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Bevy
Sept 15, 2020 17:40:53 GMT
Post by Stage on Sept 15, 2020 17:40:53 GMT
Name: Batinah Bolo Alias: Lucia van der Poel Homeworld: Mundus Age: Late teens Height: 4'10'' Weight: 106 lb Description: The bronze-skinned Lucia is a short, petite young woman with black, wiry hair worn in a tall, loose ponytail and small, dark eyes. She wears a padded leather vest over an off-white tunic that billows around her thin, scabby arms, hiding their frail appearance. Her equally baggy, nonrestrictive pants are anchored at both bottom and top with a pair of tight boots and heavy belt respectively. Hanging on the belt are a number of weapons: two rapiers and a basket-hilted sword on one hip and a recurved composite bow and quiver of short arrows on the other. Above this is a broad chest strap home to set of daggers and a pair of hatchets. A long, detachable cloak flutters from golden studs on her shoulders. Its top is dark and drab, but its interior is a rich gold that seems to glow. Her hair is held up by a foot-long hatpin that can be used as an improvised weapon and is tucked beneath a broad-rimmed, plumed hat that matches the red-brown of her vest in color. Info: Lemurian-born in the tiny desert village of Bolo, the girl originally known as a Batinah was a farmer and herder much of her life until she grew sick of the silence and monotony of this life and fled north. What she craved was something that most people avoided: danger. She wanted to traverse the fairy woods of the northeast and match wits with a fey. She wanted to test her skills and duel a swordsman from the northwest. She wanted to come across a beast of snow and carrion that she had never seen and deduce how to best it. She wanted thrills! She wanted adventure! On the boarder between No Man's Land and Migma, the line between her old life and her new one, she met the woman who would make that possible. Trading names and given money by the rich runaway, Batinah- now Lucia- used the funds and information given to her to make a name for herself in Sund. Her new life is everything she hoped for, but she wonders if it could be more. She has admired many and been admired by more, but no one has managed to remain in her thoughts like someone she met only once... Personality: Much of what is outwardly seen of Lucia is part of her act. She is boastful because it is expected of a showwoman. She is confident because it is what people want from a professional duelist. She is cocky because she wants to be seen as so. The true Lucia in none of these things. The true Lucia is an unsure teenager bordering on adult who can never convince herself to think well of her abilities. She was born with no talents and must train tirelessly to stay as keen as she is. She fears it is not enough. She is afraid that she will never be as good as someone born with the knack. She is more afraid she is not just categorically unworthy, but personally and uniquely unworthy. She did not start seeking adventure to cover her insecurities however. She sought thrills because she loves them. Lucia lives to overcome the odds. It is only in triumph that she forgets herself and can smile without the mask. While one would expect an entertainer to act flirty, Lucia pointedly avoids this. Instead she interacts with her audiences with playful jabs and quick comebacks to hecklers. Lucia is not especially cruel with her taunts, just as she does not wield heavy swords, but, as with her blades, she is quick and accurate. Despite her lack of esteem, Lucia has trained herself not to give in to words alone. It was not especially hard. She has enough criticisms for herself that it is rare to hear something new. Abilities: - Swordplay: Lucia's only extraordinary ability is a keen skill with bladed weapons, and it was achieved only through great effort. She is proficient with several styes of combat, each with advantages and disadvantages: - Cloak and dagger; Lucia fights with a small weapon such as an axe or dagger in one hand and her cloak draped around the other arm. This style is all about deception. With the cloak, Lucia can disguise both attacks and defensive movements. She can even swiftly detach the cloak and throw it over the head of a foe, confusing and blinding them. When she is feeling particularly bold, she will stealthily swap her small weapon out for a sword beneath the cloak, suddenly quadrupling her reach.
- Einhänder; Lucia fights with a rapier or her basket-hilted sword and tucks her empty hand behind her back. This style gives her a narrow frontal profile and great sense of balance, blending offense and evasiveness. Because she is ambidextrous, she can swap hands on the fly by flipping her weapon over her head. This style has good stamina because the ability to freely swap hands prevents either from growing tired too quickly.
- Sword and dagger; Lucia fights with her basket-hilted sword or a rapier in one hand and a dagger in the other. This style allows for both defense and offense, the dagger used to deflect or catch incoming attacks, which leaves her sword hand free to attack. As with above, she can swap on the fly. In stationary, low-stake duels, she may even attempt to wield three weapons at once, literally juggling them between her hand and a raised foot.
- Dual wielding; Lucia fights with a rapier in each hand. This style is similar to the above, but with a heavier slant to offense. The rapiers have a lessened ability to block, relying on deflection instead.
Weakness: - While her weapon work is quick and her comebacks clever, Lucia's self-esteem issues can completely throw her off when she is outmaneuvered or slips up. She loses momentum just as quickly as she gains it if she gets caught up scolding herself.
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Bevy
Sept 15, 2020 17:47:12 GMT
Post by Stage on Sept 15, 2020 17:47:12 GMT
Title: Magenta Alias: Maggie Pink Homeworld: Sarctuus Age: Mid teens Height: 5'1'' Weight: 112 lb Description: Magenta is a small and slender, but not unathletically built. She has long, straight, pale pink hair. Her cheeks and the very tip of her nose are also pink, as if stained by dye. Her small, pinched face is one that forms scowls easily and her eyes are a reflective, almost silver, gray. She wears a short robe and pointed hat, both scarlet in color. Info: There are sometimes individuals born in the vast empire of Aldolaz with a natural inclination for dark magic, or magic driven by emotion rather than logic or laws. These individuals are called witches, and are extremely dangerous. The few who survive into adulthood tend to do so under military care, as they are usually killed by frightened communities as children. Magenta is one such individual. Due to an inborn swell of rage magic, the most directly dangerous dark magic, she was handed to the Dragon's Teeth, the magical branch of the military, practically at birth and never given a true name. Besides her title, the closest she has ever had is "Maggie Pink," given to her by a fellow ward of the Dragon's Teeth. Despite thinking is it silly and childlike, she uses it as her civilian name when undercover. Magenta spent the last few months of her career under Weizs Aldorone, current ruler of the empire, tracking that very same ward, Verd, who fled the Dragon's Teeth in protest of being intended for warfare. Verd one day vanished without a trace, which left Magenta baffled until she herself suffered the same fate and fell into a hole to Mundus. Personality: Magenta is brash, temperamental, and somewhat vain. She served as a living weapon in the service of the Aldolaz since she was a little girl, so she has little sense of self and defined herself by only her job instead. Separated from the empire and the Dragon's Teeth in her chase of Verd, she feels lost, devoid of the purpose she has had as long a she can remember. It is only on Lemuria that her true nature becomes clear though perhaps. She feels lost now because she understood and accepted her role as a human weapon, realizing that without the intervention of the Dragon's Teeth she would have been killed as a child. She did not serve the military seeking admiration or glory, but out of loyalty to the closest thing she has to a parental unit. A parental unit that she is now worlds away from. Magenta is short-fused and scathing, but she is truly a very grateful person, evidenced by the fact she is just as capable of loyalty magic as her born rage magic. Abilities: - Magic: Magenta is proficient in three schools of Aldolac magic. - Dark magic, the magic of emotions. Though the oldest school of magic, dark magic is the most poorly understood and most publicly hated. Unlike the modern schools of magic, the inner workings of dark magic is almost completely unknown. The most known is that dark magic is powered by raw emotion and thus is is almost impossible to teach, hard to learn, and tends to be awakened during times of extreme emotional distress. While dark magic is more difficult to classify than the other schools of magic due to the elasticity of its basis, emotion, it is generally agreed to fall into categories based on the emotion the caster draws from. As a witch, Magenta is naturally talented in one category: rage. Rage magic is an active offensive magic that produces a fiery, concussive force that can be thrown as a projectile in a variety of shapes, held as an energy that greatly augments physical blows, or even formed into a shape for direct melee attack. For the latter, Magenta carries a small wand. This ceramic wand lets her focus and narrow the scope of her powerful rage magic, but can also serve as the hilt for a sword of burning, crimson magic. Through her grateful personality, Magenta has tapped into another category of dark magic: loyalty. Loyalty is a passive magic that greatly increases one's durability and endurance. It is the will to go on for someone else. A witch can often be identified by hair and even skin of an unusual color, dyed by their own magic. In Magenta's case, her hair and face are being slowed turned red by her overflowing, scarlet-colored rage magic.
