gypo started investing into nuclear technology, along with potent hypergolic and cryogenic fuels. Cyoa was secretly developing inhumane bioweapons, which would remain hidden for a long time. The two focuses would eventually merge to create a huge cataclysm, along with a little magic.
Yes, magic was not entirely lacking in Miolania, and the following Cyoa and Miol, Gypo. Approximently every one of ten citizens could manipulate magic to an extent. Any major spellcasting required quite a few mages, though. The average mage could at most fuse light elements for short periods of time, or levitate objects up about the weight of a human. Numbers made up for it though, so when any major defense mechanism was required the goverments would call on about a hundred thousand mages to aid in the cast. Cyoa had a defense system for a long while, starting about a hundred years after it split from Miol. Known as the 'Runic Revenge Barrier' it remained inert for long ammounts of time, and took 160'000 mages to summon and another 10'000 on regular upkeep duty. The exact effects we're not known by anybody besides the organizers. Gypo used to have a similiar barrier, but they scraped it after they decided to stop investing in the upkeep. The Runic Revenge Barrier would drive ruination in the future, however...
Shane Kael Kungji
Born 32 years before the Great Curse, S.K.K. was raised traditionnally in Gypo, with two parents. He went to four different schools and one college. Crossman Introductory School, Priestmen Developping School, Uuto Junior Middle-Level School, Runwick Senior School, and the Gypo Johnson Memorial College respectively. He spent his studies on Chemical Research, landing him a job for the Volatile Matter Containement and Research Facility at age 25. The company operating it was working for the goverment to research highly violent and combustibal hypergolic and cryogenic fuels and explosives. Hypergolic fuels are made up of two chemicals that do not usually need to be stored at low temperatures, and combust on contact. Cryogenic fuels, such as a combination of liquid hydrogen and liquid oxygen, need to be stored at extremely low temperatures and need an ignition trigger to burn, but are more powerful. The particular task the VMCRF was working on at the time was to research a more powerful hypergolic fuel combination more explosive than typical cryogenic pairs. In one particular expirement a large vial containing a possibly potent hypergolic fluid component cracked, and some of it leaked downwards into a possible matching chemical in a smaller vial. Well, it was an accident, but it worked, and the small vial exploded right next to Shane and gave him 3rd degree burns on the left side of his hip, which never managed to become grafted.
Despite the injury, civilization progressed normally. At age 28 the first atom bomb had been created in a seperate facility, ready to be used at any time. This was astoundingly dangerous in the eyes of the public, but none of the parties that ran for goverment had any plans to scrap them. But in a peak of terrorist attacks and political disputes with Cyoa, tension was rising to levels before unforseen. When Shane Kungji was 30 Cyoa unleashed a bioweapon attack on southern Gypo, which let to a large quarantine that thankfully he wasn't trapped in. Five thousand people died in the attack. Inside the goverment of Gypo they we're discussing the possible need of the atom bomb, and how to deploy it without killing themselves too. After much debate, they reluctantly gave the go ahead for the military to drop the bomb a few miles off the coast of Cyoa. Shane was just over 32 at this time, and despite not yet knowing just how potent the bomb would be, he couldn't believe the goverment would do this.
Five days later, a single FG-326 Skyhawk jet flew over the sea near Cyoa, and dropped the atom bomb. The pilot watched from a video feed as he retreated to home base of the bomb falling, and when it smashed into the sea and exploded, he couldn't help but think he just saw a giant green glowing circle around Cyoa. When he mentionned it to his commander, it was dismissed as guilt illusions and he was told to get some rest. To describe the explosion, it was horrifying. Every single resident of Cyoa was instantly killed. The buildings crashed to the ground or flew hundreds of feet away. It blew away a huge chunk of the island itself. The mighty commumist goverment, and land, was no more. What was left was a crescent of land of what used to be the island's eastern coast, now morever the island itself. Gypo immidietly called on every single mage it had in a mandatory shield summoning, to encircle what was left of Cyoa in a radiation barrier to protect Gypo. But, the expected and perfect result didn't happen. The mages seemed less potent than usual, and the shield only worked moderatly. Some radiation got through, which slowly poisoned the city of Gypo.
Officials desperatly tried to think up a solution to the problem, but none came. In fact, it seemed with time that they got even more hopeless in what to do. Nobody in the city could think of anything new, or new ideas. University research halted. No solution was found for any problem. Everybody seemed to have surgical marks on their jawbone. That's when it was suspected that Cyoa, unlike Gypo, had not destroyed their Runic Revenge Barrier, and that the dropping of the atom bomb had triggered it to aflict their city with a curse. Like everything else however, they could not research the cause. They were going technologically backwards. No children had been born for a month. No advances had been made in any field. Nobody felt or seemed any old. Nobody grew up. At the request of what used to be a knowledgable goverment pleaded for an outsider to investigate the Great Curse, and write it down. This is the only way they actually know what it did to them. After five years of research, the outsider came up with the effects of the Great Curse inflicted by the Runic Revenge Barier:
The Rules of the Great Curse:
1) Reproduction was halted. No children were born, so the population was not replenishable.
2) Decline in knowledge. The people of Gypo gradually lost knowledge of how to do what they once did. It wasn't a quick take thing, but he estimated that every 50 years or so a loss of information compared to before was visible.
3) The inability to die from age. Age related diseases and biological wear and tear was halted, so only diseases like malaria and physical injury could kill. Along with number 2, it drove most of the population into depression.
4) Decline in magical abilities. He estimated that within two hundred years nobody would be able to cast magic.
5) Suicide is impossible. One could not kill himself, ask someone to kill himself, get someone to kill himself, or let himself be killed. Basically one could only die without their consent, as if they want the situation to kill themselves the curse will stop them from letting it hapen. It was also impossible to intentionally kill somebody else affected by the curse.
6) Theoretically the curse would have to be bound to some magical object, as once activated it would have nobody to upkeep it. Most likely far away, hidden by some missionary.
Those basic rules drove Gypo into ruin. Buildings degraded as the knowledge to manage their upkeep was lost. The young we're killed off by diseases within a hundred years or so. The survivors fell into depression, and with suicide an imposibility most of them engaged in activities to keep the mind busy. Shane Kael Kungji chose the military. Partly to keep himself busy, but the military also ignored it's previous divisions and specializations and organized everything into two basic purposes: Defending the remaining city and finding the location of the object bound with the Great Curse. Shane was on the defense sector for hundreds of years. But, no luck was found on the object. By the time the rest of the world had entered a medieval era, Gypo had downgraded to something only slightly more advanced. The curse had to be found fast, or a foreign entity could run the island over and use it for themselves. It still had huge ammounts of resources to spare.
Shane was now a colonel in the 56th Infantry Division of the Gypo Homeland Security&Recovery Force. Of course, most of that didn't matter much anymore. Your rank such as colonel simply determines your weapon access, and the rest means nothing besides a token if the society eventually recovers. Shane was recently promoted to searching for the Curse bound object, the goverment was getting nervous and was trading in defense for recovery. Security or not, the island city was doomed if another colony became stronger. The distribution was 75% 25%, in favor of recovery. Shane had access to two weapons, an 8 inch disfuntional revolver which he named Opionera, and a dagger christened Spades. He was sent out on a boat with one hundred other soldiers to the Vanilla Coast to spread out and search. The hunt, part 1345, had begun.
Race: Human (slightly mutated; however, the mutation only affects her appearance and magic skills, so you can call her a human.)
Weight: 127,87 lbs (58 kg)
Height: 5’4” (165 centimeters)
Access’ pupils are perfectly circular, and they are like obsidian: deep black as a winter night, yet glittering. Her irides are dark red-violet near to the pupils and frames them nicely. It gently, imperceptibly turns into the medium red-violet of the brink of the eyes. There are also orchid coloured stripes within his eyes, that look like ink spilled in water.
Access has very long hair with natural, elegant waves. It reaches her waist, and it is soft, smooth and silky to the touch. It has the light shades of orchid, lavender, rose and snow white mixed together. Her hair goes well with her eyes and clothes, and she usually keeps it down, though you can see her sometimes with ponytail too. Either way, strands of her hair often fall into her face.
Access is very proud of her hair and she loves to be complimented, nonetheless she doesn’t fish for compliments. She brushes it a lot, more than once every day.
Access has a perfectly round face, though the tufts of her long hair on each side of her face make it look a bit longer. Her most absorbing features are her average shaped and sized eyes. She has very long, black eyelashes that make her glance intense and piercing. Nonetheless her thin eyebrows are pure white, thus barely visible, that might look strange for the first sight. She has delicate, chiselled features; and a tiny nose, pink cheeks and soft lips that often curve into a friendly or seductive smile. Due to her long hair, her ears are usually unseen, so you can’t see her nice, small earrings made of purple bixbite.
Access is not particularly tall or muscular, she is rather feminine. Her figure is really curvy: she has full, voluptuous breasts and a tiny waist. Those who know her claim that she looks attractive. Her white skin is smooth, flawless and silky; there are no scars of any kind, because originally her occupation is a princess, so she didn’t have to work hard or go to wars or fights. Her hands and nails are also groomed; she takes care of that, even if she is travelling in the wilderness. For the first sight, people tend to underestimate her and think of her as a weak woman, but the long legs of hers are pretty strong due to intense running and training.
Access’ clothing is simple, yet neat. She wears pure white, slinky, long-sleeved turtle neck garment. It is not extravagant, but it does allow you to see the curves of her figure. However, during travels, she wears a long, white cloak that covers her body. Her cloak has a hood too, but she uses it only if it’s needed (that is if it’s raining or the weather is cold).
She wears a white pair of jeans that emphasizes her long, slender and strong legs, and simple black shoes made from leather. They only reach her ankles.
Access carries a mediocre sized, white leather bag with her. It has a lot of small, well-hidden pockets and they can only be opened by the key of Access. There is only one pocket on the outside: a large one, where she keeps her weapons. All the other pockets are in the bag, and inside these pockets there are everything Access uses during travels. Besides the obvious possessions (for example, clothes), she carries a lot of cosmetics, more than she’d need. However, due to this, Access is always clean and neat, no matter where she is. It is important to note that she and her possessions always flavour of fruity fragnants.
Her most important possession is a little, rose-tinted jewel hanging on a tiny, yet strong silver chain in her neck: Primary Key. She has had it since the day she was born, and the unusual colour of her hair, eyes and skin (they are all natural) and one of her magic skills are caused by the contant presence and aura of the key.
It is a very important possession for her: Primary Key is a terminal between the energy within her body and her, thus she can use magic. Humans also have the potential to use magic, they just can’t reach the source of magic flowing in their veins; with Primary Key, Access (who is a human) can. The key is also her main weapon, for it has the ability to change forms into three dangerous or not so dangerous weapons.
It also symbolizes her royal power, and works as a connection between Access and her royal family in their palace. With Primary Key, she can get in touch with them anytime: they cannot speak, for the key is not a cell phone; however, it can forward her emotions to her relatives, and vice versa.
When Primary Key is working, it glows softly with a very light shade of pink.
Her most important weapon is Primary Key. It can change into the weapons listed below:
- A very long, thin, elegant rapier, made of silver. It is approximately three feet long without the hilt. It is shiny, sharp and very light, so it doesn’t slow her down. The hilt is decorated with tiny, colourful gems. When the sun shines on the hilt, it glitters and sparkles beautifully. Its handle is covered with sturdy leather, so the rapier is comfortable to grasp.
- A short blade – knife, so to speak. It is made of steel. Not really dangerous weapon; Access mostly uses it in her travels. Its handle is wooden, made of oak. It is sharp, she can use it for cutting firewood and other handy things.
- A sword. This one is barely used by Access, because of the simple fact that it is heavy and using it tires her, which is not a good thing during battle. Its blade is not really thin, double edged, and quite long: 70 centimeters (2’ 29”). Its hilt and handle are simple; the only decorations are the nonfigurative, yet pretty arcs of the hilt.
She also has one small katana in her white bag, because if Primary Key gets stolen, then she doesn’t want to be without any weapon. It is curved, single edged, and 60 centimetres (1’9”) long. It is really sharp, though it is barely used, and it can cut through even stone. Its sheat and handle are made of mahogany, and decorated with black, painted signs and symbols.
Access can use magic due to Primary Key. The energy that the key forwards to her is coming from her mind; thus the energy she uses is mostly mental; and her abilities are mostly psychic. The side-effects are therefore all the same: headache, fatigue and drowsiness, sometimes anxiety or even insomnia.
Psychokinesis / Telekinesis: As the name suggests, it is the classic, famous ability that some people are able to use. Access can move objects with her mind or willpower; this is the spell she uses the most often. She is decent at this magic; the movements of the moved objects are pretty quick, and with her knowledge, she realized that she could move the molecules of the air, which causes wind. She also can modify the the naturally occurring vibrations of atoms, with this, she can change the temperature. Speeding up the vibration obviously takes more energy, so making the air warmer is harder, while slowing down the vibration (making the air cold) is easier for her. She is not strong enough to cause a fatal fever, but she is able to cause serious damage for the essential proteins with the heat she can make inside the enemy’s body. (This also gives her a limited ability of healing: fever is the immune system’s biological response to an infection. She can make the blood warmer, and the white blood cells can reproduce faster in warm environment; and also some pathogens cannot stand the higher temperature. That’s why fever exists; however, the heat is a potential danger for proteins. Since Access can control where she wants the temperature to be higher, she can protect the proteins of the immune system, and cause a ”safe” fever.)
Limits: The most important limit of telekinesis is the weight and density of the moved object, and the distance between her and the matter. The radius of the effectiveness’ circle is 6-10 metres (19’6” – 32’8”). The size of the moved object doesn’t really matter, but its density and mass. She cannot move an object that she couldn’t move manually due to its weight; with numbers, this means 10-13 kilograms (22,05-28,66 lbs) maximum.
As for the moving of molecules, the main problem is the size. Since one atom is so unimaginably tiny, she has to concentrate extremely to follow the movements of one single atom or molecule; and if she wants to come up with a visible result, she has to move plenty of these molecules. Thus her attention splits and the outcome sometimes is not really breathtaking. That’s why she cannot freeze or burn something or create a dangerous hurricane but gentle breeze; however, it’s no secret that she wishes to learn, improve and become more powerful with developing these potentials.
