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Post by Dizzy on Apr 23, 2020 10:44:00 GMT
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Post by Dizzy on Apr 23, 2020 11:56:07 GMT
NAME: Nine, otherwise known as Chicnahui (Ch-ee-kuh-nah-wee) Incomprehensible sounds of whistling flutes and dainty bells. Translation: Cemanahuatl Cihuapilli (kem-ahna-hu-wahtl See-hu-ahp-eel-e) AGE: GENDER: N/A (Appears to prefer creating a female body, though it is not incapable of producing a male one) RACE: APPEARANCE: A simple wooden mask of ancient tribal design. It lacks any wear or weathering, and looks freshly carved from healthy wood. When materializing a body, it takes on humanoid form with five fingers on each hand and three toes on each foot, each extending out to a point similar to claws. It has digitigrade legs, bending backward close to where a human's ankle would be. Its form, though bare-skinned, lacks any particular details, save for the lightly pulsating simple tribal markings present on the outer sides of the entity's body. Said markings extend the full length of the body, from the ankles up to its neck. A number of significant physical details are changed depending on the element it is currently attuned to. These aspects are its skin color, the color its hands and feet glow, and the texture, length, and color of its facsimile of hair. Said hair is capable of glowing, just like its hands and feet. The eye holes of the mask glow in a similar fashion. The entity is also capable of replicating a humanoid of traditionally fleshy appearance. While its height can vary when it manifests a physical form, it tends to stand at around 6' tall.Nine's appearance changes whenever she attunes to specific elements. Below are the appearances seen thusfar: Ice - Its skin is dark blue, nearly black. Its hands, feet, hair, and eyes glow a deep cyan. Its hair is spiky and short, almost punk-like. Dark - Its skin is completely black, almost void-like. The ever-present pulsating tattoos contrast against this color very well, as they are silver in shade. Its hands, feet, hair, and eyes glow dark purple. Its hair is long and straight. Flora - Its skin is bark brown. Its hands, feet, hair, and eyes glow a verdant green. Its hair is long and vine-y, reaching down to its ankles. Wind - Its skin is bright green, almost a green-ish shade of white. Its hands, feet, hair, and eyes glow pale green. Its hair is long and ethereal, flowing in the air as if underwater. Mana - Its skin is lavender in shade. Its hands, feet, hair, and eyes glow bright purple. Its hair is short and curly. Solar - Its skin is bright yellow. Its hands, feet, hair, and eyes glow a brilliant gold. Its hair is long and wild, reminiscent of a lion's mane. Light - Its skin is pearl white. Its hands, feet, hair, and eyes glow bright gold. Its hair is long and straight, and floats about as if underwater. Pitflame - Its skin is pitch black. Its hands, feet, hair, and eyes glow deep red. Its hair is more akin to a gently flickering flame. Water - Its skin is crystal blue. Its hands, feet, hair, and eyes glow like sun shafts just below the ocean's surface. Its hair is long and straight, curling around its body and moving like the tendrils of a jellyfish. Lightning - Its skin is bright blue. Its hands, feet, hair, and eyes glow neon blue. Its hair is medium-length and curly, occasionally sparking and moving on its own as if influenced by static electricity. PERSONALITY: Friendly and approachable, though shy and curious. It is flighty and easy to spook, though its curiosity overwhelms its natural inclination to flee and hide. It is very gullible. WEAPONS:
Materialized facsimiles of weapons formed from the combination of various elements. If placed in a situation where weapons are necessary, it prefers to alter its hands and feet to simulate the claws of a beast. ABILITIES: It floats and rarely sets foot on the ground. It is capable of changing its appearance whenever it sees fit. It is also capable of changing its elemental attunement whenever it desires, granting it control over that element, though it is exclusively limited to the energies in its own body. This allows it elemental powers appropriate to its currently attuned element (e.g. producing flames or water, conjuring darkness, creating flora, etc.) It is capable of attuning to two elements at one time, effectively creating something new (e.g. magma, flora, ice, etc.) It can also fully retreat into its mask, though it is immobile in this state.