- Quantum magic, the magic of reality. The most recently discovered school of magic, quantum magic is permitted by the existence of multiple dimensions, many identical disregarding minuscule differences. It is these differences that fuel quantum magic. By sorting through and finding differences between these dimensions, it is possible to trick reality into changing parts of itself to more resemble other dimensions. Quantum magic allows for the alteration, conjuring, and shifting of positions of objects, which is commonly known as teleportation. Magenta knows only basic quantum magic, able to affect strictly small objects.
- Vector magic, the magic of forces. The best grasped school of magic, vector magic is drawn from physics and revolves around the creation of forces with directions and magnitudes. Vector magic essentially allows one to exert physical force well beyond the reach of their body. This can manifest as simple, uni-directional pushes or complex, multi-directional interactions that allow full, non-physical manipulation of target objects, something often called telekinesis. Magenta is quite skilled with vector magic. If she had not been born a witch, she may have been a vector specialist. Her vector magic is very precise and nimble, though she can only lift or slam foes with about 300 pounds of force.
- Many techniques are child spells of two or more schools of magic, as most single school spells are very basic and rely on excessive exertion to be impressive. Vector spells in particular serve very little purpose beyond augmenting other forms of magic, with telekinesis as its only widespread singular school use.
Weaknesses- Magenta is temperamental and can be lead on by her emotions rather easily.
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Bevy
Sept 15, 2020 17:47:55 GMT
Post by Stage on Sept 15, 2020 17:47:55 GMT
Name: Maya Quinta Adarrago Homeworld: Lemuria Age: Early 20s Height: 5'6'' Weight: 141 lb Description: Maya is a broad, muscular woman of average height with tan skin that glows red in strong sunlight. Her black hair is short, barely resting on the back of her neck, but very thick, falling where it wishes in dense, unruly curls. It would be completely unmanageable if it were longer. She has a squat, angular face with a weak chin and wide forehead. Her eyes are deep brown and always seem somewhat sad due to their thin, wilting shape. Her right eye, while functional, is crossed by a long, vertical scar and tends to be hooded or even closed at most times. She has a small mouth with full, pouty lips. Maya can normally be seen in a simple black t-shirt and athletic shorts, as well as leather gloves and steel-toed boots with spiked soles. On the rare occasion that she removes her gloves, her hands are revealed to be heavily scarred, like she once plunged them into a pit of razors. When traveling, she dons light armor: a hardened leather chest piece and cuisses reinforced with strips of iron. She also tends to wear a raggedy, stained bandana painted with the fangs of a wolf as a mask and a Noraagean cloak dyed dark to match the rest of her clothes when in unfamiliar eyes. She prefers to feel obscured and thus protected. Info: Though Maya is American by birth, she has lived in Lemuria all her life. Her parents, both Spanish immigrants who waited many years to become naturalized citizens only be be spirited away mere months after, arrived in Ness before her birth, so the fishing village is the only home she has ever known. She has not lived her whole life there however, nor does she live there currently. Not long after the Adarragos fell to a Noraagean virus, a teenager Maya grew sick of her small town life and fled into the wider, wilder east to become a bandit. The harsh nature of such a life proved too much for her however. Before a year, she came limping back, her right eye nearly put out by a war hammer. Though the Nessians had no end of ribbing for her over there, they also offered limitless support, collectively stepping in to take the place of her deceased parents. Thankful to them, Maya settled back into the life of a simple fisherwoman. Fate would not let her be however. One day, instead of a school of fish, her fishing vessel caught the head of Tasma in its nets. The enraged sea dragon threatened to destroy not only her vessel, but all surrounding ones in her rage, so she climbed the titan, forever scarring her hands on the dragon's sharp scales, and cut her free. Rather than thankful however, the dragon poured all of her ire on Maya and levied a thread: leave Ness or the entire village would be destroyed. Maya now wanders Lemuria aimlessly. Personality: Maya is a quiet, restless soul. Although socially awkward, always slightly uncomfortable around others unless she is intimately familiar with them, she is also rather nosy, unable to resist becoming involved in other people's business if it seems they are in trouble or could use assistance. This urge to be doing something, anything, at all times can also lead her into getting into trouble unfortunately. While she is generally a kind person, she would rather being doing something ethically questionably or morally gray than nothing. This also makes her unusually lax of criminal activities, though she cannot tolerate needless death or cruelty. She is not at all gregarious, preferring to be on the peripheral or in the corner of the room, but she also dislikes being alone. She longs for traveling companions in her exile from home. Of particularly interest, even attraction, for her are those with strong self-motivation or -discipline. Maya often feels helpless, both to outside forces and to her own nature, so she admires those who draw strength and drive from within. Despite her desire for company, she is rather antsy under the scrutiny of others. She feels more secure when covered, yet also dislikes stuffy clothes. This is why she has kept her mask from her days as a highwaywoman and purchased a cloak. Abilities: - Athleticism: Although by no means dim-witted, Maya relies on her body over her mind. Whether she was climbing the rigs of a fishing vessel or battling rival bandits, she has always used her body to make a living. As a result, she is very physically capable. Besides being able to lift almost 350 pounds off the ground, she is a prodigious runner and climber. She was infamous in Ness for running across rooftops, leaping from building to building. - Archery: Maya carries a Lexian recurve bow less than five feet in length. While not especially accurate, she is extremely swift at nocking arrows and can even five up to five at once, though obviously this fails over long distance and against small targets. It is a technique best used against large targets in close proximity. - Daggerist: On Maya's right hip rests a pair of double-edged, crossguardless Lexian daggers each thirteen inches in total length. These eight-inch blades are light and fast, so Maya is able to use them in midair or even while climbing. - Swordplay: Maya's left hip houses a Noraagean sword. At forty-five inches in length and nearly five ponds in weight, it is among the largest of its kind, yet Maya swings it effortlessly due to her powerful arms. Weaknesses- Despite growing up near the Brume, Maya has no real experience with magic and is thus particularly naive to it.
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Bevy
Sept 15, 2020 17:48:37 GMT
Post by Stage on Sept 15, 2020 17:48:37 GMT
Name: Nabeelah Homeworld: Fawqunya Age: Late teens (equivalent to late 40s) Height: 8'7'' Weight: 310 lb Description: Nabeelah is a towering hyenawoman, taller than even the famously enormous Aad. Unlike the powerfully built tyrant though, Nabeelah is lanky to the extreme. Almost two-thirds of her height is in her legs, making her appear as if she is striding about on stilts. She looks to be taller than is healthy, hunching forward terribly and often leaning on an enormous longbow. Her thin fur is a dusty or sandy color, giving the impression of great age and wear, but her stripes are bold like the life that still pulses within her. She wears more than the average huacephalus: an off-white gambeson, a long mail shirt, coif armor that normally hides her tall, broad ears, and a ragged, dull brown cloak that hangs close to her body like the folded wings of a bat. Only her lengthy leg are bare. Info: Despite arriving on Lemuria well after the majority of hyenamen, Nabeelah was fortunate enough to be found by a distant huacephalus trading party and escorted back to Aadina, where she became a loyal soldier and perhaps one of the few Aad could call a friend. A personal tragedy changed the course of her life however. Her young son Dawud, rash and sharp-tongued like herself, spoke out when he should not have: among a group of socially powerful females. For his transgression, he was beaten until death. Worse yet, her mate Zahid was also killed when he attempted to retrieve their child's body while it was recognizable. Stripped of her family by the very public she fought for, Nabeelah lost all faith in organizations and causes. Aad tried to sway her with promises of new laws and justice, but Nabeelah left Aadina and has wandered Lemuria since.