The limit values of temperature modification she can do is approximately between 5 °C (41 °F) and 80 °C (176 °F). And since making something warmer is more tiring, she is not able to keep something warm for a long time; half an hour, and she is on her limits. With keeping something cool, it’s easier for her, therefore she can keep it up for an hour. It is not worth it to push her until she reaches her own limits, because she will require sleeping and resting to recover her energy.
Side-Effects: Though she can use telekinesis for a long time without rest, her head will soon start to ache – probably in half an hour or so. When the pain turns unbearable, then comes an invincible drowsiness. At this point, she cannot use any kind of magic; otherwise she might fall into unconsciousness.
Clairaudience: This ability is caused by Primary Key. It has been her companion since her birthday, and the magical thing’s aura caused her to have an inner mental ear. While using this ability, Access can hear the distant voices of those who are close to her. However, Access can’t control this spell. She intuitively uses it when they or she is in danger, showing the connection between her and her loved ones. Aslo, no one actually believes that this is a special ability. Access first used it when she was ill, and when she told her relatives around the age of nine about the sounds she’d heard inside her head, they thought it had been a dream or something caused by her high fever. She couldn’t prove that she was right, so in fact, she is not aware of this spell either. Limits: Since she cannot use it on her own, the limits are unknown. However, it is sure that it does depend on the distance and the strenght of relation between the two. Side-Effects: Migraine-like headache. It is not migraine-like because of the pain (it is far not as painful as the side-effects of telekinesis or a real migraine), it is like a migraine, as it is unilateral. It takes place on the left side of her head, probably that’s the side where her inner mental ear is.
Empathy: She can feel another being’s emotions and feelings. Important to note that she can’t read minds. She doesn’t know what is going on in someone’s head, she feels emotions, like happiness, sadness, anger or pride. Also important to note that this ability works on every living creature, therefore she can feel the less complex emotions of the animals, like fear. Limits: Access needs eye contact for this spell. Technically, this magic is not hard to cast, so she could use it for a long period of time; however, she barely uses it at all; only when it is really needed in her travels. She doesn’t want to dig in the personal soul of people. Side-Effects: The magic might work so well that the emotions of the analyzed one could vest in her. For example, she would feel the person’s rage, though she has no reason to do so.
Access has been training since the age of 12 to be good at fencing. She is agile, flexible, blessed with quick mind and fast reflexes and she is quite strong due to intense training. So she is a tremendous fighter when it comes to fencing, and should not be underestimated, just because she is a woman.
She is also able to do magic, so she is a fine warrior when it comes to the supernatural too. With the power of her mind, she is very good at psychology, so she might foresee the actions of her opponent.
The greatest strong point of her is the fact that she is sophisticated at both physical and magical powers. She can combine the two and she is excellent against a completely physical or a completely magical fighter, or a mixed warrior as well.
She has an outstanding memory. She stores every single data in her brain and she never forgets any of them, she can recall anything, anytime.
Access is very, very educated in psychology because of her past and abilities. She probably analyzes most of the people she meets with well. This means she can’t be fooled by looks, poker faces, lies and expressions.
She is very strong mentally. Though she doesn’t like violence, she also doesn’t hesitate to kill someone or do things that she doesn’t really want to, because she is so determined to reach her goal.
Access’ greatest weakness is the fact that she almost always overestimates herself and underestimates the enemy. Especially the first one; she thinks of herself as something absolutely powerful, which is true to a certain extent, but it is a fact she seems unable to accept that there are many more powerful warriors out there.
Access’ mind with all the telekinetic powers is pretty sensitive. She doesn’t have the ability to create a mental force shield around her, or guard her mind with a mental wall, or anything to protect her brain, so if she is fighting with a parapsychological warrior of some sort who has the ability to attack the mind, then she is in a great trouble. Also, her brain contains a lot of informations and datas, and since she remembers all of them, so someone who has the ability to read minds can see those all.
Her magic is not completely developed (except telekinesis). She is not aware of her own power and her own limits, so it is easy for her to overstep them, and find herself being in stuck with the side-effects of her spells.
Access is – accepts it or not – originally a princess. She is not used to rough weather, robustious climate, travelling in the wilderness, and most importantly, fighting for her life. She only fought during her training.
Also, it might be important to note that without Primary Key, Access can’t in actual fact do anything, she is really helpless. She has no magic, she has no weapons but her katana. That is a great disadvantage, so Primary Key is in her neck all the time and she would never let it out of her hand.
Access acts differently in the roles she has.
When she is learning, working or training, she is punctual, precise and strict with herself. She doesn’t let herself to be lazy and concentrates at her work until the clock says it’s enough. She keeps in a fixed, apple-pie order around her, she perfectly organizes and catalogues everything she touches.
She keeps her countenance in public, as she is a princess. She acts as she is supposed to do. She only speaks when she has something important and intelligent to say, she is calm, collected and acts in a classy manner.
However, when she is with her friends and family, Access is everything but not cold. She is warm, sweet and has a small, soft smile on her lips all the time. She quietly laughs a lot, and she is just a gift for the people around her. She is not really talkative, but she enjoys being with her precios ones, and they enjoy her company too.
When she is with her love – that is the time when Access fully shows the beautiful depth of her personality. Access truly loves him, and never hesitates to express all her loving to him. She is passionate, yet kind and understanding with him, and every moment she cannot be with him, her heart is in tears. That confirms the fact that she is desperate in everything she does and has a really fiery spirit. However, she is selfless when it comes to actions, always forgets herself and magnanimously acts for her loved ones, that purely illustrates her caring nature.
Yet, she only shows her noble side to those who are closed to her. She is not willing to help out and do something for someone with odds and ends, for she thinks everybody has its own problems, and you have to learn how to help yourself out and move on, if you encounter something bad in your life. Still, she cannot ignore the suffering of people around her, and due to her empathic ablities, she can sense the true pain and anguish in one’s heart – and she wholeheartedly wants to help: usually with a solemn advice in the most serious tone.
Alas, Access is not perfect and her personality has its own mistakes. It is her egoism that needs to be noted. Access is a princess, and as princesses usually, she’s always received many compliments during the years, and she actually believed them as a child and she still does. She was told many times that she was attractive, and she herself loves the face that smiles back from the mirror. She looks absolutely seductive, and she is aware of that, and enjoys being in the spotlight of men’s attention. She is very swollen-headed, when it comes to her good looks. She thinks she is gorgeous, alluring, intelligent, talented and - in one word – perfect and she is rather proud of herself. Well, she actually is right (except the ”perfect” part, of course), but her self-centered attitude often ruins the way you see her. This selfish pride doesn’t make her to vainglory all the time - it is especially her family who knows about this personality weakness; when it comes to strangers, she acts as the princess of the region, doesn’t talk about her looks or herself at all – for she is not supposed to – and all in all, hides herself behind the royal mask. Also, fortunately her arrogance doesn’t make her to ignore those who are – in her opinion – not as gifted as she is: though she is too big for her boots, it still doesn’t stop her to care for others.
She likes the order around her, so if you want to be in her good books, you do not make a mess around her.
She likes companionship. She doesn’t like to be alone, and she can appreciate her friends. Especially her true friends. As a princess, she has a lot of friends-for-promotion.
She likes cosmetics. She takes care of her beauty every day, and so these kind of things are very important for her and loved by her. She especially likes perfumes.
She likes water and swimming. She feels free in the deep blue ocean, like all her troubles were left on the beach.
She likes animals a lot. She can understand their feelings due to one of her skills, and so she realized long time ago that animals didn’t differ from humans as much as some arrogant people love to think.
She dislikes the court jesters, she thinks they are annoying and not funny at all.
She dislikes when she has to realize that visiting her is often only a duty call for people.
She dislikes the counsels of his father, the king, and all the officials in the palace.
She dislikes untidy people. Why can’t they keep order around themselves, she often wonders.
She dislikes people who drink alcohol. She thinks drunk people are disgusting, messy and just… no. She has never tasted alcohol in her life. Not even a sip of wine.
She has entomophobia (fear of insects or bugs), because bugs are untidy, bugs are scary, bugs are small and they can’t hurt her, but they still scary… Yes, that’s the way she thinks.
She is also afraid of losing her love. And second, afraid of losing Primary Key. And she is afraid of failure.
Access is always helpful, always selfless. She always tries to do everything for you, if she sees someone needs her help. Her kindness often warms up the heart of people around her, and her caring for her love, her friends, her family and her country is something that you definitely can call a virtue.
Her self-absorbed attitude is the worst, but perhaps her exaggerated love for tidiness is something that she should get rid of. Also, she is quite unable to realize her mistakes.
Access is the youngest child of the Microsoft family. She was born in the land that was ruled by her family. The geography of this land is very diverse, varying from desert areas in the hot South to the icy mountains in the glacial North. The four regions (North, South, East and West) are ruled by her father, her uncle, her cousin, and herself. North is the region of Word, Access’ father; South is the property of her uncle, PowerPoint; East, the area of green trees with peachy flowers, that belongs to her cousin, Outlook; and West, the land of sunsets over the sea is hers.
At her birth, she received Primary Key. It is a common tradition in her family; everybody has a certain, unique jewel in their neck, that is their identifying crystal, the source of their power. That’s why everyone in her family has unnatural hair and eye colours; for these gems have magical power and their aura changed them slightly.
Well, Access began her life in the chilly, sub-zero region of the North, with her father. She was the new princess, and the soon-to-be ruler of the West, so she was adored by many since her birth. She quickly got used to it; however, she never liked it.
She was taught how to rule her region as well as possible, and how to be a perfect young lady, and other common courtesies. She was always curious though, so she read books and asked the teacher about things that was not part of the curriculum, and she was willing to learn, so her teacher explained her the wonders of the world in extracurricular lessons. Access became more and more intelligent, and she soon realized her magic abilities – telekinesis and empathy. This was at the age of eight. She had no teacher, so she had to find out herself the powers, limits and side-effects of her magic – that was the reason why she often found herself in the hospital with ruined halth and insomnia. One year later, she became sick again, and she rested home with fever. At this time, she heard voices in her head, and she thought she had found a new magic ability, but she was told that it had been her fever. She accepted it, nonetheless she was right, this was her third magic, clairaudience. When she recovered, she continued her learnings and picked up training at the age of twelve. She chose fencing, and she trained a lot to be good at this, exercised and runned a lot in order to make herself stronger.
At the age of fifteen, she was considered intelligent and mature enough to move to the central city of the West, and start her rule there. She loved the beautiful area, so she tried to be a good ruler. She couldn’t tell if she succeeded or not, but after all she did her best, so all she could do is hope. Unfortunately, during the years there had been a series of separate wars. The nineteen-year-old Access was not allowed to go and fight - though she would be able to stand a chance on the battlefield. However, during the years of war, she met with Excel, a tall, handsome man with emerald eyes, hair combined of sea, forest and moss green strands, and a gentle smile.
Excel was a wanderer, he had no real occupation. His story was more than mysterious; he didn’t know his parents, lived with a storyteller as a child, and he had been wandering around in the country since a long time. However, he also had a jewel in his neck, a bright green cuboid, named Pivot Table. Its abilities were similar to Primary Key, and presumably that was the reason why he had green hair (which is pretty unnatural). This suggested that he might be the member of the Microsoft family too, but since there were no proofs, so – as in some way or other, they fell in love with each other – the engagement of Access and Excel were allowed by Access’ family.
Unfortunately, the wars did not end. In the carefully guarded garden of the palace Access and Excel were together in an afternoon, talking about marriage and things like this, when suddenly, a group of masked soldiers appeared and kidnapped Excel. Where did they disappear and why was he so important – no one know. Access wanted to order the police, the army, she wanted to use all of her power to find him; unfortunately, due to the wars, none of these were available for personal cases. Her father to her to have patience and wait until the end of the wars, but Access denied this order. She left her palace in the darkness of the next night, and began her travels and investigations to find her lost love.
Eye Color: black with glowing red irises and black pupils
Hair Color/Style: Fallen Angel-form: Black shoulder length hair tied back into a pony-tail. Elemental-form: Red flames that look like short spikey hair
General Appearance: Mihael has a pale complexion and unmarred skin except for a red tattoo on his chest that is in the shape of a flame. He has a wide jaw and flat chin with a broad nose, thin lips, thick eyebrows, and a small forehead. He is broad-chested and muscular. He stands like a proud, confident man with perfect posture and his shoulders thrown back. He also has a pair of large, black, muscular wings. The wings have an individual wingspan of 4’. He wears a red inner-robe that falls to just above his knees. He also wears a black outer-robe that goes overtop the inner-robe and falls to about an inch below his knees. He wears a black hakama with red straps, red sash around his waist, and black tabis with red straps to hold the extra fabric out of the way when he fights.
Weapon(s): Mihael wields a naginata that he calls Syril, which is a long pole that has a long blade on the end of it. The pole is titanium and 6’1” and its’ circumference is 4”. The blade is carbon steel infused with red that make it look like there are flames on the blade. It is a curved blade that is approximately 3’ long, 1’ wide, and 3” thick. He also uses a katana. The handle is red steel with black nylon wrapped around the steel and is 23” long. The guard is black steel with Mihael’s motto engraved into it, which is Death Springs Eternal. The blade is 34” in length and 5/16” thick and made of carbon steel. Mihael’s wings are not exactly a weapon, but they can do some damage with the sheer force and strength of its strokes. If a human is to get struck by one of those wings, they could get killed.
Armor: Mihael wears a pair of twin spaulders that have black carbon steel plates with a red carbon steel spine with black leather straps to hold the spaulders to his chest and arms. He wears a black carbon steel bracer with curved spikes on the back of it. He also wears black carbon steel gauntlets with two 5” spikes that stick out of the front of the gauntlets in a diagonal angle. Mihael wears plain black carbon steel greaves with foot guards. His wings are as hard as steel and heavy, so they cannot be used for flight, however they are able to withstand blows from weapons.
Carried Possessions: Mihael has a pouch, in which he carries 10 healing tonics, 5 vials each of 6 different poison antidotes, 3 stamina elixirs, and 6 remedies for general aiklments. He also carries a jug of rice wine.