The elements which comprise its form are as follows: Fire, water, earth, air, darkness, light, mana, life force, and soul. STATS
STR: 2 DEX: 7 CON: 6 INT: 3 WILL: 7
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Post by Dizzy on Apr 28, 2020 23:37:41 GMT
ALIAS: Ravana AGE: 28 GENDER: Female RACE: Oni ALIGNMENT: True Neutral APPEARANCE: Ravana has two different common appearances she takes one, one in her more natural demonic state, and another which is far more humanoid. In her humanoid state, she sports a pair of horns which curve upward. Her eyes are grey-blue, though her pupils remain slitted even in this form. Her skin is fair and her hair is long and black, though she keeps it tied and/or styled in various messy fashions. She stands at an average 5'6". She is muscular, sporting a toned physique. Her ears are long and pointed, and her canines are long enough to extend past her lips when her mouth is shut. She also carries a pair of reading glasses, which are necessary. She forgoes wearing them in public, however. In her true form, she is much larger, standing at 7'4". Her skin is a deep red color, and her physique becomes much more muscular. Her hair almost seems to move ever so slightly on its own, flowing gently like a flickering flame. Her irises become a dark red, and her sclera turn pitch black. She grows claws on both her hands and feet in this form, and her teeth extend outward, exemplifying the brutal maw of an oni. Her horns similarly enlarge, transforming into proper weapons in and of themselves. While in her true form, she seems to radiate heat, as well as cause the area immediately around her to darken, as though everything is filtered through a black shade. Ravana's left arm is an anomaly when placed next to the rest of her appearance. In her more human state, the skin is an ethereally pale blue, and the veins underneath it can be seen in a shade of white. In her true form, her red skin is instead bright blue, and the veins underneath are even more visible, especially considering the more vivid pale gold tone they take to match the skin. This odd coloration begins at the tips of her fingers, and ends at the base of her shoulder, right next to the collarbone. Ravana's wardrobe may appear casual and carefree, though closer inspection proves it to be carefully thought through and precise. She tends to enjoy wearing an outfit consisting of a black-grey pair of jeans with small holes ripped in the left leg, a graphic tank top usually depicting a band or video game reference, a red and black leather jacket with the left arm cut off, and brown ankle-high laced boots. She accessorizes with a variety of belts, jewelry, and bandanas, all sporting either a metal or punk aesthetic. With every single outfit she wears, she rips the left arm off, granted full view of her discolored left arm. While this is her common wardrobe, she is also not averse to sporting outfits more feminine or of different aesthetic styles. She just has a preference she's comfortable with for her day-to-day. WEAPONS: Fists, claws, elbows, knees, you name it. Ravana is a fist fighter, and a dirty one at that. She knows her way around a fistfight, and when she struggles, she improvises. ABILITIES: Ravana is an oni, though that's only one sub-species of the wider category of Elemental Demon. In particular, her species incorporates the elements of Dark and Fire. She predominantly utilizes her demonic power to either augment her strikes or defenses, or as a proverbial knife in the boot to give her an edge. This can range from anything in the vein of lighting her fists on fire to throwing magical darkness in her opponent's eyes. She's creative, and often combines the two elements to get even more creative. She is also naturally resilient, being capable of reattaching severed limbs, as long as they are re-applied within ten minutes. As previously stated, she is also capable of altering her form, but only so far as to appear somewhat more human. She is incapable of fully embracing the form of a human. {Ability Spoiler} Ravana's left arm is corrupted by holy light. She was exposed to this energy at a very young age, and due to her nature as a sub-species of elemental demon, her body accepted the element. However, it is in constant conflict with her natural darkness, which is why the light energy has not spread any further than the arm it was initially exposed to. Similar to a body accepting a certain amount of bacteria, Ravana's body can only tolerate so much light energy at one time. She is forced to bleed her arm once a month to expel some of the excess energy to keep herself stable.