Personality: Nabeelah seems abrasive and misanthropic on the surface, having a sharp tongue and a cynical comment for every situation, but those that spend time with her will discover that she is actually philanthropistic. She no longer believes in the power of organizations to help people, but she believes fully in the power of individuals. This is the new purpose of her life in the wake of losing her family: travel Lemuria and help when and where she can. While she is high resistant to becoming part of organized groups or joining causes, she finds it difficult to pass by those in need. This altruistic urge is amplified manyfold when it comes to families. Nabeelah loved her mate and son very much, but she feels that she did not appreciate them nearly enough now they are gone. Despite her normally caustic tongue, she is very gentle and kind to children. She also feels very protective of them, as she feels her greatest failing as a parent was not instilling a sense of caution into Dawud. If he had been less brash, perhaps he would still be alive. She also feels she trusted Aad and the rest of her people far too much. She knew of the bloody battle that won them Aadina, even met those affected by it beyond their territory, but she believed the Great Warlord must have had a good reason to destroy so many families. After losing hers, she sees there is no such thing. She cannot bring herself to hate Aad however. For all the younger hyenawoman's faults, Nabeelah has no choice but to believe that she truly wants to improve their people. Of all the condolences she received before her exodus from Aadina, only hers was not laced with the poisonous implication that it was Dawud's fault for not knowing his place.
Abilities: - Huacephalus: As a hyenawoman, Nabeelah is much stronger than a human. She may have a thin frame unfit for heavy lifting, but she is still huge, so she can move over one-and-a-half tons at maximum.
- Quick: With her long legs, Nabeelah can move much faster than the average huacephalus. Even the naturally quicker megahuaina are left far behind by her blistering footspeed. She is capable of moving at a top speed of over thirty milers per hour.
- Skirmish: Armed with her prodigious footspeed and an impressively heavy longbow, Nabeelah is like a walking ballista. She is not as accurate as archers such as Hall or Nita, but she makes up for it with power. Her bow is enormous, almost as long as she is tall, and has an unbelievable draw weight of over 300 pounds. Firing arrows that resemble short spears in the hands of smaller creatures over 900 feet in ideal conditions, it is capable of punching through all but the thickest of armor with its raw strength. Just as Nabeelah is not a sharpshooter, she is not a quick draw artist either. She must take her time drawing her bow and lining up her shots, so she stays on the move, sprinting about at high speeds as she tries to keep targets within her sights. Ideally, she prefers to circle stationary targets, keeping herself elusive while they remain visible to her sharp hyenaman eyes. - Uncanny dodge: Nabeelah's long legs allow her to take a wide, steady stance most of the time. It is hard, if not impossible, to catch the hyenawoman off balance.
- Magic: Although archery is her focus, Nabeelah is also a student of magic and can cast a small number of spells. - Nabeelah can create almost twenty-five gallons of clean, drinkable water at a time. She can conjure this wholesome water either in containers, such as drinking flasks and water skins, or in open areas of up to almost ten cubic feet, creating small downpours useful for bathing and washing under.
- Dark, dim eyes flashing with the light of divination, Nabeelah can detect and vanquish impurities such as poison in over ten cubic feet of food or drink.
- By channeling the sparkling, emerald green magic of Fawqunya into her long legs, Nabeela can increase her land speed to almost fifty miles per hour for over ten minutes.
Weaknesses- As a result of her elongate frame, Nabeelah has thinner skin and less constitution that most huacephali. This is why she wears multiple layers of armor and covers more of herself. This alleviates her relative frailty some, but armor can be pieced and her venerable hide exposed.
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Bevy
Sept 15, 2020 17:51:32 GMT
Post by Stage on Sept 15, 2020 17:51:32 GMT
Name: Orinda Goblin-bane Title: The Ghost, the Shadow
Homeworld: Fawqunya Age: Mid teens (equivalent to early 20s) Height: 4'6'' Weight: 125 lb Description: Orinda is a short hobgoblin with reddish-brown hair and orange-brown eyes. She has the rare goblinoid affliction of wholly bluish skin, making her resemble a clothed, shaved Ruti damon. Her face, while delicate for a goblin, is broad and masculine, with a dimpled chin and strong cheekbones. Her lips are plump and her eyebrows thick, making her head appear laterally compressed. She has remarkably short, boyish hair for a goblin. The stout musculature of her body is broken only by the soft, generous swell of her chest. She wears black, silken dueling clothes, light and loose, including a heavy cloak draped over one shoulder. This cloak hides that her left arm has been amputated at mid forearm. In place of a hand, a buckle holds a fifteen-inch, double-sided knife. A flame-bladed, swept hilt rapier rests on her hip more conventionally. Info: Orinda was born in the small, tranquil goblin village of Sanftort. Despite being in central western No Man's Land, Sanftort was as liberal as the easternmost goblin settlements. However, its neighbor Hugelandstrich was not. The militarized town invaded Sanftort and took every inhabitant not slain as a slave. Orinda was their greatest prize. As a rare blue hobgoblin, she was sought after by most high-ranking males without a dedicated consort. The one who emerged victorious was an equally rare furred hobgoblin named Gerd. Once the girl was of reproductive age, Gerd forced himself upon her to try and produce a unique heir. She was not taken without a struggle however. As she tried to fight off the much larger, much stronger goblin, she managed to ruin his nose by ripping off a large piercing. In retribution, he loped off the hand that did it. Six months later, Orinda went to labor. Tragically, it was a stillbirth and Orinda appeared to follow her child into death. Disappointed, Gerd had the body of the young goblin and her moon-calf thrown out, as if they were simple rubbish that could eventually be replaced. Orinda had not died though. She had faked her passing, and the soldier Gerd had entrusted to dispose of her was a friend and ally who saw that she was safely carted to a friendly settlement nearby. As she entered adulthood, Orinda swore to avenge both her birthplace and herself by learning to combat and kill the goblins of Hugelandstrich, mentored by the hobgoblin who had saved her. As such, she now splits her time between paroling the edge of Hugelandstrich and resting in her new home of Bolo. Personality: Orinda is easily flustered, suffering from both anxiety and a short temper. These afflictions express themselves most strongly when she is dealing with men. Unlike her ally, friend, and mentor Blasa, who treats everyone equally until they prove they do not deserve it, Orinda's default state for interacting with males is distrust. Goblinoid men in particular earn her immediate and ofttimes lethal ire unless she is told otherwise by a trusted figure such as Blasa or they prove undeniably that they are not her enemies. Orinda finds it difficult to work for things other than revenge. She is a defeatist outside of battle and spends much of her time in Bolo laying about idly. Something else Orinda struggles with is intimacy. She is not opposed to the idea of reclaiming her sexuality, in fact somewhat intrigued by the notion, but she suffers panic attacks when the chance grows close and finds it difficult to become sexually excited to begin with. She also has issues with eating and sleeping. She sometimes goes days without touching food or sleeps entire days away. Orinda is extremely protective of other women, but grows uncomfortable around children of both sexes. She is also quite prone to self-blame. Despite her quest for vengeance, part of her believes that it was her own weakness that allowed her capture, her violation, and the stillbirth of her child. It may be a denial of this portion of her psyche that fuels her search for justice more than moral outrage. Abilities: - Hobgoblin: As a hobgoblin, Orinda is durable and quick on her feet. Her footwork is particularly agile to make up for her weaker defenses on the side where her arm was amputated. Additionally, she had excellent nocturnal vision even for a goblinoid. - Flamberge: Orinda wields a silvery rapier with an ornate, sweeping guard and wavy, fire-like blade. This elegant weapon, called Natter, is whippily quick and very good at slowing enemies with the jarring vibrations that collisions with its blade create. More so, it is enchanted. With a quick utterance of the command phrase, " Laba labandeg," or, "Come alive," a pillar of blue flames quadruple the length of the blade springs forth. This fifteen feet of fire is intense, almost 3,000 degrees Fahrenheit, and restless, constantly writhing and squirming like a serpent. It is not used like a blade, but a whip, bending and flowing with the movements that command it, though never quite as a sinuously, as if it always struggles somewhat against the instructions of its wielder. While it is as hot as the purest flame, it is immaterial and splashes harmless against heat resilient objects and beings. Also, as though it were alive, portions of it separated from Orinda quickly wither and are extinguished. Essentially, it can be 'cut.' It is just as quick to grow back to full length however. Curiously, it is only enchanted to the same degree as Blasa's halberd, suggesting Orinda has some sort of quality that enhances enchantments. - Long knife: While Natter is an impressive weapon, it is not Orinda's favorite. Her favorite weapon is the dagger that replaces her left hand, which she proudly calls Stech. It is not magical or even especially well made, but it is a nasty surprise for foes unaware of its existence. Orinda's primary and favored tactic for executing other goblins is to occupy their weapons with Natter's wavy edges, then unveil Stech from her cloak and strike a lethal blow to the chest, side, or stomach. Stech has tasted far more blood than Natter. Sadly, it is a trick that does not work once revealed. If this surprise attack does not work, Orinda falls back to using Stech to shield herself and deflect blows. Weakness: - Orinda is impulsive, hotheaded, and relatively inexperienced, especially against non-goblinoid opponents, so she is easily goaded and manipulated.