Powers/Magic/Skills: Mihael has the ability to transform his body into a fire elemental, which he uses by focusing energy into his flame tattoo. He is then engulfed in flames and in an amorphous state that holds only a partial humanoid figure but is constantly changing. In this form, he is pure fire and cannot touch lesser metals such as copper, tin, zinc, silver or gold. He can manipulate fire and himself and shoot it every 3 minutes. Mihael is strong and has insane dexterity and reflexes in both forms.
Limits: The more fire he gathers to him, the harder it is to control the accuracy of any projectiles thrown or any shape that he wishes to hold as well as his overall dexterity. He can only shoot fire once every 3 minutes and can only hold the form for a maximum of 30 minutes. His wings are able to take blows from weapons but can be hurt by too many blows at one given time, so continuous blows to his wings will eventually break them and cause him great deal of pain.
Side-Effects: After Mihael transforms back to his fallen angel form, he is physically and mentally drained.
Battle Strengths: Mihael is strong and dexterous. He has mastered the art of the naginata and katana. His ninjutsu is average. He has vast battle experience.
Battle Weaknesses: Mihael is not flexible. He trusts no one and uses people to get what he wants. He has no magic, except his ability to become an Elemental or retract his wings. Since he uses his weapons the majority of time in a battle, Mihael is not the best at ninjutsu and would be beaten by anyone with a better than average degree of ninjutsu or most other martial arts. Also, if there isn’t any oxygen, Mihael will not be able to maintain his elemental-form. Titanium weapons sap his energy and exhaust him so that the time he can stay in his elemental form is drastically reduced every time he is touched by the weapon. Rain and cold weather also prohibit him from maintaining this form.He has no healing abilities so he has to buy, steal or trade for healing tonics and the healing of battle wounds.
Personality:Mihael is self-serving and maliscious. He is strong willed and never leaves a task with loose ends. He makes allies, but friends are non-existent. The closest thing to a friend he has is Belial and this is because he respects Belial and his strive for power and vengeance. They both with to find a way to return to Heaven to wreak havoc on those who banished them. However, unlike Belial, Mihael took their banishment as an insult and only wishes to destroy those who would try to control him. His focus in life is to become invincible so that no one can stand in his way and ever again control his life.
Likes: Battling, causing pain and suffering to others, practicing with his naginata and katana, defying those who tell him he can’t do something
Dislikes: Emotional moments, weakness of any kind, God and his angels, devote religious humans and angels.
History: There is a very old planet far beyond this galaxy where all angels originate. The name of this planet is Heaven. Angels are celestial beings who have great wings that they use to fly. They do not die unless killed and are then reborn in a new body that is unaware of their old life. They lived in small autonomous regions of their worlds that were governed by local republics. These small regions would not uncommonly fight amongst each other in an attempt to force allegiances.
Then one day a being descended to their planet from the sky. He called himself God and claimed to be the creator of all things and that he was the savior of all races. He swore his undying affection for all living creatures in the universe and spoke of bringing peace to all.
Many soon flocked to this stranger and, in no time at all, the entire planet had declared him their creator and savior and worshipped him. He then had a great palace of gold constructed and had the regions come together to be ruled by him and created a council of leaders among the angels whom lived with him and to whom were entrusted with his greatest secrets and plans.
On this council was an angel named Lucifer. He was well-liked by many and had always been very important. Many felt that he was well-chosen to be one of God’s four archangels and that he was only second to God. One man who backed and supported Lucifer in all that he did was Mihael.
Mihael was a savage warrior with no discipline and only a thirst for violence. But the world had changed and there was no need for warriors anymore. He didn’t necessarily trust Lucifer, or anyone for that matter. However, he knew that Lucifer had a fighting spirit and was no weakling, so he decided to support the only angel on the council he had any faith in or anything in common with.
However, one day, Lucifer learned of a plan that Jesus had to create a new planet; One that would be called Earth. Confused as to why he had not been included in the discussion of creating a new world, Lucifer confronted God and asked what he had done to be cast aside and not included in this plan.
God told him that he no longer had a need for Lucifer and that he was to be replaced by Gabriel, an angel who had risen fast in the ranks of God’s council. God told Lucifer that he was no longer welcome in his palace and that he was to leave immediately.
Outraged at his mistreatment, Lucifer stormed out of the palace and plotted vengeance upon God and Gabriel. He and Mihael soon gathered about half of the population of angels and mounted an attack upon God’s palace. Many lives were lost, but in the end Lucifer and his troops were subdued and brought before God, who declared him to be a traitor and a man who only desired to destroy the peace he wished to bring the universe.
Lucifer screamed out his defiance and the mistreatment his was being dealt and about a third listened and felt the same. Hearing this, God sentenced them to be banished from Heaven and cast them down upon the new planet that he had created. Casting a spell upon the fallen angels wings so that they could never leave Earth, God made them heavy and like steel. Also, he told them that if they were to attack Heaven, they would not be born again into new bodies.
Lucifer soon realized what had happened. God had become jealous and fearful of Lucifer’s popularity and ruined him so that he would rebel. Once Lucifer had fallen into that trap, there was nothing he could do.
It was then that Lucifer decided that he would strive to discover a way to bring about God’s undoing. Gathering all of his followers together, he told them of his plan and that one day they would return to Heaven. He changed his name to Belial in defiance of those who had allowed him and all his followers to be bound to Earth and encouraged his followers to do the same. He told them to train hard and endeavor to become as strong and powerful as possible.
Mihael began to do just that, taking on the new name of Mephistopheles and training non-stop to better himself. He trained in the ways of the naginata and katana. He made those weapons a part of all he did in an endeavor to become one with them. He also trained his body in the way of ninjutsu in order to become more physically fit, but never mastered the art.
He then went to a shape-shifting magician and asked him to give him the power to use magic. The magician told him that he had no talent for magic but that he could give him the ability to transform into a magical being. This enticed Mihael’s interest and he accepted. The magician crafted a piece of metal with the image of a flame and blessed it with magical powers. Shoving it hard into Mihael’s chest, the magician said some strange incantation and the metal melted onto Mihael’s chest. All that was left was a red tattoo of a flame. The magician told Mihael that all he had to do was focus his energy into the center of his chest and he would become a being that was comprised of pure fire called a fire elemental. He also warned Mihael that oxygen was needed to fuel the flames and that this form was not invincible and could be expelled by rain, cold weather, ice magic, or water magic. He assured him, however, that the stronger he made himself in this form through practice and training, the less severe these elements would affect him.
Mihael soon discovered however that the magician had left out that when he left his elemental form to become an angel once more, he was very weak and exhausted from the effort. When Mihael returned to confront him about this, the magician told him that he need to practice this art and become better at it to get rid of these side effects. Disregarding the mage’s words, Mihael resorted to only use it in dire situations and went out into the world to find foes to defeat that would make him stronger and test his skills so that one day he could lead the attack on Heaven and take down God himself.
Name: Gwendolyn Liza Moore Nickname/Alias/Title: Gwen, Raggamuffin (She hates that, despite it being affectionate), Dustbag (Not even affectionate; bullies call her that.), Mustang
Occupation: Farmer and adventurer
Age/Birthdate: July 19. She's 12 Apparent Age: N/A
Gender: Female Race: Hylian Height: She's small for her age, about four feet eight inches. Weight: Lightweight, but not anorexic. 90 pounds
Eye Color: Bright blue Hair Color/Style: Wavy golden blond hair that looks more brown due to the quantity of dirt in it. She rarely washes it, and when she does, it's without soap. Uncut (or cut very crudely) and far from glossy, it comes down to her mid-back.
General Appearance: Eyes peeking out from behind several loose strands of hair and a splash of freckles across her nose and cheeks, Gwen's dirty face matches her dusty clothes: a blue baft tunic, a belt with pouches to hold her knickknacks in, and battered leather boots with no laces (apparently crudely patched a few times). She holds her hair back in a ponytail with a bow, but strands of hair sometimes hang down in her eyes despite her constant effort to tuck them behind her pointed ears. Gwen has no piercings to speak of, but one long, pale scar disfigures her right arm. She doesn't remember (due to her amnesia), but it's from her childhood. Gwen holds herself high, but is respectful to her elders. She only smiles or giggles when the need is there, but overall is quite solemn in her appearance.
Dagger: Hidden at all times,she stole it from the man who took her in, knowing that the outside world was dangerous. She doesn't even really know how to use it.
Armor: She never wears armor, as it "hampers movement". Carried Possessions:
Rupee bag: She made it herself. Strapped to her belt. Whistle: Calls her horse, Santos, a little spotted pony with a sweet disposition. On a string around her neck. Locket: Battered and dirty, this bronze locket goes in one of her three pouches on her belt. It has a single engraving in the bronze: E. Weather it belonged to one of her ancestors, or it belonged to someone else she doesn't know. Nevertheless, this locket has stuck with her through thick and thin, and it would be the first thing to grab if the house was on fire. She would defend it from robbers with her final breath if it came to that. It's her most prized and expensive possession. Handkerchief: Simple white cotton kerchief with a G embroidered on the hem. Nothing special.
Battle Strengths: Not really any, to speak of... Battle Weaknesses: Anything that can kill an average Hylian. That includes poison, wounds, blood loss, etc.
Other: - Anything else we should know?
Personality: Nice in a backstabbing sort of way, Gwen is slightly shy and meek compared to most. I mean to say, she appears nice, shy, and meek, but she's actually prone to turn on her "friends". Inside, she's full of character. She's open to new things, and is full of self-discipline. She will get the job done quickly, in other words. She is typically disagreeable, but it depends on her mood. Mainly, she is pessimistic, but attempts to be optimistic once in a while. Gwen gets easily upset and irritated, and with an overload of emotions (see "Vices") comes crying. Tears streaking down her dirty face, turning to mud as they drip from her chin and cheeks is not a pretty sight.
Likes: Her hands embedded in cool soil in the springtime; little kids that aren't too whiny or loud; getting on people's nerves; providing food for her family; and people with low expectations, aren't arrogant or hypocritical, and are nice enough to care about a "commoner" like her. Dislikes: Annoying boys, being scared in front of big crowds, people who have too high of expectations, people who are too arrogant to see the truth in life, and hypocrites
Fears: Heights, big monsters, big holes, dark, undead. Terrified of the undead.
Virtues: Mercy, as she cannot kill without fair reason; when she commits herself to something, her devotion will stay, even when it's hopeless Vices: She won't trust anyone, unless they prove to be on her side; she bottles up her feelings; and her pride is a bit excessive
A gentle autumn breeze gusted through the sleepy streets of early morning Castle Town, birds chirping, leaves tumbling through the cobblestone streets. The faint smell of warm, fresh-picked apples and fresh-baked bread was carried on that breeze, along with the sounds of the minstrel's singing and the passerby's gossiping. But a certain family, the Moores, were enjoying none of this. The missus, Alizah, had had her first child, and the sir, Josiah, was mourning her death. The child was fine, but Alizah was dead. He clothed the child in a small dress his spouse had woven, sewed together, and embroidered for her newborn. "Gwendolyn. I shall name you Gwendolyn, as you mother wanted. And Liza, after your mother," Josiah said, and murmuring, "Gwendolyn Liza Moore."
And she was thusly named.
Gwendolyn, or affectionately known as just Gwen, was a sickly child growing up, as her father couldn't afford medicine for her. This was due to the fact that they were loyal, dedicated servants to the Hylian Royal Family on a fixed income of minimal pay. But they got food and housing, and for that, Josiah and Gwen were thankful. When she was five, she gradually got sick less and less, until it appeared sickness did not exist. Gwen loved to pretend things, like she was going on adventures like the Hero of Time. She always promised Josiah that she wouldn't stray too far.
But she did.
One fine summer evening when Gwen was seven, the stars and the lightning bugs were out and the crickets were chirping drowsily in the dusk air, Gwen was peacefully playing out on Hyrule Field. She may not have known it, but she was being followed by an imp poe. It swung it's scythe at her. She, of course, didn't see it, as she hadn't harnessed her ability to shapeshift quite yet. It hit her in the arm. She ran off to the castle as soon as she could. Her father did his best to treat it as, again, they didn't have the money to pay for such treatment.
It healed nicely, but left a scar.
Later that year, Gwen acquired a cat. Pure white with bright blue eyes is not the cat you expect a peasant, let alone a servant!
But it happened.
Her father had almost placed a perma-ban on the even idea of having a cat in the household. He would not have something so expensive in the household that wouldn't pay for itself. But a cat came to the house anyway. Gwen named her Snowangel, and took her in. Her father figured it would be okay just as long as Snowangel caught her own food.
And so, Gwen entered upon a new friendship.
Two years later, Gwen was preparing the dining hall for the princess's birthday. There was a knock at the door, and Gwendolyn dropped the plate she was holding. Luckily, it was metal, and empty. She scrambled to pick it up, but in her hastiness, she missed who was at the door. A band of Bulbins. They banged her on the head, shoved her in a burlap sack, and took her away.
Why they did it, she may never know.
She had forgotten everything but her name. The Bulbins carrying her away was just a smudgy memory when she arrived. She staggered around Ordon village, and finally a farming family took her in. She remained a farmer until specks of her memory came back. She ran off at midnight to find if her parents were still alive.
Nickname /Alias: Minx has never officially been called anything but minx except the time he was called the silent wanderer when he did some spy work for the sheikah.
Occupation: Minx worked at the local Bazaar until he was thrown into the occupation of hero\wanderer when the time in his land froze.
Age/Birthdate: Minx is 17
Height:5 ft 6, kind of on the short side for an elf
Weight:137 lbs, not much, doesn’t show up on his body
Eye Color: minx's eyes change from blue to green depending on what he is wearing.
Hair Color/Style: Minx's hair is long and shaggy, it hangs down over one of his eyes in a curved triangular point. All the rest is kind of long-ish ( down to his chin) clumps of hair that stick together to form kind of a shaggy ring of points
General Appearance: minx's build is wiry: he has long arms that trail down to his thighs and long legs that take up a little more than half his height. He wears a brown tunic with silver chain mail and dark green armlets and shiny dark brown leather boots.
Weapon(s): minx uses a steel rapier that has a golden sheen to it, it can harness the powers of the wind. he was given it from a farmer he helped herd goats for in his elven home town. When it was given to him it was bent and it was dented and scratched. Minx gave it to the town blacksmith who then fixed it up and gave it it's golden sheen as well as fixed the bentness and the scratches and dents.