She is capable of harnessing this light, though her dexterity with it is nowhere near the level of her natural elements. When she utilizes this power, it normally coalesces as a single, powerful, blinding punch infused with light. After unleashing this power, her arm is torn up from the inside out, causing massive amounts of bleeding on account of the numerous holes the energy punched through her skin. She typically only uses this as a last ditch scenario. Under normal circumstances, her arm only becomes sore or itchy on occasion, and that sensation only worsens if she wears a sleeve over it for long periods of time. It's for that reason that she cuts the arms off all her shirts and jackets. MAGIC: As an elemental demon, she commands the forces of Dark and Fire, capable of conjuring forth simple yet potent effects. She is also capable of granting individuals resistances to these elements, though she is not properly trained and therefore her aptitude for such selfless applications are limited. At current, she is only capable of helping others see better in the dark, or making it so others are less likely to burn from fire or heat. BACKGROUND NOTES: Ravana is typically fairly cool and quiet and seems to keep to herself unless approached. However, in the company of companions or friends, she opens up much more. Her true personality lying beneath that exterior is a passionate one, with a thirst for fighting and a serious competitive spirit to go along with it. She tends to stick up for people being taken advantage of or bullied, and can't stand the sight of ruffians causing trouble. Anything that disturbs her friends, colleagues, or acquaintances is more than enough reason for her to start throwing hands. Owns a pygmy lynx named Franka. Stats
STR - 7 DEX - 5 CON - 4 INT - 6 WILL - 3
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Post by Dizzy on May 13, 2020 6:03:09 GMT
NAME: Marley Schulz ALIAS: Prof. Schulz AGE: 101 (physically sixteen) GENDER: Female PROFESSION: Professor at Velvesta Academy for the Magical Arts ALIGNMENT: Chaotic Good APPEARANCE: Marley is short and lithe, standing at only 5'2, though is fairly toned. She sports a short and straight hairstyle that only reaches to just beyond her neck. Her bright blonde hair is asymmetrical, the left side draping down past her chin, while the right is tucked behind her ear. She wears light makeup, only sporting enough to compliment her natural fair skin tone and ice blue eyes, though she tends to enjoy eyeliner heavy enough to cause her eyes stand out even more than they normally do. She wears the robes she wore before her accident, though they are slightly modified to fit her smaller frame. Her sleeves are cut off at the elbow, and she tends to wear it open. The robe features a few small accessories and jewels, as well as a magic circle in the center of the back. It is purely decorative, however. The rest of her clothing includes simple yet fashionable shirts, shorts, and skirts. She wears tights or stockings underneath her shorts or skirt, and typically sports a pair of pale brown buckled or laced boots which match the color of her robes. She also wears a series of bracelets both tight and loose on both arms. When she begins to cast magic, her bracelets shift on their own and change into their true appearance of metal rings and shards which hover and float just above her skin. PERSONALITY: Marley is subtly arrogant, because she knows she's lived long enough and mastered enough of the world to deserve that kind of attitude. With that said, she is humble enough to accept when something new she did now know before presents itself. "Everything is a theory until practiced and proven" is a common phrase of hers, and is something she would always remind her students of. She is also particularly annoyed by simpletons and people who take too long to learn something she would determine as simple. She hates beating around the bush and taking detours in life, and greatly prefers direct approaches. This trait of hers has caused numerous problems for the school, as she used to almost spontaneously take extensive amounts of time off to pursue theories and personal interests until her current fascinations or curiosities are satisfied. Often times, students would be forced to attend classes and lectures with little more than a television displaying a webcam feed of their professor at home, working on personal projects in the background. She never took her job seriously, as it was not a voluntary choice to become a magic professor. However, she remains a professor at the academy for a reason; they don't have anyone knowledgeable or useful enough to replace her. WEAPONS: Her bracelets are her weapons, seen in their true form when she chooses to feed magic into them. They are amplifiers for her natural magic, as well as focuses for more powerful spells. She is