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Bevy
Sept 15, 2020 17:52:19 GMT
Post by Stage on Sept 15, 2020 17:52:19 GMT
Name: Otama Nickname: Blackback, the Black Cloak Homeworld: Noraage Age: Late 20s Height: 4'11'' Weight: 118 lb Description: At a glance, Otama resembles a heavily shrouded woman with dark, pitted skin and a prominent, dimpled chin. The longer one stares, however, the more the truth becomes obvious. Pitted skin becomes pebbled scales. A long, pointed chin becomes a downturned, foreshortened snout, and its deep dimples thin nostrils. Otama is a derk, one of the new races of Noraage. Derks are the children of drekar and draugar, reptilian humanoids who were thought for many generations to be undead humans due to their leathery, bipedal appearance and cryptic, subterranean habits. Draugar are hulking creatures, but the drekar are lithe and graceful, so derks are a strange in-between: gracile in movement, yet broad in build. Otama looks both sturdy as stone and light as a bird, but it is rare to be able to appreciate this, as she dresses very heavily. Her black-red scales are covered by multiple articles of thick clothing: a dark brown tunic, trousers, and leg wrappings; a leather belt and boots; and a black cloak with a heavy hood. On the rare occasion her hood is lowered, she shows off a deep, wedge-shaped skull with small, reddish eyes and a conical scalp. The gaping ear holes on the sides of her head are surrounded by flat, spiny scales and punctuated by a pair of short, bony horns. Info: Otama, like many wandering Noraageans, is a sellsword, a blade-bearing mercenary driven by monetary gain. She is also something many, many Noraageans are not: a freedom fighter. On both Noraage and Lemuria, she has spilled blood to try and better the treatment of disenfranchised peoples. She has combated the oppression of lebrans, orcs, tengu, wild elves, and especially half- and quarter-fey, who she seems to have a particular interest in. She has tried to help varuls, but they have so far refused her. She has also had communications with Aad, but the Great Warlord has made it very clear she does not approve of her murderous methods. Personality: Though her detractors would have anyone who cares to listen believe that Otama is a sociopath solider of fortune loyal only to money, there is more to her than this. While there is no question that she is a hireling, as many Noraageans are, coin is not the only thing she will raise arms for. While silver certainly has its luster and some work is just that, she also feels a deep sympathy for victims of discrimination. She is particularly empathetic towards those of mixed blood and her kin with drekar or draugar blood, such as Gunna. There is a reason she has detractors though. Otama is a radical. She believes in change through bloodshed. She believes that, in order for some to lead better lives, others must die, so many, many have died by her hand. Some were monsters who arguably deserved to die. Others merely went too far with snide commentary when she was in a foul mood. Otama, like most non-maor Noraagean, holds humans responsible for most racist sentiment in existence, but, in truth, she does not hate humans on principle. She knows it would be impractical to treat every human as her enemy, not least of all because they move the most coin across Lemuria. She has even been known to grown fond of, perhaps even attracted to, humans who are sympathetic to those unlike them. Otama gives a very cold impression, speaking tersely and keeping a cool head even when angry. The only thing that comes close to breaking this composure is being betrayed. Otama values unity among victimized people, and feels personally assaulted when others do not adhere to this narrative, even if they do so only because of her extreme methods.
Abilities: - Assassin: Otama's primary weapon is stealth. She is a shadow, a weightless phantom that can creep within feet of the inattentive. Her primary methods of taking advantage of this crypticness is archery. Otama carries a yew longbow, typical of a Noraagean archer, but atypically she uses it mostly at close- to mid-range. Unlike Nita, who injuries with swarms of bolts, Otama looks to land a few number of more damning blows, often when her target has their back turned. If this fails and the target draws too close for her to reach full draw, she can transition easily into melee by either drawing a long knife she carries with her or by using the bow itself. Some have found themselves strangled by its bowstring rather than skewered by its arrows. - Cloak of resistance: The heavy cloak that obscures Otama's features at most times is actually a magic item from Sund. Infused with both arcane energy and flecks of steel, the thick cape and hood resists elemental attacks such as fire and ice. - Derk: Though Otama wears to armor, her tough scales are its equivalent, lending her protection approximate to Ragnhild's gambeson. She is also gifted with draconic strength, able to lift over 350 pounds off the ground despite a small stature. - Swordswoman: Though Otama uses archery whenever possible, preferring to fight from afar, not even letting the enemy draw their weapons, she is perhaps better known for her frightful swordsmanship. Wielding a long, narrow blade of blackish iron, she is a skilled swordswoman, equally competent wielding her sword alone or in tandem with her long knife, overwhelming foes with both rapid attack and impeccable blocking. With nothing but her blades, she has killed small valjornn, making her equal, perhaps even the superior, to dedicated swordswomen such as Gunna. Weakness: - Otama is a deadly opponent, but she performs best against singular targets. Groups of foes are quick to become vigilant to her stealth tactics and she had few to no means of crowd control.
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Bevy
Sept 15, 2020 17:53:01 GMT
Post by Stage on Sept 15, 2020 17:53:01 GMT
Name: Karin Ari Raichlen Alias: Madam Pyre Homeworld: Arken Age: Late 20s Height: 5'1'' Weight: 123 lb Description: Raichlen is a short, compact woman with warm, delicate features. Her rounded face is stunningly pretty, so close to perfection it might as well have been sculpted from clay, but this only makes the savage smirks and snarls she is known for especially jarring. Her large, sky blue eyes too tend to be hooded with smug satisfaction, masking their beauty to some degree. Raichlen has short, feathery hair kept trimmed above her neck. Most of these soft, lightweight locks are dyed deep red, but her bangs are orange instead, kept longer and styled to look like brands of flames. She is curvy, but remains just slim enough to move nimbly when needed. Raichlen likes to dress flashily, proud of her looks and favoring the casual side of business casual, but she stays relatively sensible in terms of motion, avoiding dress, heels, and anything else too tight or unwieldy to run in. She takes no such precautions with jewelry. Her ears have numerous silver piercings and her neck is adorned by a similarly pale necklace with a deep blue gemstone for its heart. A strangely large, flat ruby that appears to have some type of internal luminescence twinkles from her right wrist, set in a silver lace bracelet. Info: Raichlen is the daughter of a blacksmith who perished in a forge accident when she was very young and the town drunk Corkill, who turned to petty crime to support her and her older sister Nicole. Though she eventually grew into a kind adult and a good mother, Nicole was monstrous as a child and bullied her baby sister terribly, something Raichlen has yet to entirely forgive her for. As for Raichlen, she grew up to rule the criminal underground of Souhold, capital of Loum and home of Galmore Academy, where Adra and Dieter learned to master their magicks. The academy's dominance of the social milieu smothered the police and allowed Raichlen to thrive right under its nose, she and her men only using their magic when hidden from the public. Doing otherwise would attract the attention of the academy and its many first-class magicians. A single incident where one of her men took a child hostage and threatened him harm with his magic drew the ire of Adra and her team to her however, and, after repeated clashes in which she never came out on top, she lost her place as queen of Souhold's underbelly. As if to add insult to injury, she was then dropped into Migma, separated indefinitely from her wealth and organization. Seeking to reclaim at least some of her power, she now offers her services to the illicit businesses of London and Sund. An arsonist who leaves no physical or chemical traces is worth quite a bit. She also has a few tentative ties to New Yion, the only place on Lemuria where Arken magic widely reigns. When she is not working, she lounges at a small home on the very northeast edge of Sund, close to the farm- and woodlands of central Migma. During Raichlen's time in Souhold, some of her men took to calling her Madam Pyre after her habit of burning lessons into those who failed her. She hated and stills hates this title, as it makes her, "sound old." Personality: Raichlen is an extremely brash woman. Short in both patience and temper, she is quick to lash out with both her sharp tongue and potent fire magic. As such, she tends to make decisions in the heat of the moment, but she is also intelligent enough to realize this. Her flames can turn a man to ash, but it could be easily argued her real strength is covering her ass. A clever administrator and businesswoman, she makes sure to cover her weaknesses in any endeavor, either finding people capable