When Minx came to age to his 17th birthday all elves in his hometown are given the choice of a power with which to bless their weapons with: Minx chose to bless his rapier with the power of wind.
Armor: Minx wears very light armor opting to only wear a simple coat of chain-mail so he can take advantage of his elven physical prowess ( ultra- agility, dexterous running and very fast sprinting.
Carried Possessions: Minx only carries with him his rapier, and a small necklace with a green stone embedded in the center of an amulet that is on the necklace: the stone dimly glows and hums faintly. It is the last remaining possession of his parents who both mysteriously disappeared when minx was 6.
Powers/Magic/Skills: minx has 2 magical attacks.
1. Whirlwind: Minx waves his rapier and summons a huge twister of cylindrical spinning air.
2. Elemental Gale: minx spins his rapier round and round his fingertips and forms a swirl of wind, he then sends the swirl flying towards the elemental object ( water, fire, vegetation ) the swirl then spins round and round the object engulfing it and suspending it inside the swirl. after sucking the elemental object, minx then with a flick of his wrist and a thrust of his sword, sends the swirl with the elemental power contained inside it towards his foe.
This technique can be useful in a battle with an elemental based enemy. Example: if I was versing an enemy whose main attacks were centered on fire Minx would suck up water with elemental gale and then send it flying at his foe. Firing water at a fire creature would thus be more effective than sending grass flying at it. Minx however does not produce the elements, he cannot summon them and they must be nearby\within reach for him to be able to use it.
Whirlwind: this attack can only be used 5 times per 12 hours (a.k.a. 10 times per day) due to its stress upon Minx and his rapier.
Elemental Gale: this attack is extremely costly upon minx's magic ability. It can only be used approximately 3 times per 12 hours ( a.k.a. 6 times a day) because if used any more times than that it can make the user become unconscious a.k.a. Defeat.
Side-Effects: if used too many times these attacks can actually snap Minx's rapier, or make him become unconscious
Battle Strengths: minx is extremely fast and agile, he will almost always strike first due to his superhuman speed.
Battle Weaknesses: although very fast and agile Minx gives up defense for his speed and is very venerable to hard hits. If the enemy can land several good hits on minx he will be close to defeat. His attack, although not weak is not super powerful only he is able with his speed and small light blade, able to get his attacks to land where other people couldn’t.
Personality: minx is an ambitious young elf with a strong desire to save his home town. Like most elves he is very noble and does not look for power needlessly. Minx is more cheery than more elves: rather than be silent and speaking few and well thought words, Minx is way more talkative and likes to chat with other people. He does not consider what he says before he says it he just kind of blurts out whatever he thinks.
Likes: Kear, his elven town, the farmer who took him in after his parents disappeared, minx at first aspired to become a horse trainer and sell the finest of elven horses but after his parent’s disappearance he barely had enough money to buy the tired old horse he uses to get around and to haul lumber and farm goods.
Dislikes: his arch-enemy the necromancer, the freezing of his town's time. Minx hates the fact that although his parents were somewhat wealthy none of the money came to him after they disappeared as there was no will and instead was given to the town.
History: minx was born in the elven town of lothreim. During minx’s early years he was a content young child with a moderately wealthy family. However in the summer of his 6th year minx’s parents mysteriously disappeared after going outside the town to meet with a man by the title of the necromancer. Ever since then minx has lived at a local farmer’s household as a hired hand.
He got his rapier after going out of his way to make sure that the farmer’s crops were not destroyed when he heard there were some crop stealers on the outskirts of town. Minx asked if he could borrow the rapier and used it to defend the farmers crops, eventually the thieves did show up but minx was able to defend the crops by being stealthy and quick to make the thieves think that they were being attacked by many men. After the job minx had done the farmer said minx could keep the rapier.
minx's adventure begins on the eve of his 18th birthday. That night he goes’s outside of the small town he lives in with his friend kear (who is a girl) they have known each other for all of their lives and know they want to be more than friends. While out in a field on the outskirts of town minx and kear stumble across a strange pale crystal. Minx reaches out and touches the crystal and instantly time around him freezes. Minx however is not affected. Kear is frozen still with a look of surprise on her face.
A portal appears next to minx and minx can see pale orbs of light pulsing around inside of it. It begins to pull Minx towards it. He gropes for something to hold onto but is unable to get a solid hold of anything… he is slowly, agonizingly sucked into the. once he has entered it, it disappears, everything is still for a few moments and then time resumes as normal with Kear wondering where Minx has gone. *dun dun duuh*
thanks to the ba council for finally putiing this through.
Name: Alvein Faenad Nickname /Alias: Squirrel Occupation: Courier/messenger Age/Birthdate: 60; born in the seventh week of summer Apparent Age: 20, to non elves Gender: Male Race: Elf Height: 5'11" Weight: 175 Eye Color: Silver Hair Color/Style: Platinum Blonde; chin length,
General Appearance: Though his hair keeps growing rather long, Alvein keeps it trimmed to chin length. A leaf-green bandanna keeps it our of his slender face, unmarked even through numerous fights complete with cuts and burns. While not overly muscular, Alvein's body is well-toned and more imposing than that of other elves. His clothing is comprised of a simple white tunic under a black leather vest, with a pair of boots and pants to match the vest. He also wears thick, black leather gloves with the fingers cut out. The look is completed by a pair of small, silver hoop earrings and a quartz pendant he keeps hidden under his clothing.
Weapon(s): Alvein is an unarmed fighter, and as such uses his body exclusively. His hunting knife can be used as a weapon if necessary, but he has never uses it as such.
Carried Possessions: Waterskin, belt with six pockets sewn in, larger pouch; currently, aside from the waterskin, the pockets are empty and the pouch has enough waybread for a week. He carries a crude, fire-blackened quartz about the size of a thumb on a leather thong around his neck. He also has a sheath with a hunting knife strapped onto his right thigh.
-= Active =-
[Offensive] Crater Push - Alvein delivers a devastating, magically-charged palm blow, capable of splintering wood and cratering low-grade stone. Only works on a target touched by his hand; drains twelve seconds (2 rounds) worth of magical energy.
[Offensive] Quake Drop - Alvein leaps into the air, coming down with a powerful axe kick. Dispels weak defensive enchantments; drains twelve seconds (2 rounds) worth of magical energy.
[Defensive] Runic Buckler - Alvein taps the air with two fingers, leaving a rune which rejects both physical and supernatural attacks. Only covers an area as large as his head, and only as long as he holds the position; drains six seconds (1 round) worth of magical energy.
-= Passive =-
Mana Optimization - Alvein's body utilizes magic differently than other elves. He is able to heal with fewer scars and from slightly more serious injuries, though it takes slightly longer. He is also able to use mana to enhance his physical attributes without casting spells, although he is unable to affect others with his magical energy without touching them. Without using his special techniques, he can keep up his magically-fueled strength for five minutes (50 rounds).
Basic Weapons Training - Alvein has basic skill with using bows, quarterstaves, and knives.
Basic Survival Training - Alvein has basic proficiency in the fields of foraging, hunting and fishing, trapmaking, finding shelter, and navigating natural areas.
Limits: Alvein's supernatural techniques must strike the target (or be struck by the target) to work. Side-Effects: Using his special attacks drain his magical power more quickly than normal combat does.
Battle Strengths: Heightened endurance and strength through magical means, as well as great speed due to his elven heritage. Battle Weaknesses: His enhanced abilities last only as long as his magical energy holds out.
Other: Alvein has an older half-sister.
Personality: Alvein is hot-headed and quick to action, not hesitating to do what he believes is correct. He also believes that all beings have enormous potential, and because of it is careful not to underestimate anyone.
Likes: Freedom, fresh fruit, rain, sunrise, wind, optimists. Dislikes: Being ordered, sleep, rotten or decaying things, large crowds, pessimists. Fears: Failure, being limited. Virtues: Perseverance. Vices: Games of chance.
History: For years, Alvein was taunted for being an elf by creatures from other races - not because he was different, but because he was physically weaker than those around him. Not content to simply conform to the usual racial standards and become a spellcaster or archer like other elves, he trained his body in the hopes of proving that elvenkind is capable of excellence in hand-to-hand combat. As such, most of his magical abilities have been directed into considerably enhancing his muscles, with only a few magically-charged attacks part of his repertoire.
Behold, the sands of time and the breath of dragons flow in an endless circle.
Name: John West Preferred Name: West Age: 23 Gender: Male Height: Approximately 6ft tall Weight: 70 kg Skin Colour: White, slightly tanned Eye Colour: Currently a light hazel colour Hair Colour: Currently a dark shade of brown, not styled, merely flattened or spiked quickly depending on his mood or situation
Race: Shard Hybrid
A Shard hybrid is a human being that has had an artifact known as a Shard fused to them in some way, be it through direct graft onto the body, gradual ingestion or some other form of exposure. Shards are fractured pieces of an unknown entity of great power, which was in some way ripped apart and scattered throughout every existence. When a Shard becomes fused to a human, the individual begins to exhibit a new personality, which has a great grasp of science, mathematics and technology, as well as being extremely intelligent, able to calculate answers to questions and problems as if it were some sort of super computer.
The original human personality is gradually lost, their experiences feeding into the power of the Shard’s personality, as well as transferring any mental traits that are deemed to be useful by the Shard. The transformation is not only mental, the physical appearance of not only the host, but there clothing, and surroundings changing to represent the previous body of the Shard; any disease or infection is eradicated by the Shard. These changes are often violent; images, times, places, objects from both personalities surging through each other into the mind and world of the host.
As the transformation takes place, the outcast personality of the host may manifest itself in the real world, often with feelings of wrath, anger and malice towards the Shard that has usurped their body, as well as anyone who may have been involved in the fusing the Shard to them; as can be expected, most Shard Hybrid deaths are linked to the appearance of said “ghosts”.
A Shard Hybrid is gifted great power by the Shard, but the ability to wield this might is almost impossible to do safely, though because this fact is not well known to the world, miracles performed by Shard Hybrids are often said to be the work of magic, when they are in fact merely the work of improvised technology and intellect.
When a Shard Hybrid dies, their body follows the normal phases of decomposition, except that their heart decomposes to reveal a new Shard.
Weapons:West does not carry any of his own weapons currently, though if the situation demands it, he may use any weapons he finds in his current location, but these are normally only temporary tools, discaded once the conflict is resolved.
Armor:West does not carry any of his own armor, however the power of the Shard has changed his skin to be more resilient to attacks made by blade weapons or hand to hand strikes.
Key Item: Travesty
The first change that is experienced by a Hybrid is the appearance of Travesty, an object of great mystery, which can be used by only one hybrid and will inevitably disappear upon the death of the hybrid it is linked to; as there are multiple hybrids spread across the universes, it can be assumed there are also multiple Travesties.
The material Travesty is constructed from, as well as its creator, cannot be identified, though it is assumed that it was created by the unknown entity, perhaps as tool to direct his power. Physically, Travesty is approximately 16cm long, and is not very thick; it is also very light. When in use a slight, high pitched buzzing sound can be heard, and a red light glows from the front of the device, which is the thinner, metallic end with three branches coming from it.
The only ability of Travesty that West can currently use is the ability for it to manipulate fractures in time and space. These little points in the universe were created by the shattering of the unknown entity and they link different parts of the universe together. Travesty can create bridges between these points, allowing people or objects to travel between them. When this is used, the space around the point opens into a roughly circular gateway, through which the destination can be seen; as the gate opens, the space around it has a risk of cracking, a permanently opened gap appearing in the form of a randomly shaped crack, often forming in physical objects such as walls or floors; these cracks can be opened by hand, though the energy required to do so has a high chance of killing those who attempt it.
Other abilities of Travesty can be unlocked by adding Glimmers of Travesty to the device; the theory being that Travesty was also shattered like the unknown entity; the Glimmers of Travesty are therefore scattered around the universe, and people may freely add or remove them from their person to augment their own abilities.
Travesty is normally kept in the inside pocket of West's jacket.
Other Possessions: West’s only other possession, apart from his clothing, is a small silver ring, with a small inset diamond. This was the engagement ring of his fiancé, who, officially, recently died in an accident on a public bridge. The memories held by the ring are powerful, and filled with raw emotion, although it has no sort of physical power. It is, after all, just a ring.
Fracture Detection: West’s hybrid body has the ability to recognize fractures in time and space, his body feeling sharp vibrations when he finds one.
Limits: Due to the truly tiny nature of an untouched fracture, a large amount of concentration must be used to discover one, and the location can be easily misplaced should the fracture be located in thin air, as opposed to a wall or floor; therefore it is almost impossible to locate fractures while engaged in combat.
Fracture Manipulation: Using Travesty, West can open or close fractures. Opening a fracture creates a portal between the two points in time and space linked by it, allowing instantaneous travel between the two. Fractures can also be closed, either partially so that they return to their minute size, or fully, so that they can never be opened again, time and space fully repaired. Travesty also can control how far the fracture opens, either relatively small to allow people and other small objects through, or truly massive, which would allow whole armies or vehicles to enter another world.
Limits: Manipulating a fracture requires a great deal of concentration, as well as a substantial amount of energy, effectively limiting the manipulation of fractures to times outside of combat. Should a fracture be opened past a certain limit, typically a 5x5m square at the least, the space it occupies can become cracked, leaving a constant link between the two points in time and space. These cracks can be opened by hand, though the energy they require to be opened is enough to kill a normal human; the only way to full close a crack is to supply it with enough energy to open wide enough to collapse in on itself. Another key limit is that, until the fracture opens, West cannot predict what is on the other side, potentially putting himself in vey dangerous positions.
Side Effects: The main side effect of fracture manipulation is tiredness, as his body must compensate for the energy used to open the fracture; often only portals large enough to crawl through are used if a large amount of energy must be conserved.
Immediate Analysis: West has the ability to feel whether or not a moment in time is a fixed point that cannot be changed, or a point in flux which can be changed, characterized by a growing urge to leave his present location, and a general uneasy feel about the whole scenario. This analysis of his location is also useful for locating Glimmers of Travesty, which he tends to be drawn towards, often accompanied by a growing excitement.