also capable of transmuting the metal of her bracelets into various other forms, which can become anything from staves to scythes to shields. ABILITIES: Marley's magical ability is significant, as it has always come easily to her, the prodigy she was. She has a particular affinity for darkness-aligned magic. She tends to fight by augmenting her physical abilities with darkness magic, granting her strikes more range by conjuring swipes of shadow, or using the shadows around her to lift and push her off surfaces to grant her increased mobility. When she actively transmutes and uses her bracelets as weapons, she is capable of extending theses abilities to the metal as well. Due to her maintaining her physicality for the purpose of ensuring her now small and young body is capable of withstanding her magic, she is also fairly agile and dexterous. She is no gymnast, but she's capable enough on that front. Marley also has a familiar she is eternally bound to. This familiar serves a similar function to her bracelets, though it also provides her with constant companionship. Their relationship is symbiotic, and they both provide each other with magic and life. Their lives are inextricably linked. When one is injured, the other feels the pain. Similarly, when one feels emotions, the other detects them as well. And, of course, if one dies, the other dies, too. Her research into figuring out a way to spare one another's life if one should meet their end is underway, however it has not reached a point where her theories are yet useful. MAGIC: While Marley has an affinity for darkness magic, she is more than capable of utilizing spells which incorporate any other element. As a master mage, she has knowledge of a wide breadth of academic spells, preferring ones which incorporate physical movements and geometrical shapes. While her personal preference in spells are usually fairly straightforward spells which directly manipulate shadow and darkness, it is not even close to everything she is capable of. BACKGROUND NOTES: Marley was not a professor by choice, but because she became indebted to a previous headmaster. She attempts to avoid returning to this responsibility, believing she'd "served her term long enough", despite the number of years detailed in said debt still not yet being met. While her body reverting to such a young age is a major inconvenience, and stifles her magical ability even to this day, she also revels in the fact that she's young again, and fully embraces the benefits of the situation. Aoife: Pronounced ee-Fah, Aoife is Marley's familiar. She appears as a dark-scaled and dark-feathered couatl, similar to a black viper mixed with a raven. Her eyes match Marley's. Her regular form is large enough for a small humanoid to ride, however she typically shrinks her size to easily fit inside Marley's robe or around her shoulders. She is also capable of diving into shadows, and inhabiting them until she decides to reemerge. Her venom is particularly unique. If she sinks into someone's shadow and bites it, the person's shadow will slowly lose mass over a period of one week, until it is completely gone. When this happens, the person who's shadow was bitten can no longer walk into a source of light which would cast a shadow upon them. If one tries to while thusly afflicted, their skin will burn as if splashed by acid until they walk back into the dark. The antidote to this venom can be applied at any time, including after one's shadow is completely faded away. Stats
STR - 2 DEX - 5 CON - 3 INT - 8 WILL - 7
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Post by Dizzy on Jun 2, 2020 0:53:59 GMT
Name: Miori Naganohara Age: 461 Gender: Female Race: Japanese Human Profession: Ronin Alignment: Lawful Neutral Appearance: Miori is average height for a Japanese woman of her age and time period, standing at around 5'3". Her build is muscular and toned, owing to her years of combat and training. Soon-Ja keeps her body as young as it was when they bonded. Her hair is silky and black, straight and long. She wears it in a messy, lazy ponytail. She dons a deep blue single-toned kimono, wearing it loosely and open, tucked underneath the simple black hakama she wears on her legs. On her feet, she wears a simple yet practical pair of tabi and geta. This getup exemplifies the fantastical image of Japan's wandering Ronin. Her most striking feature, however, is the piercing and wistful blue of her eyes, almost unnatural and unsettling in their nature. This is only compounded by her slit pupils. If one were to gaze into her eyes long enough, they might even see the color in her irises shifting and moving ever so slightly. In the dark, they glow eerily. Personality: Miori is straightforward and blunt. She is patient only when absolutely necessary, and has little of said patience for incompetence. She's very unlady-like and