where she falters or avoiding contact with those she knows will be able to realize and target her vulnerabilities. Refusing to exchange brutality and cunning for one another, she employs both equally. Outside of dealing with partners and underlings, she is actually fairly easy-going. She enjoys teasing her enemies, often assigning mocking nicknames to them, and has been known to start making offers instead of threats to those she grows to like. She tends to speak flirtatiously to men, but this is just an extension of her mischievous behavior. She does not have any serious interest in romance. She prefers power and money to partners. Though it seems easy to peg her as a city girl, Raichlen grew up in the countryside and still deeply enjoys the peace and quiet of rural areas. Though Souhold was the home of her criminal empire, her hometown of Valedon always held her heart, and she returned there frequently while still on Arken. The locals there, especially the older folk who remembered her as a child, were very fond of her, and she returned the sentiment. Nonsignificant portions of her fortune were discretely channeled there throughout her criminal career. Abilities: - Fire magic: While most magicians learn what is called sympathetic casting, where the emotions behind each form of magic are imagined in order to conjure them, the most basic and intuitive form of magic is known as impulse casting. In impulse casting, there is no need to imagine emotions, because magic is drawn from whatever emotion the caster is actively feeling. Sympathetic magic allows flexibility and is considered the most basic technique of academic casting, but there are those who are prodigies at impulse casting, calling forth magic more powerful than any imagined emotion can manage. Karin Raichlen is one such individual, and the magic she excels at is fire. Casting directly from her explosive temper, Raichlen can immolate her foes in walls of flames. Enhancing the prodigious strength of this magical fire is the odd ruby on her right wrist. This scarlet gemstone is a vouivre eye. Vouivres are serpentine relatives to dragons that can burst into flames at will, making them several times more dangerous to those who wish to tame them or steal their horded treasure. A vouivre ruby acts as the third eye of vouivres, resting on their brows and allowing them to channel the enormous amounts of fire magic required to set them aflame safely. This red gemstone raises Raichlen's powerful fire magic to even greater heights, allowing her to torch entire buildings. Raichlen's mother, Mackayla, was famous for never being burned despite her career in metalworking, so it is likely her talent for fire magic was inherited, as many magical gifts are. - Firearms: Confronted by a world where the raw power of magic is made irrelevant by the deadly precision of firearms, Raichlen has had to accept that she cannot rule any Lemurian underground with only her flames. While she amasses wealth and connections with her arsonist contracts, she is determined to master firearms. She has made very little progress, finding guns frustratingly analogue and startlingly loud, but she still carries a Colt 1911. She is not a good shot and does not even like resorting to her sidearm, but it is at least useful for bluffing those who have conquered her fire magic. Flames are one thing. The threat of a bullet is quite another. - Skidaddle: If Raichlen has one talent other than casting fire magic, it is knowing when to make herself scarce. She did not rule the underbelly of Souhold for so long only thanks to her magic and wits. It is also because she is very good at getting away. Despite her temper, she tends to realize quickly when she is outclassed and pivots her dramatics from threats to distractions, often summoning a great burst of flames solely for the purpose of covering her escape. Even Adra, who can take flight, has never been able to catch her when she decides to abandon a battle. Weaknesses- While her flames are undeniably impressive, Raichlen is just as clearly overreliant on them. She has no formal training, both in casting and physical combat. In essence, she is a one-trick pony.
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Bevy
Sept 15, 2020 17:53:50 GMT
Post by Stage on Sept 15, 2020 17:53:50 GMT
Name: Ravenel Roshan Homeworld: Orrae Age: Mid 20s Height: 5'7'' Weight: 133 lb Description: Ravenel is a tall, thin beauty with a dark complexion. Her tan skin possesses a hearty, reddish hue, particularly around her round, wide cheeks. Narrow, golden, eagle-like eyes sit high on her face below bold, thick eyebrows. Her lips are pursed and full of color, as if an emotive word is always on the tip of her tongue. Her long, straight, silk black hair falls past her chest. She wears a loose, calf-length tunic deep cyan in color with golden trims and embroidery. A reddish sash wraps her pinched waist. An ornate dagger is strapped to this sash, though she rarely, if ever, unsheathes it. Info: The daughter of the despot Ravel, Ravenel spent the vast majority of her life as the princess of one or more empires. She did not let that spoil her like her brother Hamish however. As soon as she was of an appropriate age, she demanded her father allow her to help in the administration of his kingdoms and, ever the doting father, he complied right away. While she proved a competent administrator, she also proved she inherited her father's tendency to be overly controlling and harsh to subordinates, earning the resent of many. When Ravel fell, this resentment proved dangerous, as a mob formed to kill the daughter of the now disposed tyrant. It was dispersed by the very hero who killed Ravel however. Ravenel has known Caden since she was twelve (albeit thinking she was a man then) and, although she once hated her for taking her brother and father from her, they have traveled together for five years and grown close since. During her travels, Ravenel has learned the magic that made her father so deadly, though she is a long time from being as powerful a magician as him. Personality: Ravenel has mellowed a great deal from the forceful spitfire she once was, but she has far from abandoned these tendencies. They are merely tempered. Perhaps the dulling of her tongue is due to the new focus she has: find a way back to her homeland and reunite with her mother Sacha and baby sister Wren, the only family she has left. This single-minded drive leaves her with little interest in helping others. In fact, she struggles to avoid looking down on others, yet alone go out of her way for them. She is motivated to be better by the presence of Caden however. Ravenel has a complicated relationship with Caden. On one hand, she is the killer of her little brother and father. While others knew Ravel as a cruel dictator, he was nothing but a doting father to her and she loved him, as she did her admittedly unpleasant brother Hamish. On the other hand, Caden is all she has left. She is her savior, her guardian, and even her childhood friend in a sense. Part of her hates the mannish woman, not only for taking her family, but for making her feel like she is not a good person. A larger part loves the other woman as a friend, as family, and perhaps even as something more. Abilities: - Eyes of the griffon: Ravenel inherited her remarkable eyes from her father, who in turn took them from a magical beast with the head of an eagle. She can see five times farther than even humans with perfect vision, able to spot small objects as far as three miles away under good conditions. She can also process information fives times faster than normal humans. She is not athletic enough to weaponize this ability like her master swordsman father did, but it is useful in reacting to and avoiding attacks the otherwise average woman would not want to endure.
- Magic of the beasts: Magic is literally in Ravenel's blood. Her father gained access to magic by eating the raw flesh of magical beasts and apparently passed this enchanted blood to Ravenel, because she manifested similar powers not long after she began her journey with Caden. Ravenel's magic resembles writhing, golden flames and falls away like sand once it has fulfilled its purpose. To use her magic, she must speak short commands that have the following effects: - "Animate." With either a touch or a gesture from a short distance away, Ravenel can engulf small objects such as rope or weapons with ethereal flames and manipulate them from any distance thereafter. Naturally, she must be able to see what she is doing, but her griffon's eyes meld very well with this particular power.
- "Guard." Raising a palm, Ravenel creates a rectangular barrier of fiery energy. This golden shield disperses energy-based attacks without significant piercing power and stops physical blows of up to 1,500 pounds.
- "Hold." By merely gesturing at a target, Ravenel can paralyze their body under a shell of golden, heatless fire. This paralyzation only last for a maximum of thirty seconds and breaks down faster when its target is superhumanly strong or has an especially strong will.
- "Listen." By touching an object with some sort of moving part, Ravenel can command it to perform a specific action in response to a specific circumstance. For instance, she can instruct a door to open whenever approached. Naturally, there are more devious uses for this ability, such as setting traps. Her father invented a particularly despicable one: collars that would behead the wearer if they tried to leave a designated area. He used these to gain the administrative experience of the deposed royals and their most trusted servants.