Limits: The information provided is extremely basic; even if he knows that an event is a fixed point in time, he doesn’t know what event is fixed, or the consequences should he attempt to change it. Regarding the Glimmers of Travesty, he does not know where in the world it is located, what its ability will be, and whether or not it is attached to a person or creature.
Illusion Detection: West has the ability to detect illusions, including very powerful illusions; this can be either by hearing the actual sounds objects make when touched, tapped, hearing a slight change in the way that a person talks, or seeing a flicker in the appearance of an object or person.
Limits: The power of the ability decreases with distance, and for very powerful illusions to be detected, he would have to have his ear on the object or be close enough to see every detail. Another limitation is that he can only detect the illusion; he cannot dispel or remove the illusion and so cannot see what the object or person truly is. The ability can also be completely removed by impairing his vision and hearing, through blindfolds, earmuffs, or other more brutal methods.
Absolute Homeostasis: Due to the power of the Shard, West’s body can maintain homeostasis without any of the usual drawbacks, to a certain degree. The need to eat, drink and sleep is no longer required, though he may still feel the urges to do so, though these urges will gradually decline. He can still eat and drink, the substance broken down to pure energy and reapplied throughout his system by the shard; while he can still enjoy the taste, he can never suffer the effects of alcohol or smoking, and cannot be poisoned through ingestion. This ability is closely related to his regeneration ability.
Limits: The destruction of harmful compounds can be negated if the compounds are injected directly into his bloodstream, as this increases the time they are in his system before they are destroyed, allowing him to be potentially poisoned or killed by a lethal injection.
Dual Personality: West is extremely clever, is old personality having an extreme grasp of communication and language, while the Shard’s personality is a master of mathematics, science and technology, the two combining to give an intellect that very few can compete with. When faced with a problem with computers or equations, the Shard can solve it in seconds, while the extra power supplied to West’s personality can master new languages or customs extremely quickly.
Limit: Due to the overpowering nature of the Shard, West’s social skills degrade quickly when he is working, and there can often be a slight mental conflict when deciding a plan of action, should the two personalities have a difference of opinion, a dispute characterized by painful headaches.
Augmented Skin: The Shard’s energy has augmented West’s skin, supplying it with a new structure that makes it significantly tougher. The new structure increases the strength of hand to hand strikes, and gives a strong resistance to the slashing attacks from bladed weapons.
Limits: While resistant against slashing attacks, the damage caused by piecing attacks, especially those caused by bolts, arrows and bullets, do not have their damage reduced. Blunt weapons, such as war hammers and maces also maintain their full strength, though their damage can be more easily repaired by his regenerate ability. Magic affects the skin at normal strength.
Side Effects: Though the skin is more resilient, the bones beneath are at their normal level of strength, and are more than likely to break if constantly pounded with a club, for example. West is also less likely to feel minor injuries, including some sword attacks, posing the obvious risk of these accumulating.
Regeneration: The homeostasis supplied by the Shard increases the natural lifespan of the body indefinitely, preventing the appearance of aging. This regeneration allows the repair of multiple minor injuries, such as grazes, scrapes, and wounds no more than 4cm deep and 5cm wide.
Limits: Wounds any larger than the ones specified may be slightly healed, but the majority of the damage will still be present; wounds such as these may be inflicted by blunt weapons, bullets or magic. To repair these wounds fully, medical attention is definitely required, and a self induced sleep can be used to stimulate a rapid recovery.
Combat Strengths: In combat, due to the vast energy of the Shard, his body operates much quicker, giving him a great strength in hand to hand combat, as well as increasing his reaction times and hand to eye coordination, giving him superior aim with firearms.
The passive power of the Shard allows him to regenerate minor wounds, however medical attention may still be required, and regeneration occurs quicker if he is in a safe environment; the Shard also increases the toughness of his skin, allowing him to deflect light attacks from blade weapons, as well as increasing the effectiveness of hand to hand attacks.
Combat Weaknesses:While the Shard offers him some protection from attacks and the ability to regenerate, his body is still very human, and therefore extremely fragile; his skin offers no protection against blunt weapons such as maces or clubs, and he is even weaker against projectile weapons, such as guns or crossbows. Any form of prolonged fighting, while not tiring him, can lead to injury, especially as he may not notice accumulating injuries
West's previous personality can also be turned against him in some circumstances; should his ring be stolen, or if he sees an event similar to part of his own life, the old personality may try to reassert itself; this will lead to a conflict in the control of his body, causing his movements to be clumsy, and his concentration to weaken, and in severe cases leading to him entering a temporary coma like state until the mental conflict is resolved.
Personality: Due to the fusion of two personalities, the true traits of West can be difficult to identify, however certain aspects are clear to those who encounter him.
Both personalities are very appreciative of music and theatre, and enjoy the company of actors and musicians, though such companions are often temporary and often take offence, as West is not afraid to make his criticisms known. Despite no longer having the need to, West still enjoys eating, though more out of the formality and the respect of meals and banquets than the actually nutrition of eating; this feeds into his love of local peoples and their lives, and his love to experience different cultures. He also enjoys seeing machinery in action, and his prone to disassembling machinery without any prior knowledge on the machine itself.
West generally dislikes being told what to do; if given a long list of instructions he will just skip to the necessary ones, if given an instruction manual he may well throw it away out of disagreement. Another thing he dislikes is being stuck in a boring place; eating a meal is fine, but sitting patiently waiting for guests to arrive is definitely not. Litter and waste are other things that he dislikes, as well as general uneasiness around needles.
West’s virtues are is attitude to get along with people regardless of race, gender or any other difference, and his general hate of violence and cruelty.
His true problem however, is that despite his non-violent attitude, his influence can cause people to commit violent acts to achieve their goals or to rid the world of evil, he himself in some ways too cowardly to make the change himself. Also, while he may express regret for certain actions, he will very rarely say sorry for something that may be life changing to another, merely thinking some events to be too trivial to bother him.
Aside from the obviously human fear of death, West fears that he may encounter another Shard Hybrid at some point, partly out of the worry of the carnage it may bring, but also out of having to confront the fact that unlike the trillions of people in the universe, he does not have a unique personality. His final, most secret fear is that sometimes, when he tries to force his body to sleep, or to rest, he suffers nightmares, a dream in which there is nothing but a human shadow, waiting for him.
Appearance: A strong, powerful figure, John West stands at around 6ft, and though he is thin, his body is muscled and toned, a reminder of his previous time in the army. His clothes are mostly clean, steel colored jeans held around his thin waist by a crude, improvised leather belt. His upper body is covered by a white t-shirt, now aged and stained by sand, snow and dust to a very slight gray; this is accompanied by a silver jacket, which would not look out of place in a formal event. Finally is boots, leather and almost fashionable, complete is appearance, giving the overall appearance of someone who has fallen from grace, from a life of riches to a life of poverty. His face is handsome, ever so slightly tanned, with an almost invisible scar near his left eye; his teeth are immaculate, his hair wild and untamed, all parts of his appearance deepening the mystery of his method and actions.
History: Born to his parents, Claudius and Ophelia West, in the early 22nd century, West was part of a national incentive to increase standards of education and training within the country of Anglend, formally known as Great Britain. As part of the trial, West was sent to a government run boarding school, before progressing onto university to study languages and communication, a course he was advised to take after achieving maximum marks on his modern foreign languages papers at A2 level. It was at university he met his partner, Catriona Gray, the two having a long term relationship that was largely successful. Having finished their degrees, the two moved into their parent’s home, much to the annoyance of his father. West was soon called up for national service, a mandatory part of the education incentive. Before leaving, he proposed to Catriona, the two becoming engaged.
At the end of his first year of service, West returned home to find that his father was blackmailing Catriona, writing threatening letters in order to get her to leave the house, as he saw that he was providing for a useless woman. West talked to his father and convinced him to stop, though a month after he had gone, the threatening began again, this time leading to physical violence, which Ophelia was too scared to report, and Catriona too insecure to even consider opposing. With these new atrocities continuing, Catriona slowly lost her grip on sanity, the only thing left to live for being the ring around her finger, and the promise West would return and love her forever.
On his final medical report before the end of the year, West complained of a small, crack shaped lump on his right arm, near his bicep. Analysis confirmed that it was a cancerous growth that was almost certain to become deadly. Returning home early, he found Catriona driven out of her mind, being cared for by her mother, who had eventually reported the hideous domestic violence. Though things looked like they may recover, when West explained his cancer, Catriona finally snapped entirely, her dream of being loved forever totally destroyed. Intent on dying, she ran to the nearby Rosaline Bridge and threw herself from it, committing suicide.
After confirming her identity to the police and taking her engagement ring, West was approached by a sympathetic medical advisor, who, after recognizing his tumor as cancerous, gave him details of a company looking for subjects for an experimental cancer treatment. This led him to the pharmaceutical company Cecilstag, who offered him an experimental course. Staying in a secure environment, disguised as a luxury suite by several computerized illusions, he was injected daily with a specialized vaccination fluid, which was in fact a liquidized piece of the Shard. The cancer began to recede immediately and eventually died after 21 days, but the injections continued.
Upon the 31st day, when issued with his injection, a new personality instantly emerged, talking rapidly about everything in the room, conversing with the doctor in the room, who seemed to be very knowledgeable of these changes, raising West’s suspicion. West soon realized the room was actually an illusion when he tapped the glass television screen, but heard the echoing sound of a concrete wall. Within seconds, Travesty appeared in his hand. Jumping around every corner of the room trying to find some sort of fracture, he soon found one and opened it so that he could escape into a new world, all of this leaving the doctor present astounded.
However, a tiny crack had been left in the wall, and through it, a glimpse of another world could still be seen, a fleeting image of a man running to freedom…
Name: Wentworth Nickname*/Alias:* Orty is what he goes by, his mother calls him Wentles, a name used by others in mockery. Occupation:* Runaway, sidewalk magician Age/Birthdate: 11, September 14th, 1999 Apparent*Age: 11 Gender:* Male Race:* Human Height: 4'6” Weight:* 71 lbs. Eye*Color: Hazel, blue with a green ring around the iris and flecks of brown. Hair*Color/Style: Light brown, mossy and unkempt, looks in need of a shower.
General*Appearance: He's slightly short for his age, and very thin, mostly from running (from bullies and his father) and the lack of food his family has. It has gotten worse since he left home, but this fact is usually hidden by the bulk of his jacket. His eyes are round and large, bright with hope and curiosity. Freckles dot his nose and cheeks, on which he has very distinct dimples, and his nose wrinkles when he smiles. His teeth are naturally strait, and a bit spaced out. His jaw is round, still baby-looking as he is a late bloomer. His messy hair is long, grown past his ears, and falls into his eyes when he's too tired to push it back. He is dirty from head to toe from crawling under the wall and traveling. He is in need of a good bath and a meal. There is an odd birthmark that looks like a small snake wrapped around his left forearm. Unknown to him, this is a sign of significant power that was supposed to have been extinct in his small sheltered world. As his magic grows, the mark changes from a reddish mark to a glowing green serpent. The mark is usually covered by his too-large coat. He wears a large top hat and a blue bow-tie too. Both stolen from his father's closet. The only things that fit are his green t-shirt and blue jeans. He had no shoes when he left home, so he's barefoot until he can find another pair.
Weapon(s): Whatever he can levitate. Not skilled in fighting, especially not hand to hand combat. He learns to use his glass balls and cards as weapons.
Carried*Possessions:* His father's old magician suit: a top hat, suit jacket, and blue bow-tie. He carries a deck of cards, four glass balls, a small box that can make things “disappear”, and a few double sided gold coins.
Powers/Magic/Skills: Magic. Raw power yielded by his lack of knowledge and inexperience. A lot of his magic comes from the fake tricks he'd watched his father do, as he'd then gone to his room to practice them, not realizing he'd practiced true magic. He's got a knack for learning, and as he encounters more magic users, his talent will grow. He can use a few tricks to levitate and shield: his levitation spell is his strongest and he can lift anything smaller than an elephant. His shield was discovered when a school bully tried to chuck a lunch box at him across the table, much to the surprise of the bully and everyone else at the table. It isn't a complete shield and only blocks one attack at a time because he has to focus its direction; if we were able to see it, it would appear as a large curved oval, looking almost like a stretched contact lens. Unfortunately, it isn't something he can practice, it only seems to come to him at the exact moment he needs it. His magic is strongest when angered, though with his good nature, he's a hard one to anger. He's also a pretty good illusionist, can make things appear as they aren't: such as making things seem to disappear, float, or talk. The illusion doesn't last more than an hour after he's stopped focusing on it. If he continues to concentrate, he can hold the illusion for about six hours (that's as far as he's ever timed it). It's a good way to distract people and get away fast if he's ever in trouble.
Limits: Lacks: experience, education, it'll be a long while before he's able to summon the dead or anything. He is useless in a street fight, struggles with multiple opponents, and gets very nervous under pressure. He can make anything seem to vanish, but the items he levitates can't be bigger/heavier than an elephant and he can't make anything talk that doesn't have a way to project sound. (Things he can affect with speech: animals, radio, musical instruments, speakers, machines with loud enough gadgets...) Things such as a rock, a building, a piece of paper, a door, a stool, etc, can't be affected. Side-Effects: none
Battle*Strengths:* Magic, better if the opponent is a good distance off. Strong mentally. Battle*Weaknesses:* Hand to hand combat, very weak physically.
Familiar: There is a small talking mouse named Louie that travels with him. Orty found him outside the city wall when he'd run away from home. Louie isn't an expert on the places they travel to, but he has the ability of critical thinking and cautions Orty whenever he feels there might be danger near by... which often time there is. He is overly cautious and not at all brave, but he has a sense of loyalty and will follow Orty around forever because Orty saved him. He can do large sums in his head and is able to read, but doesn't always understand the “why” of things. Speech and thought are the expanse of his magic, he cannot fight, even if he could overcome his cowardice to do so. He can, however, reach extremely high or small places if the event calls for it.
Personality: He is sweet, forgiving, naive, and more silly than serious, but not always honest. He is far too curious for his safety. Protective but easily frightened. He's got a good sense of humor, and he asks way too many questions. He's also very eager to learn.