- "Mark." With only her eyes, Ravenel can outline a target with the flickering of cold, golden flames. This power is simple, but immensely useful for singling out persons of interest or preventing stealthy foes from camouflaging themselves.
- "Rebound." Ravenel raises a yard by yard barrier with an outstretched hand, but rather than just stop attacks, this shield bounces them back. When this elastic sheet of flames is struck by a physical blow, it rebounds the force of the strike back into the attacker. It has it limits though. A strike of over 3,000 pounds will sunder it and hammer Ravenel with double the force, very likely rendering her incapacitated in one fell swoop.
- "Rise." More than just animating objects, Ravenel can imbue organic material with simple life. This means she can sire life in bones, plant matter, and even corpses in theory, but even Ravel did not disrespected the dead like this. Instead, he gave life to organic matter in the earth and shaped it into feral soldiers known as diteras. Diteras resemble bald, beastly, naked men with fangs or tusk and dim, yellow eyes. They may be created with crude armor and weaponry fused to their bodies or armed more conventionally. They smell strongly of damp earth and decomposition. The magic that sustains them is not permanent. It must be fueled, so they hunt like animals and consume flesh. If they are not able to feed, the magic turns on the decaying matter that composes them, eventually destroying them. Diteras feel no pain and can survive injuries that would kill humans. Because they have no centralized consciousness, even portions of them loped off can continue to function. A ditera can only be destroyed by rendering its body useless or dismantling the magic that animates it. Most diteras are only able to follow simple commands, but Ravenel may grant higher intelligence and will to them if she wishes. She does not favor this option, but it can be useful to have another voice giving orders. Ravel could raise entire armies of diteras, but Ravenel can currently only create and maintain ten at once.
- "Shape." By laying hands on a raw material such as ice, metal, or stone, Ravenel can carve out any object she understands the construction behind. This is mostly limited to simple objects, as well as armor and weapons for diteras.
- "Speak." By touching the lips of any sapient being, including herself, Ravanel can gift them with the ability to speak any language they have mutually been exposed to. The effect is permanent.
- "Trace." By touching a surface or object struck by a projectile and granting it a portion of her power and will, Ravenel can sent out a bolt of golden fire that traces the same path and strikes with identical force. For instance, granting this ability to a tree pierced by an arrow would launch an arrow-shaped bolt of magic back to the bow.
Weaknesses- As short-fused as her fiery mother Sacha, Ravenel struggles not to be made angry, and therefore careless, by insults and actions that demean her. Her temperament is better now that it once was, but it is still an issue. - Ravenel may have inherited magical prowess from her father, but his physical dominance did not come with it. Aside from her magic, she is simply not suited for combat. - Because she must speak to use her magic, Ravenel is not as swift a caster as some magicians and she is rendered powerless if she is somehow muted.
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Bevy
Sept 15, 2020 17:55:22 GMT
Post by Stage on Sept 15, 2020 17:55:22 GMT
Name: Kokawa Rise Homeworld: Arken Age: Mid 20s Height: 4'7'' Weight: 105 lb Description: A young Yionese woman with long, straight black hair and hard, narrow, onyx eyes unusually sharp for her people. She is quite short, but also somewhat stout. She is by no means broad in build, but neither is she petite like many other Yionese women. Rather, she appears sturdy, her small frame molded by long hours of training and more real combat experience than perhaps any other defender of New Yion. She wears loose, nonrestrictive clothing, silken white with pale gray lining, and carries a pair of slick, ebon tonfa and pouch filled with fist-sized, cast iron spheres with glass portholes. Info: Rise was actually born shortly after Adra and around the same time as Dieter, both of whom she became friends with after a tense initial meeting, but Lemuria's dimensional quirks had her arrive on the continent ten years before these peers. Personality: Once openly aggressive, especially to outsiders, Rise has mellowed out a great deal in the decade she has lived on Lemuria. Now a community leader, she must consider the ideas and needs of the people of New Yion alongside or even before her own. She is still more confrontational than many other Yionese though. While violence is considered a last resort across most of New Yion, Rise is quick to respond to threats with force. She is not temperamental however. On the contrary, she is very calm and level-headed. This cool-headedness can be seen as coldness due to her intense eyes. While she is very serious, perhaps even grim at times, there is a blistering warmth in her heart. To those she is close with, she is a steadfast friend and will attempt to move both earth and heavens if they request it. Abilities: - Bombs: The metallic spheres Rise carries are actually small bombs. Each is filled with either shavings of agerthum, a metallic substance found only in Yionese mountains that expands violently when exposed to magic, or gunpowder attained from the mainland. They are ignited using her magic and burst, sending shrapnel in all directions, four seconds later. They have an effective range of fifteen feet, but are not so powerful as to be fatal except at point blank range. She typically carries over thirty with her in the field and at least a few elsewhere, even on public grounds. - Magic: Rise has nearly even magic pools and an similarly equal grasp on black and white magic. She is an enchanter who focuses her magic purely on her tools, namely her explosives. As such, she specializes in types of magic that can ignite them: - With light magic, Rise can ignite her bombs from afar by focusing rays of light through the glass portholes on them. This is highly telegraphed and non-instantaneous, essentially doubling the period required for detonation, so she must be crafty using this method, usually planting an inert bomb somewhere inconspicuous, herding opponents near it, then feinting a flubbed attack to trigger it.
- It is far more straight forward for Rise to use lightning magic to detonate her bombs, igniting their payload with a spark. That is not to say she cannot be tricky with this black magic however. By leaving a lingering charge on the surface of the cast iron explosives, she can magnetize and leave them stuck to the metal armor or weaponry of foes.
- Tonfa: When she cannot use her bombs due to being forced into close quarters, Rise falls back on her tonfa. She is more versed in their defensive than offensive use, as she most often uses them to protect herself and put distance between her and her opponent or opponents so she can once again bring her explosives into play, but she is not as specialized as she once was. She can more or less hold her own against foes who are not overwhelmingly large, fast, or strong, though she is not weak herself. The magic in her body gives her the strength to lift just over 900 pounds. Weaknesses- Like all Arken magicians, Rise is vulnerable to pressure point attacks, which can potentially interfere with her magic channels. - Rise is a middle-distance fighter and quickly begins to struggle at both long and short range.
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Bevy
Sept 15, 2020 18:05:02 GMT
Post by Stage on Sept 15, 2020 18:05:02 GMT
Name: Sasha Yegoronva Ivanov Homeworld: Mundus Age: Mid 20s Height: 4'2'' Weight: 79 lb Description: The child of a female Homo parvus and a male H. sapiens, Sasha is much shorter than her father yet more muscular than her mother. Her skin is a healthy, pinkish tan and her eyes are a light, cheerful blue. Her eyebrows are thin and arching, her nose is tall and wide, and her colorful lips are often curled into a smirk or smile. Straight, pale red hair falls to her chest. Despite the brightness of her personality, Sasha dresses in shades of black and gray: a dark belt, coat, scarf, sash, and boots and a pale shirt and trousers. The most colorful part of her attire is a silver chest piece that peaks out from beneath her coat: a gift from her father. Info: Sasha is the child of the Pale sharpshooter known as Ermine and a H. parvus woman called Neves with whom he met and laid with during an extended mission in Farrago. His stay in the southern region was long enough to see their child carried to term- and, unknown to him, conceive a second one- so he and his lover decided that he should take their daughter north, to Alisdre, to live a better life. While life in Lexian territory was certainly safer- Neves would be killed and consumed by jungle predators before a decade had passed- it was not necessarily an easy one. Because Alisdre is a xenophobic place and it is lawfully forbidden for the Pale to have relationships, Ermine was forced to seek a distance station and raise his daughter, who he named Sasha, far away from the capital. While Sasha become accepted and even beloved by the rural community she grew up in, the betrayal of the half-Faxialan Pale Lark caused the already poor Lexian attitude towards outsiders and especially half-bloods to crater, so Ermine decided it was time for her to leave the nest. On the next mission that sent him away from Lexian land- which, ironically, ended up being to Farrago- he smuggled her along with him, intended to set her up somewhere safe from judgement. Personality: Because she grew up in a small community and has yet to see the world beyond it, Sasha is naive to the ways of most of Lemuria. She is a quick learner though, very adaptable and sociable. She takes to people like a fish to water, able to swiftly understand what they want and how they operate. She is not above using this intuited knowledge to manipulate others, but she prefers to do things diplomatically. If she is put in a corner however, she is as cold as any killer. Sasha is rather mischievous, enjoying jokes and fast talk, but she is careful to feel out how receptive new companions are to such things. Generally, she tries to match her attitude to that of those around her so as to not stand out too much. Naturally, she is happiest with those of a like mind. Sasha is curious about the wide world of Mundus, but her inquisitiveness is tempered by practicality. She only allows herself to wonder and explore when she feels she is secure. Sasha wants a great many things, but survival and prosperity are chiefest among them. While she is inexperienced and unworldly, she is open to and unafraid of trying new things. Abilities: - Hinny: As a parvus- sapiens hybrid, Sasha shows the strengths of both her parent species. Like a H. parvus, she has great dexterity, quick reflexes, a keenness for athleticism, and a good arm. Like a human, she stronger than the average parvus. - Two-weapon fighting: Like many Lexian women, Sasha was taught by her father to defend herself. Unlike most of her peers however, her father was a Pale, an elite servant of the crown. Under Ermine's tutelage, Sasha became a master of small blades and firearms, able to accurately throw two daggers or fire two pocket pistols within six seconds. Between her pockets and bands on the interior of her coat, she carries a dozen of the former and six of the latter on her at all times. Because Sasha prefers a rapid, repetitive fighting style that gives her little room for pause, she will swap one of her single-shot pistols for another once she fires its shot, then reload en masse later. - Bardic music: Although she has never formally trained it, Sasha has a haunting beautiful voice. She can sing as clearly as a chime, as high as a bird or as low as a whale, and with the metallic reverberation of a bell. Her voice is so unearthly, it seems to give pause to others, especially those of weak will. With the revelation that she wields innate magic, it seems likely her singing can invoke spells or similar effects. She has accomplished the following with her singing voice: - The beauty and clarity of Sasha's voice can fascinate other creatures, particularly beasts and the dimwitted.
- By synchronizing her ethereal voice with the magic of another, Sasha can encourage them to cast more powerfully.
- Once others have heard her voice, they seem more susceptible to her charm and suggestions.
- Sasha's voice can reach such a pitch and vibration that it triggers an unconscious paranoia in others, making them feel as if they are being watched from all directions and leaving them open to even obvious attack.
- Magic: Sasha has recently discovered that she has inborn magic like Nita and many others. Though her abilities are narrower than those of her fellow hinny, restricted to influence over cold and ice, they are much more powerful. She appears to be a prodigy like the human fire-user Batinah, though, because she has only just come into these powers, she has little control over them at the moment. They tend to manifest when she is desperate or scared, instinctive bursts of arcane might and glacial cold brought about by adrenaline. Her currently known spells are as follows: - From atmospheric water, Sasha can form daggers and knifes of ice. These frozen weapons are not very sturdy, but they are easily replenished, so Sasha often uses them with the pointed intent to shatter them and shower foes in their shards like a fragmentation grenade.
- From her fingertip, Sasha can shoot a thin beam of subzero air and water vapor, lancing foes over thirty feet away with sheer cold and potentially trapping them in a thin shell of ice, freezing them to the ground, with a direct hit.
- By focusing her polar powers into the ground up to 300 feet away, Sasha can summon razor-sharp ice crystals from the ground. These crystals can erupt in razor-edged fields that can spread up to ten feet in all directions or be compacted into a single, lance-like object that stabs towards a single target. This ice lance shatters upon impact with any object.
- From her palms, Sasha can launch up to four fist-sized, hailstone-like balls of ice up to 300 feet away. These spherical missiles shatter upon impact.
- From an extended arm, Sasha can loose a sixty-foot, conical swirl of frigid air. These freezing winds burn the skin of any creature subject to their sheer cold.
- After forming a globe of frigid energy in her hands, Sasha can then throw or launch this sphere over a thousand feet away. The globe explodes ten feet in all directions upon impact and instantly freezes any water it touches solid.
- By shaping and freezing water vapor to her hands, Sasha can conjure massive, sickle-like claws with the strength of a cave lion. She can only maintain these formidable weapons for two minutes though.
- By concentrating all of her magic and forfeiting the ability to cast any other spell for two minutes, Sasha can enter a heightened state that fuses her with the very element she wields. Her skin becomes brilliant blue and transparent, allowing glimpses of her pumping bodily fluids and organs, frost forms across her hands and arms, dripping down to form knife-like icicles on her fingers, her breath billows thick and white, snow swirls about her as her very presence freezes the air's moisture, and ice crystals spread from her feet with every step. In this form, she is utterly immune to damage from the cold, highly resistant to physical damage, and harms those near her with the subzero aura that radiates for fifteen feet around her like a shell of inhospitably.
Weaknesses- While she is larger and stronger than a pure-blooded H. parvus, Sasha is still diminutive and a weak next to a full-blooded human.
- Sasha is mildly hemophiliac and suffers extended bleeding after injury.
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Bevy
Sept 15, 2020 18:06:13 GMT
Post by Stage on Sept 15, 2020 18:06:13 GMT
Name: Owyang Ting Homeworld: Arken Age: Mid 20s Height: 4'5'' Weight: 98 lb Description: Ting's height and build are very typical of a Yionese woman- quite short and extremely petite respectively- but her boyishly short hair is unusual for both its relatively light, reddish-brown color and its curly texture. Her large eyes are a slightly darker, pinkish-brown which glitters menacingly under surprisingly thick eyebrows. Ting's face is that of a particularly chubby baby, but her expressions are those of a crotchety old woman. She wears ivory robes with red trimming and carries a hardwood shepherd's crook the same height as she is. Info: Like her former teammate and friend Rise, Ting has been on Lemuria for a full ten years and has, perhaps grudgingly, become looked up to as a community leader. Personality: Ting is quiet and snippy. When she speaks, it is almost always bitterly. She is utterly frank and without any tact. If she is pressed to speak, she makes sure it leaves an impression. She has always been blunt, but her temper sharpened not long after she arrived on Arken, when her most common partner and closest friend Daquan was killed single-handedly delaying a group of Noraageans suspicious of their magicks. She is no misanthrope however. She has chosen to focus on using her magic defensively for a reason. In a way, she uses her cold words to protects others as well, just from themselves than from any outside force. She is difficult to make a friend, but even harder to shake off once she has sworn loyalty to someone. Abilities: - Magic: Ting is a mage, using her magic to protect rather than attack. Despite her frosty attitude, she actually has a greater affinity for white than black magic, though she is fully proficient with both. She hangs bells on her shepherd's crook to serve as foci for her spells. She can alternately disrupt enemies and defend allies. Both tactics target magic and drive enemies to close the distance, which works in the favor of partners such as Rise who specialize in mid- to short-range combat.
- With shadow magic, Ting can weave a faint, shadowy, sixty-foot dome around herself that makes any magician or magic-user currently casting a spell feel violently ill. Her allies avoid the effect by ceasing their casting and contracting their magic channels. This spell's vector is a small, well-polished silver bell lightly inscribed with words.
- With water magic, Ting creates a dome sixty feet in all directions that breaks down spells that enter it, as if they were fragile objects striking the surface of a lake or sea at speed. Physical projectiles also experience changes in trajectory like light being refracted. Magic anchored to objects is shielded and spells cast within the dome are unaffected. The focus of this white magic is a large, well worm gold bell with a number of irremovable blemishes.
- Self-defense: Ting's staff serves as more than a home for her spell vectors. With its sturdy neck, she can strike sensitive areas such as the hand or neck. With its hook, she can catch and redirect physical attacks. Ting is capable of defending herself, but not much else. Her goal in combat is to maintain her defensive magic as long as possible to give the greatest advantage to her allies. While she is not at all oriented towards physical combat, the magic in her body still allows her to lift up to 500 pounds.
Weaknesses- Like all Arken magicians, Ting is vulnerable to having her casting channels blocked by physical attacks that block pressure points. - Ting is a purely passive combatant. She can only defend herself when directly confronted, and even then she has severe limits. She aims to occupy until help arrives, not defeat. Alone, she is extremely vulnerable.