Likes: Ice cream, making people smile with his magic tricks, running in the rain, mice, dogs, things that fly, a good chase, treasure hunts, magic, his mother. Dislikes: bullies, his abusive father, seeing the weak being hurt. Fears: dark allies, being alone, hurting someone, dying without seeing his mother again. Virtues: He stands for the weak and the hurt. Believes in justice over mercy. Vices:* He's gotten good at telling lies, and with his powers of illusion, he is able to deceive many.
History:* Sheltered from the world, Orty grew up entirely unaware of the magical creatures just outside their city. The year is 2010 and the city has been cut off from the rest of the world for centuries, allowing it to move forward, while the rest of the world stays the same, with magical creatures roaming the earth.
Beaten and bruised for having broken one of his father's “magic” glass balls, (his father is a slide of hand magician, these humans don't believe true magic exists.), he ran out of the house, still wearing his father's hat, coat, and bow-tie he'd worn while practicing tricks and pretending to be his father on stage. His mother had cried and chased after him, but, pregnant with another child, she was unable to catch up to him.
Orty ran until he couldn't run anymore. He realized he'd reached the border of their city; he'd known this because of the large trees that all grew single file to hide the brick wall behind them. Curious, he ventured into the trees and followed the brick wall until he found a small hole near the ground big enough to crawl through once he'd scraped out enough dirt. Once on the other side, he saw a mouse being cornered by a large black cat. The mouse shrieked and plead for mercy, shocking Orty. He'd never even heard of a talking mouse. He chased the cat away and the two eventually became friends and Louie accepted the request that he should join Orty. Now they travel together, not quite with an exact destination in mind. Orty is only interested in seeing everything that has been thus far hidden from him.
General Appearance: -Xaren's appearance has changed a few times but he currently wears his own Sheikah outfit. The first layer consists of a tight dark blue synthetic suit that covers his entire body ending at his feet, wrists and neck. Over this layer he wears a grey shirt torn at the sleeve ends and torn short to end at the top of his waist on the front are two vertical parallel blue lines with a horizontal red line crossing through them both. He has bandages from his wrists up to elbows binding his sleeves to his arms he also has two pieces of blue hide on the outside of his shins as well as two more on the front of his thighs. He wears a pair of short black shorts. There are two tears in his shirt on his left shoulder and the sheikah eye on the right shoulder. His lightning white hair droops to the sides of his face as well as between his eyes. His eyes are the shade of blood red that tells the history of Hyrule. His boots are firm and well fitting but easy to move in they stretch above his ankle a few inches. His head is covered by a black rap and his mouth and nose by a black mask. His pointed ears stick out through his hair both pierced. Although not visible he bears a scar from the right side of his stomach across his chest to behind his left shoulder. There is also a tattoo of the sheikah eye on the back his neck.
weapon(s): On his left thigh hangs a Kunai, a small triangular knife with a ring at the handle bottom a standard weapon for a Sheikah. The handle was bound with a red material for easy grip. Under the bandages on his right arm there is a hidden retractable blade a weapon carried by only a few sheikah as it can show a lack of trust. He also keeps some needles in his other wrist. His main weapons which he has named oni kuchi reside on his back a Straight blade across his back and a shorter slightly curved blade parallel to his waist he can use each blade separately or lock them together at the hilt for a single weapon. This weapon is unique to Xeran and is not used by any other Sheikah.
Armour: Xeran and most sheikah do not normally wear armour as it can be heavy and slow you down as well as affect your stealth ability. Xeran does wear some tough hides on his outer shins thigh and on his forearms under the bandages. His boots are also quite tough.
Carried Possessions: Xaren Carries and plays a black 12 hole Ocarina in a pouch on his side Many Sheikah are capable of playing instruments so it is no surprise or anything out of the ordinary. He also carries and reads a book titled “The Shadows Of Hylians”
Powers/Magic/Skills: - Xeran Possess many Dark powers taught to him by his teachers.
and is very capable of mentally multy tasking. While he may appear to be doing something physically he may be doing something totally different magically allowing him to use his physical and magical abilities together, although one will be significantly dominant. He cannot hit very hard while using magic and magic is weaker if he is in physical combat. Magic is activated through will, and often aided by the use of hand gestures.
Healing Ability: allows him to heal himself and others relatively quick but needs concentration
healing can take allot of energy depending on the size and seriousness of the wound, it could take so much energy to heal himself that he might very well be better off not.After being healed by shadow magic your wound will give of the same aura as the magic user for a few hours, which can also be a beacon for thoughs who can sense magic or darkness.
Elemental shadow: Uses his dark abilities to Create and control magical Fire,Water,Wind, and Earth to scorch,drown,crush or blow away the enemy. The amount of energy required depends on the strength and quantity of the attack (electricity is also included under fire)Max fire temp: 170DC,Max Water volume: 30 gallons,max wind speed: 95kmh,max earth weight: 100lbs (surpassing these limits without training may result in, prolonged fatigue, Magical scaring, loss of consciousness, or Death) these elements will lessen or completely disappear with a disorienting strike, such as a blow to the head.
Teleportation: Xaren can disappear and reappear in a different location. The amount of energy required depends on the distance traveled teleporting long distances can be dangerous. He can teleport through walls and other objects only if he can see or knows what’s on the other side. His body becomes like an invisible energy that moves extremely fast
(More energy required for distances over 10 metres, over 20 metres dangerous)
Shadow Disguise: He can fall into his own shadow or shadows of others making it easy to hide from or fallow someone. His body becomes darkness and fills like a liquid into the shadow like a mould. Takes Extreme concentration and causes fatigue. If he loses consciousness from over exertion while in a shadow he may become trapped inside of it.
(Can give headache if concentration lost, can be caused by shadow stretching or mixing with some else’s shadow. Will start to fade in an out of consciousness after 5-6 minutes.)
Devils Hand: Dark magic draws a coating of chosen magical element to cover his hand, Earth grants him a thick rocky layer over top his hand to pound and crush enemies and obstacles. Fire engulfs his hand in flames(Is very hot for him) making contact dangerous for the enemy, fire can also leave his hand in the form of a spiral. Cool water covers his hand stretching out into a spike then freezing to into a large ice talon.(Makes his arm very heavy) Wind spirals around his hand allowing him to shred objects upon touch. Can cause minimal or great damage depending on the amount of concentration and energy focused into the attack( uses less concentration then elemental shadow.) Hard to Control properly and will Recoil. Takes little time to activate but can charge to higher strength while activated, it takes more energy to upgrade then it does to sustain one. Same limits as Elemental shadow apply, can only draw enough power once maybe twice per day so when activated he must keep going, which continually drains power. Sustaining Devils hand for more than 8 minutes will cause horrific magical scarring, Devils Hand always leaves raw magic on his arm, Dangerous to touch anything or anyone for a period after using. Loses use of other hand while activated.
Shadow language: Xaren can speak to shadows whether it be for protection, offense or just a conversation, He can turn a person’s own shadow against them but it takes allot of convincing since a person’s shadow is usually on their side. This does not take much energy or concentration, it's just as natural as talking. While the average person cannot hear shadows
Xaren can constantly hear them speaking, when speaking to a shadow Xaren hears it as plain English but to the average person it sounds like a non understandable mumble. but Xaren does not choose what shadows to here he can always here them all just like people which can be bad or annoying at times or make it hard to single a certain shadow out.
Limits: -Concentration needed. Large amount of use requires Rest and Time to recharge
Side-Effects: Raw excess magic flowing outside of body after use can harm people upon contact. It can also be a beacon for those who can sense magic or darkness
With standing elements. Say he was using a Fire attack it would get very hot. Can always here shadows, magical scaring.
Battle Strengths: - Xeran is very agile and Flexible. He also has great speed in flowing attacks. He also has great stealth and assassination skills. Able to kill without being noticed.
Good against many opponents at once. Fast strikes but also accurate
Battle Weaknesses: - some believe the sheikah to be some sort of super human but that is just a large amount of skill they can be killed just like a regular person except for the fact they have the ability to regenerate. Losing concentration can limit their magic ability if they are unable to concentrate they have weak or no magic ability. Overuse of magic and be Dangerous. He is only 17 so his physical strength can be matched but he is strong for his age.
His biggest weakness is endurance His physical skills surpass his magic, if you can trick or strategize him into using allot of magic he can become very tired and weak. Any magic or weapons directly based on light have a significantly stronger effect on him.
Personality: Xeran can come off as antisocial but he doesn’t mean to seem rude. He hasn’t seen much of the outside world himself but has heard almost all there is to know about different terrain,monsters,Races Ect. He doesn’t have much of a temper and is very tolerant of people but that’s mostly because he doesn’t really care. He’s a likeable person if you can get him to have an actual conversation but he chooses to travel alone. He doesn’t trust many people as a result of the tragedy he witnessed when he was younger. He often tries to figure out the meaning of the world’s creation, whether it be the tale of the goddesses or the meaning behind the different races.
Likes: - as a child it was his dream to see the whole world and even today he rarely stays in one place for a long time, he fears that he will die or be killed before he sees the world so he wants to visit every where at least once as soon as he can. He wants to experience how everybody else lives to understand their point of view in order to better understand the reasons for conflict. He doesn’t like attention and likes to stay in dark places where no one can see him.
Dislikes: - Xeran doesn’t like allot of attention and usually avoids crowds or salesman. He doesn’t like shows offs or people who think there better than others.
Fears: - His past. Returning home, being controlled by someone else.
Virtues: Trust worthy, able, understanding
Vices: If ever taken control of capable of many bad things. Doesn’t try to make friends. Likes to be alone, doesn’t talk about personal stuff
History: - Xaren was born in house in a mountain village along with his twin Sister Wren. The two children born of Sarent Everis and Riala Zand, They were born with the ability to speak the shadow language. The two were very good friends growing up and always used to play together. One day they accidently ran through an archery session and Xaren almost got hit with an obsidian arrow it skimmed past his cheek leaving a deep cut. They were best friends. But when they both reached the age of 5 they were separated through custom.
Xeran was chosen to be trained to be a Mercenary protector of the royal family while his Sister Wren was destined to become a medical aid to the warrior Sheikah. Although she couldn’t change what was decided for Her, Wren wanted to be a protector too. She and her brother were very similar so it was strange that she was not chosen to be the same profession.
As time went by they saw each other less and less and they began to feel like each other never existed, until one day in the castle. Xaren was assigned to spend the day in castle town as the royal coronation was to be tonight it was Hyrule’s first king in 270 years. While Xeran was waiting in the town he noticed his sister. Barely recognizing her he approached her in the market He said to her “Hey there!” She replied with a sort of confused look “good day sir” Xeran laughed and said “it’s really been a while” He removed his mask and revealed the scar on his cheek Wren’s eyes widened in excitement she hadn’t seen him in so long she barely recognized him.
They spent the rest of the day together talking about their lives. Xaren told her of his Dangerous missions and she told him what’s actually in the potions he gets afterwards, it did them both a lot of good to see each other again, but then Xaren remembered the royal coronation and hastily invited Wren. She was very cautious and eventually agreed to go.
It was night the moon was in the sky and the stars shone bright, there had been a big argument earlier about the presence of the sheikah between a knight and a higher ranking officer, you see the knights of Hyrule think they should be the sole protectors of the royal family. The room was quiet, then the new king entered music began to be played there was one knight with a very strange look on his face. Xaren decided to keep a close eye on him.
It came time for the crowning of the new king the ceremony was about to proceed when a man stepped forward. It was the knight. Xaren had a bad feeling about this. He began to say “Before you proceed to crown this man king, think about why you’re really crowning him? Is he power full? Smart? Oh but none of that matters does it? As long as his mother was the queen. Well I’m bothered by that anyone else?” “Shut you’re gob and step back!” A man shouted at him, the knight smiled and said “oh ho I’ll step back all right! MEN!” He shouted as the other knights moved forward. Xaren wanted to do something but the sheikah protectors are often not allowed to talk and cannot take action unless ordered or there is an act of violence. “Take the king to his chamber!” the knight said. Another knight stepped forward and went to grab the king buy his collar.
Xaren wasn’t going to take this anymore that was good enough for him. Just before touching the king Xaren appeared in front of the knight with his Kunai in hand. Although he was only 14 he was already a worthy match for any full grown hylian. The knight stopped, Blood fell to the floor. Xaren stood back and pushed the knight over. He fell to the ground, more knights ran at Xaren Then the Other Sheikah appeared, one grabbing the king and taking him to safety the knights began to kill anyone in the room. It was chaos but the sheikah knew exactly what to do.
Xaren took it upon himself to go after the leader he ran after the knight and jumped into the air, spinning he drew his sword to slice the knight, but the knight ducked and drew his blade, the knight swung. Xaren, still spinning was hit. The blade slicing from his right hip to behind his left shoulder, Xaren fell to the ground. The knight stood up approaching Xaren he went to finish him off when Wren pushed him the knight turned to Wren “Stay out of this!” He shouted slapping her across the face. “Wren!” Xaren Yelled.
Xaren Suddenly felt very strange it was way he had never felt before he began to feel a strange pulse inside him, he began to breathe deeply. Then everything began to shake his eyes turned solid white The knight said to him “what are you doing!?” there was a very loud pounding in Xaren’s head He couldn’t hear anything else and then all of a sudden everything went dark Xaren lost consciousness and everything went blank.
Xaren Woke up in the same place sometime latter everyone was gone. He rushed out of the castle, the town was destroyed Xaren was completely unaware of what happened he searched the village. The market, the backstreets everywhere he found nobody, so he decided to set out to find the closest village to find out what happened, who that man was and what happened to him.
That was 3 years ago he still hasn't returned home but he's still looking
Age/Birthdate: He was created 12 years ago/ 11/5/3409
Apparent Age: N/A
Race: OK. He is part human, part gorilla, part wolf.
Weight: 665 lbs.
Eye Color: sapphire
Hair Color/Style: His fur is black with a white Ψ running the length of his nose and pronging on his forehead.
General Appearance: Litamas’s head is the head of a wolf and his body is covered in black fur with a long, bushy tail. His torso, spine, and legs are shaped like a human, but his bone and muscle mass is that of a gorilla and his legs have been reinforced with muscles from a gorilla’s arms instead of their legs to enable him to walk on two feet and enable him to use his feet with better dexterity. He has hands are like a human and the reproductive organ of a male human, but has the feet of a gorilla. He is wearing his body armor and helmet, see armor section, and a belt that holds magazines for his side arm.
Weapon(s): He carries a massive spear that is made of titanium and is one entire piece with the head having a width of 9” and a length of 18” and the tear-shaped end having a length of 6”. The shaft is 102” long and has a diameter of 6”. He carries a side arm that is shaped like a Colt M1911, but it fires plasma energy bolts that are .5” in diameter and 2” long. These bolts are held in a magazine that holds enough charge for 35 bolts per magazine.
Armor: Litamas wears plain, mass-produced, titanium body armor plates that are fused together with a flexible, micro-mesh, titanium chainmail with an armored hole for his tail and armored feet pads and armored gloves. His helmet is a full head helmet with slots in the helmet for his ears and an elongated front for his nose. There is a 4 in. eye slit and a headset on the inside so that orders can be communicated back and forth. There is also a beacon on the back of the helmet near the base of his neck that transmits a signal that removes all emotion and makes it impossible for Litamas to disobey orders. This part is detachable and acts as a collar as well.
Carried Possessions: He has 5 magazines that are attached to his belt.
Powers/Magic/Skills: Litamas has excellent hearing and can hear his prey from a good ten miles on an open plane and six miles in a dense forest. He is intelligent and has quick reflexes. He can move at a speed of about 25 mph when he is sprinting.
Limits: He has great endurance but can only keep up that speed for about a dozen miles due to his feet not being made for long distance running.
Battle Strengths: His upper body is six times stronger than a strong human male and his legs can move 8000 lbs. He has quick reflexes and superb hearing so he can locate enemies easily.
Battle Weaknesses: He has had very little combat training. Most of what he learned is on the battlefield. He has very basic battle tactics. He has no magical aptitude or magical abilities.
Personality: Litamas is a staunch, controlled individual who sees his life as a meaningless existence and wishes for nothing more than to live free and far away from his Zurian captors. He enjoys fighting, but he hates being subservient and not having the ability to choose his battles. He has a hard time getting close to others and expressing his emotions because he knows that if he does, that person will just die and it will have been for nothing. He has buried much of himself and his feelings in his singing (which is a common pass time), his fighting, and rough housing with his division. He also longs for feminine affection since the scientists could not get rid of this urge. Only recently have there been female Infantry members and so this feeling of attraction is all new and quite chaotic. He likes F-5482, a new member of the division, but finds it hard to tell her how he feels and how he fears for her safety. He also gets jealous when other males hit on her and ends up getting in fights over her.
Likes: Battle, F-5482 (One of the new female additions to his division), singing, sparring with his division members.
Dislikes: Subservience, Zurians, how common death is, his lack of control of his life and circumstances.
Fears: Death, losing his named comrades, F-5482 dying in battle.
Virtues: kind to members of his division, brave, clever, treats the women soldiers with respect.
Vices: bad at expressing emotions, does not trust other species, lusts for battle and blood when he gets angry and has a hard time controlling himself.
History: Litamas was created 12 years ago in a genetic research and development laboratory on the planet Yuriam, a world made up of two major continents and a few smaller land masses, inhabited by a human race of beings that refer to themselves as Zurians, and plagued by a civil war between two factions for the control of these continents. These two factions are the Society of United Nationals and the Society of Technologically Advanced Radicals.
The western continent, Baskul, has a very arid, hot climate with very sparse vegetation. This has left the air thin and makes it very difficult to work out in the environment and to harvest food. This is unfortunate for the Society of Technologically Advanced Radicals, who currently controls it, since they need to be able to mine for the abundance of minerals and ores that can be found all across Baskul. They use these resources to create weapons and enhance magical abilities. It is these various resources that the Society of United Nationals wants to acquire and the reason why they want to control both continents.
The eastern continent, Kuyt, has an abundance of vegetation and has a much cooler and hospitable environment. Agriculture is a major commodity, whereas mining is sparse due to the lack of an abundance of minerals and ores. This has made it difficult for the Society of United Nationals, who currently controls Kuyt, to advance their war efforts in even strides with the Society of Technologically Advanced Radicals. They have tried to compensate for this weakness by pouring most of their research into creating genetically-enhanced soldiers. They successfully created three kinds of soldiers: the Infantry division, the Scout division, and the Aerial division. Due to the lack of resources, however, they have only been able to maintain a consistent number of a couple hundred of each division at any one time.
The Scout division was created by combining a cheetah, a bat, and a female human. They were designed to be light and quick by using the cheetah’s swift legs, a bat’s keen hearing, and a females’ slender form so that they could scout any area, avoid detection, and report back the findings before every attack. The Aerial division was created by combining an eagle, a chimpanzee, and an owl. They were designed to be light enough to fly fast and still be able to locate targets at night and drop explosive devices onto the enemy by using an eagle’s strong wings, a chimpanzee’s light but strong arms, and an owl’s superb vision.
Litamas, like all the others in the Infantry division, was created by combining a wolf, a gorilla, and a human and is one of the few who has made it through more than a dozen battles and is still alive. He was born G-9874 and is referred to by his handlers as such, but to his comrades in the Infantry division. They give any soldier in their division a name if he has made it back from more than 5 battles alive since it is such a rare occurrence and seems like a waste of time to do for anyone who won’t be around long enough to need one.
They are housed in large cages that are scattered with straw for bedding and a hole in the center of the floor for them to dispose of their wastes. They are given a collar as soon as they are created. This collar is deactivated when they are in their cages, but is activated whenever they are needed for battle or are having their wounds treated.
Recently, the Zurian scientists had to face the fact that they could not figure out how to get rid of the natural urges that males face. To stifle this problem and avoid any unrest that could have occurred, they began to create female soldiers. These soldiers were identical in appearance to their male predecessors, however they had a slightly lower muscle mass and, in turn, were not as strong as the male soldiers. Litamas found himself very attracted to one of these female soldiers. Her name is F-5482 and she has a white coat of fur except for a black spot covering her right ear. He talked with her and enjoys her company, but is afraid that she will die in battle and wishes to find a way to keep her safe.
Litamas has been in 30 battles and faced many alchemical and magical type attacks from the Society of Technologically Advanced Radicals’ soldiers. Due to this fact, and the fact that he is one of the few who has lasted this long, he has recently been promoted to lieutenant and has been allowed a side arm that is given to him just before a mission.
Race: Human (Slightly Elven, his great-grandfather was an Elf, but the rest of his family was human)
Height: 6 feet
Weight: 210 pounds
Eye Color: Dark Blue
Hair Color/Style: Felix has long blond hair that he keeps in a short braid that ends between his shoulder blades.
General Appearance: Felix has seen a lot battles and death, and as a result he does not smile often. He has a strong face with a gaze that is always focused. His eyes are always seeking out potential hazards. Felix bares a few small scars from past battles, but nothing really noticeable. Other than his face, Felix has the standard body of a 38 year-old man. He is strong from his battles and well muscled although not overly so. Felix carries a sheath for his broadsword on his left hip, a quiver for his arrows and bow on his back, and a smaller quiver on his right hip for his Spell Arrows.
Weapon(s): Felix is a Spirit Guardian, which means he has three Spirit Stones. These stones allow him to interact with the Spiritual Realm. This could mean anything from talking to spirits to warding off Demons and other such things. Spirit Guardians roam the world and help people out with their spiritual needs. Each Spirit Guardian has a set of three Stones.
Now, the Spirit Stones can be equipped to other things to enhance them, and as such many Spirit Guardians equip them to their weapons. Felix has three weapons, a sword, a bow, and a gauntlet.
Sword: Felix’s sword is a standard broadsword. The only thing special about it is the Spirit Stone located on the pommel. When the sword is swung, a blue arc follows where the sword was swung. The only power the Stone gives the Sword is the power to attack Spirits and Demons.
Bow: Felix’s bow is the same deal with his sword. The Spirit Stone in the center let the arrows Felix shoots affect Spirits or Demons. But they also affect physical beings as well. His arrows also leave an arc of blue light when fired.
Spell Arrows: In addition to his normal arrows, Felix has a smaller quiver of spell arrows. These arrows have spell tags on them, that when fired they release a special effect depending on the tag. And just like noraml arrows, they can affect both physical and spiritual creatures. Here is a list of arrows that Felix currently has available to him.
1. Fire: These arrows explode in a burst of flame when they hit their target.
2. Ice: These arrows encase their target in Ice.
3. Lightning: These arrows fly faster and farther than any of Felix’s other arrows, and they give their target a jolt of high voltage electricity.
4. Sticky: These arrows, when shot into the ground, create a field, that when step on, slows down anyone that crosses it. Each field is a circle of three yards in diameter, and multiple arrows can be used to widen the field.
Battle Gauntlet: Felix’s last Spirit Stone is located in a gauntlet on his left hand. The Stone lets him shoot bolts of spirit energy and shoot blue flames. Both of these attacks only affect spiritual beings. He can also project protective fields of spiritual energy from the gauntlet. However, as the energy is spiritual, anything of the physical world can pass through it. However, the field can also protect Felix from direct magical attacks, but not creatures of magic.
Armor: Felix wears chain mail covered by a leather breastplate. He has a leather vambrace on his right forearm, and his Gauntlet protects his left arm. Felix doesn’t wear any armor on his lower body, just pants and leather boots. To top it off, he wears an old traveling cloak over everything else.
Carried Possessions: Felix never goes anywhere without his trusty Spirit Stones. They are three, perfectly round stones, each the size of a pebble. Every Spirit Guardian’s Stones are colored different from any other Spirit Guardians. Felix’s Stones are dark blue, the same color of his eyes. After years of being in possession of Spirit Stones, the owner’s eyes will change to match the color of the Stones themselves. After a few years with his/her Stones, a Spirit Guardian can get telekinetic control over their Stones. In other words, he can move them with his mind. But they can’t move anything else. Also, a Spirit Guardian can take all three Stones in his/her hand and unleash a powerful Spirit attack. It should only be used in emergencies though, because the Stones power will lose their power for a few hours.
Powers/Magic/Skills: - Just like most Spirit Guardians, Felix is a user of magic. He decided to specialize in Lunar magic. Lunar, as in, the moon, of course. Felix has three main spells at his disposal:
Lunar Blades: Felix conjures a ball of Lunar energy and launches it toward his enemy. The ball splits into blades of energy in mid-air and slices the target.
Lunar Chill: Felix summons the cold of the moon to shoot a ray of frigid air from his hands to freeze his enemies.
Lunar Stealth: Felix turns invisible. He will stay invisible as long as he is in moonlight.
To use Lunar magic, it has to be night and the moon has to be out. When using magic, Felix’s body is like a battery. And like most crappy batteries, Felix can’t hold much energy. He has to constantly be in moonlight to use magic. So it’s hard to stay invisible unless it’s a full moon. On a cloudless night. And he’s in an empty field.
Battle Strengths: 1. Partly from being Elven and partly from long time exposure to the Spirit Stones, Felix is very agile for his age. He can climb well and is a fast runner.
2. Felix is adept with his weapons. He trained as a Spirit Guardian for many years, and is especially lethal with his bow.
Battle Weaknesses: -
1. Felix’s Spirit Stones only work on spirits and demons, with exception to his force fields, which also protect against most magics.
2. His Lunar magic only works at night. Also, he needs to constantly be in moonlight to use it.
Other: Felix is accompanied by a friendly spirit named Elan. Although Elan is a spirit and does not have a gender, Felix refers to Elan as a “she.” Elan goes wherever Felix goes. She does not do anything useful besides being able to tell Felix about the surrounding area and being someone to talk to. She’s sort of like Navi, I guess. She doesn’t tell Felix his enemy’s weakness or anything, but she can warn him of incoming danger. Élan also has the ability to “sing.” When she sings she can calm angry spirits and help them move on from their earthly attachments.
Personality: Felix has seen it all. He’s been in battles, at sieges, he was captured a few times, he escaped prison, he has done everything. So, he has learned from all his many exploits and is a wise man, who never does anything without reason. He’s always looking for hazards and is always cautious, even overly so. Because of this, Felix is hesitant to trust anyone, even his fellow Spirit Guardians. He has become a lone wolf, preferring to get the job done himself. This has gotten him into trouble on several occasions, where he would try to tackle a problem that was too big and ended up getting hurt.
History: When he was twelve, Felix was taken to the Spirit Counsel because he showed the ability of being able to see spirits. Since he left, he had no communication with his family and they have never spoken since. He was trained until the age of 18 when he was given his trio of Spirit Stones. Since then he has been roaming the world to purge the land of spiritual threats.
At the age of twenty-nine, Felix met Elan. He found her when he was walking through a graveyard. She was floating around her grave stone, lost and confused. Felix realized she had just died and her spirit had, for some unknown reason, not passed on. Élan remembered nothing of her past life. Felix took her in and since then she has proven a valuable asset to him.
That was your last highly improbable judo manuver!
"The true mind can weather all the lies and illusions without being lost. The true heart can touch the poison of hatred without being harmed. Since beginningless time, darkness thrives in the void, but always yields to purifying light."
Actual Age: Faro has been alive for over 500 years.
Race: Human (Shadic Clan)
Height: 6 Foot
Weight: 70 Kg
Eye Color: While there is white around Faro's iris seems normal, his pupil and iris are complete black. This makes his eyes look unusual.
Hair Color/Style: No Hair
General Appearance: Faro never wears flashy clothing. He wears a simply a black uniform similar to that of a tunic. It has long sleeves and reaches his knees. Faro wears black tight like clothing for trousers over his black plants. Faro also wears a matching pair of gloves and shoes that are plain black. The shoes are designed with air holes to maximize comfort when running/sneaking around. Faro's tunic sports a hood that covers most of his face leaving his eyes open to see in front of him. Faro's outfit is covered in reddish/brown symbols, unknown to anyone else. They are from his clan and it means the phrase "Shadow Dwellers". It is all held together by a sleek brown belt. Faro is also known to not consort with others, this is because he has various scars across his face and body. His face is considered ugly, if anyone was to see it. his nose is broken and his mouth is slightly crooked. Although his skin is smooth the scars he has received during battles against enemies, they have never healed but the pain from them has subsided over the years. Faro's head shape is considered normal and proportionate to the rest of his body. Faro keeps a presence of power, similar to that of a prince, but can disguise this to look like respectfulness for a elder/leader. He holds himself as the only person in the world worth the trouble for, but understands the philosophy behind a king or a leader, therefore does not show any arrogance to this. As his reputation has exceeded his capabilities, he does not flaunt his natural abilities and tries to make sure no one recognize him.