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Bevy
Sept 15, 2020 18:07:56 GMT
Post by Stage on Sept 15, 2020 18:07:56 GMT
Title: Feldgrau Nickname: Verd Specimen Jr. Alias: Vert Spencerman Jr. Homeworld: Sarctuus Age: Early 20s (early teens mentally) Height: 5'8'' Weight: 162 lb Description: Broad-shouldered and stocky, Verd is solidly built and somewhat fair-skinned. His sheeny, green-brown hair is shaggy, rolling over his shoulders. He has a tall, flattened, almost hooked nose and bright amber eyes like those of a curious cat. When he opens his mouth, he has noticeably exaggerated canines. Info: Verd is a hemi-human, or an artificial person, created by the Dragon's Teeth, a military unit of the imperial country of Aldolaz that works to weaponize magic. He was created from a single, well-preserved dragon's tooth found near the mountain village of Verd, and thus dubbed the Verd specimen, by a project code named Dragon Bones: the project that created the world's first human halfer, or chimera. The clone developed well, showing the same fast physical growth ancient texts attributed to hatchling dragons, but its mental age seemed to lag behind. Perhaps to counter its advanced longevity, predicted to live to 180 years old, the clone aged at half the rate of a normal human. The Dragon's Teeth still underestimated it though. Before they could condition it to respond to its code name, Feldgrau, it name itself. The clone, deciding that the Verd specimen was his parent, began calling himself Verd Specimen Jr. In failing to account for the clone as his own person, the Dragon's Teeth allowed him to chose his own path, and he chose more than a name. Refusing to be a military weapon, Verd escaped and wandered the Aldolac Empire, fleeing the call of battle. He was on the run for several months until arriving on Lemuria.
Personality: Due to his underdeveloped mind, Verd is good-natured and inquisitive, but also shy and withdrawn. It is no exaggeration to say he is a child at heart. Verd is a committed pacifist who does not enjoy conflict in any form or between any parties. He holds the naive belief that anyone can get along if they just put in the effort to understand each other. He is very, very long-fused, but due to his heritage has an explosive temper- sometimes literally. Even when he does not combust, he becomes exceedingly sharp-tongued, though it is rare for him not to regret either only moments later. He frantically apologizes after fits of temper. Unlike most, Verd has embraced his arrival on Lemuria. It has allowed him to successfully escape the Aldolac Empire and given him a new world and many new peoples to explore. Abilities: - Under armor: There is an armor made of fine, dull green scales under Verd's fair skin, only visible when he is wounded. This draconic armor makes Verd extremely resilient to bludgeon and slashing damage. He is more vulnerable to piercing attacks.
- Pyrokinesis: Inherited from his dragon 'parentage,' Verd is able to control flames, albeit to only a moderate extent and only when stressed. When his temper flows over, Verd tends to combust, setting fire to his immediate surroundings and throwing away those near him. His control over fire beyond this is very limited, perhaps because of his childlike nature or because he does not want to use it. Additionally, he is resistant to heat. While his skin can still burn, his scales are completely impervious to flames.
- Dragon might: Although he would never use it on a living thing, there is impressive strength in Verd's robust body. With no training and only moderate practice, he is able to lift two-and-a-half tons. He almost exclusively uses his incredible power to better perform manual labor for his string of employers.
Weaknesses- Verd is a pacifist who never intentionally harm anyone. More than not know how to fight, he does not want to know.
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Bevy
Sept 15, 2020 18:13:46 GMT
Post by Stage on Sept 15, 2020 18:13:46 GMT
Name: Gatori Yanagi Homeworld: Arken Age: Mid 20s Height: 5'9'' Weight: 160 lb Description: Yanagi is well above average height for a Yionese man, quite tall among his countrymen, but he is otherwise very typical for a male of his nation. Both his eyes and hair are a dark brown, his skin is fair, and his features are rounder than they are sharp. The most notable thing about his appearance besides his relative height is the slight elongation of his facial features that comes with it. His face is just narrowed enough to seem alert, like an intelligent creature standing as a sentry for its colony. He is clad in lengthy, pale robes with green lining. A pair of well polished hook swords are tucked into the deep green sash around his waist. Info: Like his companions Rise and Ting, Yanagi has spent an entire ten years on Lemuria despite being born near the same time as Adra and Dieter due to the continent's temporal quirks. He is now a community leader on New Zion. Besides having a voice in governmental decisions, he helps train the next generation of magicians who will serve as national guards. Personality: Yanagi is the more tranquil of the Gatori twins. He is analytical and calm when it comes to his duties of defending Yionese soil and teaching aspiring young magicians. His cool head does not mean he is cold or dispassionate though. Away from battles and classes, he is friendly and warm, especially to his friends or younger persons who he sees his students in. He is actually more open than the average Yionese person, who tends to be guarded even among their fellow countrymen.
Abilities: - Swordsmanship: Yanagi carries a pair of hook swords collectively called Hu. He is extremely skilled in their use, taking full advantage of their many combative components, not only slashing or stabbing, but also tripping, grabbing, and even clubbing with the flat of their blades if he does not use to be lethal. Despite his focus on finesse, he is not lacking in strength. The magic inhabiting his body allows him to lift almost three-quarters of a ton.
- Magic: Thanks to his equally cool head and warm heart, Yanagi is fully able to use both black and white magic. Unlike his more aggressive brother, he relies on his magic as a form of support, using it to dismantle attacks or unbalance foes. He often targets the legs with his spells.
- With his earth magic, Yanagi can shift or soften the ground below his opponents' feet, making them vulnerable to either his or his allies' attacks.
- Yanagi can use ice magic to freeze over the ground and cause enemies to stumble, slip, or hesitate.
Weaknesses- Like all Arken magicians, Yanagi is vulnerable to having his magic blocked through his pressure points. - While Yanagi excels against singular opponents due to his systematic fighting style, he is vulnerable to group and mob tactics.
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Bevy
Sept 15, 2020 18:14:43 GMT
Post by Stage on Sept 15, 2020 18:14:43 GMT
Name: Gatori Yuuta Homeworld: Arken Age: Mid 20s Height: 5'9'' Weight: 146 lb Description: As the identical twin of Yanagi, Yuuta is an exact physically match for him, though his vastly different demeanor and energy give his slight long-facedness a different impression. Rather than seeming keen and on guard, he comes across as goofy, his face fit for easy smiles, like a beloved, charismatic family horse. His robes, while identical in dimensions and length, are instead trimmed with bold blue and a set of butterfly swords replace Yanagi's hook swords. Info: Like his brother and their teammates Rise and Ting, Yuuta has lived on Lemuria for ten years, helping build the island country of New Yion. He was born at around the same time as Adra and Dieter though. Personality: Yuuta is far more aggressive and headstrong than his brother. He prefers to engage others bluntly in both battle and conversation, skipping pleasantries to demand what he wants. He is not as open or welcoming as his brother, far more self-centered and uninterested in making nice when he can make war instead. He is not hostile by any means, he simple sees little value in making friends. He usually has to be endeared to others gradually. He is quite easily wowed by battle prowess however, more likely to get along with those introduced to him as enemies. He is also notably more tolerant to friends of his brother and teammates.
Abilities: - Swordsmanship: Like his brother, Yuuta is a swordsman, though not as skilled. He uses the smaller, faster butterfly swords known as Hudie and is far more direct than his brother, only changing tactics when he has no other option. He is also not as powerful, only able to lift just over 900 pounds.
- Magic: While a competent swordsman, Yuuta prefers to use his swords as an extension of his casting, throwing blades of fire or wind from their edges.
- With his hotheaded fire magic, Yuuta can heat his swords to better cut through armor or fling crescent projectiles of flames or superheated air with his slashed.
- With chaotic wind magic, the brasher Gatori twin can extend the edges of Hudie with razor-sharp curls of wind. He can also summon small whirlwinds to trip up opponents or surround himself in a shield against lightweight projectiles.
Weaknesses- As an Arken magician, Yuuta can have his magic channels blocked due to their anchorage to pressure points. - Yuuta is far too brash, especially against particular strong opponents, who he wishes to test himself against.
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