Weapon(s): Faro carries only a small dagger, on his belt, he never has needed another weapon, but has a great sword hidden in a unknown location to anyone else but him. If he wants his sword Faro has to travel for many days to a location sacred to his clan. It is said that the sword is only meant to be used for challenging enemies. So far it has not been needed.
Armor: Faro wears no protective armour, apart from some padding under his feet.
Carried Possessions: Faro never goes anywhere without his book, this book contains one page and one word, in a lost language not known to anyone currently alive. The book is 15 by 10cm. The book has a very old cover with no design or no evidence of age on it. The page itself seems indestructible against any weapon of treatment, whether that be fire or acid. He keeps it inside his tunic in a concealed department. Inside his belt pocket there is also a glue like substance concealed in a bottle, for emergency use.
Powers/Magic/Skills: Faro is a master of words, he is able to persuade weak minded to join his side by simply talking to them. Although he rarely talks to people. This is no magic power, so when talking to a smart person they simply may be confused for a moment, before recognizing Faro's intention.
Stealth: Faro turns invisible. He will stay invisible as long as he is touching a shadow. This does not work on his own shadow as it is considered to be apart of him, by his people. As soon as he lets go he can be seen again. This can be used at any time and can last for as long as he is touching a shadow. While invisible Faro's shadow cannot be seen.
Limits: To use stealth, Faro has to utter the word in his secret book, but because he can't understand it, yet gains possession of the book, he is able to stay invisible as long as he is touching a shadow. If a light is shining on the spot where Faro is, while invisible, the light will seemed blurred and shadow do not seem as focused as they should be. Like shining light through class as a example.
Battle Strengths: Faro prefers to fight in the shadows where he cannot be seen. He is a master of close combat. He is extremely fast and sensitive to all senses. He has a high intelligence that is useful for solving puzzles and tactical efficiency.
Battle Weaknesses: Faro is weak against an average man, he has not trained his muscles therefore would not prefer to fight hand to hand. Although born strong boned, Faro would not be able to win a battle where he cannot use weapons. Faro did not train his muscles as he believes that strength is not the way to win a battle. He is very protective over his book, willing to go through anything to defend it, also it allows him to turn invisible in the dark. Faro hates fighting in the light as it makes him a visible target for his enemies. If a light is shining on the spot where Faro is, while invisible, the light will seemed blurred and shadow do not seem as focused as they should be. Because of this Faro would be exposed slightly. Also he cannot move at his full speed, therefore needs to be careful of his movements to stay hidden and not exposed.
Other: Faro's shadow can communicate to him through his mind, it generally has a evil personality and tempt's Faro into doing stuff he wouldn't normally do. Faro's shadow cannot take a solid form and can only be seen or heard from by Faro himself.
Personality: Faro is a man of wisdom, he knows everything about anything. He has seen war in it's wildest form. But he hates it. He hates Everyone, regarding them as lesser life forces. Faro barely talks to people unless he has a reason to. Faro has no respect for anyone but hides this and tries to act polite. His only real friend is his shadow who he talks to on a regular basis. Faro tends to hang out at random places, to try not to make a pattern of any habits.
Vices: Dislikes people, Will not accept help unless it’s the only way.
History: Faro was born to poor parents, who died in the raids of his village. He taught himself to look after number one, him. By the age of 12 he was regarded as a scholar and hired his services to various schools, were he got a negative reception.
In 5 years Faro had enough money to buy a proper home, but refused to spend it and went for a hike by a nearby mountain. This saved his life. The same day a neighbor country invaded and completely destroyed his new city. The fires could be seen miles away.
Whilst hiding out in the mountains, Faro accidentally found a unattended home in a cavern. Later he found out no one had occupied the house in 1000 years. Hidden under a floor board was a book with 2 pages; one in a language he understood, the other unknown. As he read the first page, the words started to disintegrate until the whole page ceased to exist. The second page containing a word he did not know, therefore did not disintegrate. A voice from behind his back told him he would not be able to understand the text until he conquered the most evil man alive. It was his shadow, upon seeing it, 100 thoughts entered his head and he finally understood.
He found the books of the Shadic Clan, a inbred community of desert people. The people who mastered the art of stealth and disguise. The book was said to work on only the descendants of the people themselves. They spoke a language that can only be learned by another of the clan. But they were apparently killed by a great curse set by the man of the dessert.
Faro then gave out his services as a mercenary to the highest of bidders. His newfound skills amazed even the toughest of generals. Because no one could see his face he was given the nickname "The Unseen". For many centuries he has terrified the inhabitants of the lands he travels to. He was so bad he was known mainly as a myth told by mothers to their children who behaved badly. "He will take you in the night" some say "he talks to our shadow, and learns our secrets" others may mention.
Until this day he searches for the great evil, his shadow talks about, so that he may finally uncover the great mystery of the Shadic Clan.
Occupation: Orion is an exploratory contact research observer and initiator.
Race: Orion is an artificially intelligent, fully sentient automaton. He is essentially a 'living" android.
Race History: Orion is, by all accounts, a robot - yet he is fully sentient and self-conscious, and is as 'alive' as any biologically functional entity. His factory model, the EC13 (Exploratory Contact), are designed for the purpose of interspecies relations - specifically, initial contact and communication, and further development of contact and relations. The EC13 models are designed to learn. They observe and study other beings in an effort to better understand them, thus aiding in first contact. This ranges from learning languages to understanding (and even imitating and innovating) behaviour.
From the moment of sentience, the EC13 models are given three years to study and learn. They are unique in that they are created with the inclusion of free will. Over this three year period, they adapt individual personalities. They choose their own appearance format, and their own gender. They choose their own names (most are taken from the names of star systems and constellations). They grow and learn just like any biological being. They are conscious, sentient, and alive in every way except physical biology.
Age/Birthdate: Orion became sentient 53 cycles ago (approximately 74 years, one cycle being the revolution of his home planet - with around 1.4 years to a cycle).
Gender: Orion is an automaton, and as such has no biological attributes - however, his personality is decidedly male.
Height: At his current configuration, Orion stands at 5 foot 10.
Weight: Orion weighs approximately 310 lbs.
Eye Color: Orion's ocular lenses are a light blue.
Hair Color/Style: As an automaton, Orion has no hair (or any other biological systems whatsoever).
General Appearance: Orion's specified target for initial contact is bipeds and humanoid beings. Thus, Orion's chosen body structure is basically humanoid, with two arms, two legs, a torso and a head.
Orion's structure is composed of two main layers, not unlike that of many biological organisms. The inner layer is composed of base function systems (for functions such as movement, etc) and circuitry, while the outer layer, the exoskeleton, acts as the skin barrier. The circuitry layer is similar to a nervous system in that it transports signals to and from Orion's mind, to the rest of his body. It also interlaces through the exoskeleton, allowing Orion to 'feel' with his body. (Similar to pain, heat, pressure sensors, etc - like the nerve endings of a biological skin.)
Orion's exoskeleton is composed of a dense alloy named cortesium. In small quantities, it is colourless and transparant, like glass, but in higher quantities such as in Orion's (and the rest of his model class) case, it becomes semi-opaque, and unless a colour composite is added to the alloy it remains a dull grey. Orion's alloy is coloured an opaque dull white with a bluish-grey tinge.
Orion's exoskeleton, like the others of his kind, is composed of various parts and pieces, and they are customized by the unit themselves. This means that each piece of the exoskeleton can be removed for repair or even replaced entirely by Orion without the need for disassembly. This process also gives each automaton the option of a unique appearance, if they so wish. Orion's configuration is relatively simple, as he considers it a reflection of his nature. Thus, the various pieces of his exoskeleton are smooth and plain, without adornment or decoration. They cover his entire body except for the major joints - the elbows, knees, shoulders and neck, etc. (These areas obviously cannot be covered without restricting movement.) These joints and motors, like the rest of his base structure, are made of a dark, gunmetal grey alloy. The joints themselves look almost like three thick, entwined tubes, which is essentially what they are. The tubings contain complex fiber-based motor functions, allowing the joints to twist, bend, and swivel as necessary. This ensures that movement is fluid and graceful and largely unrestricted.
Orion's face has a mouth, eyes, a nose, and ears. It is based upon an ordinary humanoid face - the major difference is that it is made of an opaque alloy, and is obviously devoid of hair or skin lines, etc. However, unlike the rest of his body, the alloy of his face has a different composition. It is slightly softer in parts, giving it flexibility; it also has complex microcircuitry underneath which allow him to blink, move his mouth just like any Human, raise his eyebrows, smile, etc - essentially, all the movements available to the Human face. Orion typically holds an expression with a blank smile, but his expressions change according to his emotions.
Weapon(s): On each of Orion's hands, there is a small oval section set into the palms. This is a multipurpose device which is capable of performing various functions (see below for more details), one of which acts as Orion's main weapon.
Deep inside Orion's chest, there is a small but powerful fusion micro-processor. These fusion chips can power the EC13's for an unknown amount of time. The pads on Orion's palms draw power from these chips, and release blasts of pure fusion energy. The power of these attacks vary, from a stunning blow, strong enough to knock a man off his feet without killing him, to a charge powerful enough to kill an ordinary being with relative ease. The more powerful the charge, the longer it takes to build the power. A typical charge intended to stun take around 1.5 seconds to charge. A killing blow for a Human would take around four seconds. The amount of power drawn is relevant to the time taken to charge.
Orion is also capable of defending himself using physical means, from hand to hand combat to using various forms of weaponry.
Armor: His alloy is his natural defence. It cannot deflect bullets, but it protects him from basic elements. A direct blow from a sharp instrument (i.e. a blade) would bring varied results, dependant on the force of the blow. A standard sword swing would perhaps crack his alloy but not penetrate it until several blows (again dependant on the strength behind of the blow), while a knife would have far less of a result. It is strong enough to take a fair amount of force, within reason - for instance, being struck by a fast moving car would easily crush or crack his alloy.
Carried Possessions: None.
Powers/Magic/Skills: Orion has no magic powers or arcane skills. He is a being born of science, not magic.
Battle Strengths: Orion is well equipped to handle himself in battle. As an automaton, his reaction speeds are extraordinary. He is much stronger than an ordinary Human, capable of lifting and moving extreme weights. His speed and dexterity are also excellent. He does not tire, he does not require sustenance. He is able to defend himself by hand, using his speed and his strength to defend himself, and his agility and dexterity to evade and dodge - all the while evaluating the opponent for weaknesses.
Orion's mind processes information at an incredible rate. As it is essentially a computer, it is also capable of performing several processes simultaneously in a short amount of time.
Orion is adaptable and resourceful. His intelligence gives him a tactical superiority, and he is smart in battle. His wits and ability to react rapidly to the situation make him a formiddable foe.
Battle Weaknesses: Though his tough structure is capable of taking great pressure and force, Orion is by no means indestructable. He has no defence from magic or magical weaponry, or means of detecting or defending himself from arcane powers. He is strong, but not unstoppable. He is tough, but not invincible. He is also particularly weak to electromagentic forces such as EMP, etc. While these will not necessarily kill him, they will almost always shut down the majority of his base functions and will likely put him into a decomissioned or standby state.
Other: Orion is mostly uneffected by basic elements. Fire, ice, or water do little to nothing, even should he become submerged in water or run through fire, etc. He can withstand temperatures much higher and lower than biological organisms, though longterm exposure will begin to effect him. Extreme highs and lows will do damage. Electric or static discharges can effect him at high rates, but he is not particularly vulnerable to them.
Personality: Orion's mind, like the others of his line, is a three part difference engine with a neocortex matrix core. It gives him massive learning capabilities, equal to some but surpassing that of most living creatures. It gives him extremely high reaction times. Unique to the EC13 line, this configuration also includes a processor which gives Orion emotions, although he can activate or deactivate these as he sees fit; for instance, if he believed his emotions conflict with logic, he could disable them.
Because of the three part difference engine, as opposed to the standard single partition engine for generic automatons, Orion's model type are much more intelligent than most AI, and are fully sentient, with a full desire for survival and a completely unique personality.
Orion is a careful, quiet being, though he enjoys music greatly. He's a very curious individual. He's always trying to figure people out, to understand them. He is kind, willing to help others for no benefit to himself. In some ways he's like a child; if he sees something that interests him, he'll quietly observe and then try doing it himself. He enjoys humour and talking to friendly people. He is not bound by any of the Robotic Laws, but he would be willing to sacrifice his own safety for the protection of others. He is no coward.
Likes: Music; knowldge; good humour; the colour blue; helping people; friendliness; stars; travelling.
Dislikes: Aggressiveness or violence; seeing people hurt or in need; being unable to help.
Fears: Death; pain; obsoletion and disassembly.
Virtues: Self-sacrificing; courteous and friendly.
History: Orion's main purpose is that of initiating contact with new species and races. He was built by a peaceful conglomerate of species spanning across many worlds. This conglomerate was formed millennia ago; it is composed of several different races, all united over time by a common goal of science and betterment. The conglomerate sought to expand knowledge and form relations with races and species all over the multiverses.
The conglomerate, with its advanced science and technology, is also highly populated by robotic AI; having used machines and robots for many, many centuries, such technology was commonplace. However, while travelling through space was second nature to these beings, finding new species to study and form relations in different galaxies was a difficult task - and so, the conglomerate created someone specifically for that task.
The EC model (EC meaning Exploratory Contact) was created for just that purpose. Starting out as a basic model for observation, later models were given the task of implementing and establishing contact. Orion's model, the EC13, is the latest model of AI for this purpose.
The EC13's typically travel alone or in pairs, though sometimes in bigger groups. They are each assigned to a ship for travel. Most are assigned for long distance travel and searching - these are usually sent in groups, so they have someone to interact with. Some are sent when a race has been discovered or found.
Orion's ship, The Mithonen Trident, was assigned to such long distance travel, and this is where his story begins...