slobbish, despite her obvious natural grace and beauty. Miori tends to be dismissive, and almost always appears very tired. She dislikes being referred to in a heroic or positive light, though similarly hates being called a villain. She seems comfortable in the role of an anti-hero. Despite these factors, she still upholds the honor she once had when she was still the proper daughter of a samurai, and holds honor in very high regard. She deeply enjoys good food and drink, as well as good music. Her preference for all of said things are those of her homeland, though she does enjoy sampling food, drink, and music from places unfamiliar to her. Weapons: Miori carries two swords, a mundane sword and a decidedly ornate sword. She carries both on the same hip, the ornate on top of the mundane. Both swords are named. Iemichi: Miori's mundane sword is a simple katana of impressive make. The steel quality is high for the time period, and was clearly custom made. The handle is traditionally wrapped in black cloth, and the guard is a simple metal tsuba. The scabbard is simple and solid wood, painted black. Soon-Ja: The metal of this katana almost gleams as if it were silver, though it shines even when the light is not touching it. Its handle is fully wrapped in black cloth that is embroidered with white accents. The metal of of both the handle's cap and tsuba are gold plated. Said tsuba has a vague but incredibly artistic carving of a multi-tailed fox. Its scabbard is wooden, painted bright scarlet. An eastern dragon is depicted surrounding the length of the scabbard, its open mouth reaching toward the fox depicted on the sword's guard. Abilities: Miori is a peerless swordsman, her style indicative of her appearance. She is capable of various abilities typical of fantastical samurai or ronin are capable of in stories and media. She is also far stronger than she appears, even for someone as athletic as her. Soon-Ja's energy permeating her body grants her super-human agility and strength. She uses these to her advantage in combat. Magic: Soon-Ja's magic is Miori's magic. Miori taps into Soon-Ja's energy to produce blue flames, shield herself, or debilitate others with curses. She is also capable of peering into another's soul to determine how wicked the individual is. Soon-Ja's magic also capable of transforming Miori's body into a multi-tailed fox with an appearance similar to the body Soon-Ja once had thousands of years ago. Background Notes: Soon-Ja is a wicked individual and acquired a taste for souls a long time ago. If she is starved of souls for too long, she will go mad and partially possess Miori's body, controlling her sword arm at the very least. Their souls are linked, so her possession is always limited. If Soon-Ja possesses Miori's head to see, hear, or smell, her ability to do so is decidedly limited. She can only see and hear in a 5 meter radius around Miori's body. She can smell up to thrice that distance. Soon-Ja is only capable of communicating to Miori under normal circumstances, though she cannot communicate telepathically. This results in the impression that Miori is talking to herself when they converse. Any person who is capable of directly communicating with normally imperceivable spirits or ghosts can use the same methods to perceive and communicate with Soon-Ja. Soon-Ja can communicate perfectly if she is possessing Miori's body. Stats
STR - 8 DEX - 7 CON - 4 INT - 2 WILL - 5
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Post by Dizzy on Jun 6, 2020 2:27:55 GMT
Name: C0-0074a Alias: Cora Age: 11 Race: Chimera Appearance: Cora is very small, standing at about 2'11". Her body is similar in shape to a human's, but her proportions are off. Her large, clawed feet are a bit too large for her legs, and the length of her body is a little too slender. Her skin is typically dark blue, her hair is white, and her eyes are yellow, however she is capable of changing the color of all three traits. Her hair is short and scraggly, and she clearly cuts it herself. She has large pointed animal ears that angle downward, similar to both a cat and fox's. Her tail is covered in long, silky fur and is almost twice the length of her body, though the extra length to get it to that point is just fur. The claws on her fingers are long and retractable. She also sports a small but thick pair of curved horns which curve out and up. It is clear that she does her own grooming and cleaning, her hair on both her head and tail are matted and scraggly. A quick dip under a waterfall is her idea of a shower, and she always smells a bit like a dog. She wears whatever she can find that is warm and covers her body. Her voice is tiny and high pitched, and she speaks in broken English with a very heavy accent. She knows how to speak Farsi, but does not know where she learned it. She is only perfectly fluent in Farsi. Personality: Cora is shy and flighty, adhering to fairly basic animalistic instincts. If one can get past the initial difficulties in interacting with her, they would find her playful and affectionate. She has a fear of needles and similar sharp objects. Weapons: Cora's weapons are her claws and sharp teeth, both of which can be exponentially more lethal when used in conjunction with her camouflaging ability. She also has the ability to spit an acidic poison as well as inject neurotoxin with her ring finger claws. Abilities: Cora is capable of anything the animals she is fused with are. She has the agility of a cat, the nose of a hound, the deadly claws of a wolverine, the color shifting of a chameleon, the venom of a viper, the flammable acid of a beetle, the ears and hair of a fox, the horns of a demon, and the talons of an extinct bird of prey. Magic: Cora has the ability to use very simple wind magic, capable of producing small gusts, lifting light objects with wind, and directing the wind accurately enough to carry said light objects in the general location she wants them to go. Due to her light weight, she can also enhance her own speed by producing a current exclusive to the space around her body. Most notably, she is able to create an immediate burst or concentration of pressurized air for just moments which are enough to provide stepping stones for her when jumping. She is not capable of generating air powerful enough to keep heavier things aloft, though. Using magic exhausts her quickly. Background Notes: {Spoiler} Cora is slightly insane, in part due to the trauma she experienced and repressed, and another in part due to the fact that a scientist named Voncile who happened to be a demon was used to contribute to the project Cora was the subject of. Every so often, she feels pangs of emotion Voncile once did. She becomes extremely confused during these episodes, believing herself to be that demon, but knowing she's always been Cora. These episodes typically result in incoherent ramblings, splitting headaches, and hyperventilation. Stats
STR - 2 DEX - 8 CON - 2 INT - 2 WILL - 4
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Post by Dizzy on Aug 13, 2020 19:02:52 GMT
NAME: IR-15 ALIAS: Iris Gallagher SERIAL No.: D05VNI04Z173A GENDER: N/A; feminine in construction. RACE: Android APPEARANCE: Currently appears as a fifteen year-old human. She is 5' in height with a frame that matches her small, child-like stature. Her chassis is covered in bio-elastic that looks and feels just like the pale skin of a human, and her synthetic hair is white. The devices used for her eyes have blue irises, but that is only due to the low-light flashlights used inside the ocular devices. The sections depicting irises are actually clear and take on the color of whatever is behind them. For example, when using her infrared, her irises appear red. She wears casual clothing, only really having a preference for skirts, as the cloth of pants sometimes get caught in her hip joints. She always wears an over-sized hooded jacket that belongs to her creator. This jacket is black and a little baggy. It seems to be a company jacket of some description, but the logo on the arm which would distinguish said company has been ruined and is now indecipherable. Similarly, what would have once been a nametag on the left breast is also ruined in the same way. IR-15 will not part ways with this jacket willingly, and will do anything to retrieve it if lost. She carries a sewing kit on her at all times, just in case it gets ripped. Despite her apparent age, IR-15 is incredibly heavy, as her chassis is made entirely of metal. Including the synthetic biological parts of her overall construction, she weighs around 622lbs. When speaking, her voice matches her appearance, being that of a fifteen year-old human girl. IR-15's size and apparent age are subject to change, as she was designed to simulate aging. She "ages" at the same rate as a human, but it is not unrealistic to reprogram that function to make it faster or slower, or to even reverse it. However, if the function were sped up, her bio-elastic would not have the time needed to grow and cover the rest of her chassis, and it would no longer fit the body, so to speak. PERSONALITY: IR-15's personality is currently very cold and deadpan. She responds to experiences with very little hint of emotion to the point where she can either be seen as uncannily strange, or perhaps just distracted, aloof, or depressed. She is not incapable of feeling emotion, though she has only just recently begun simulating simple emotions, like happiness, sadness, anger, and jealousy. As she continues to experience more things in the world and interfaces with more people, she will gradually learn more about emotions and what makes people people. Her AI has found success in understanding behaviors by first emulating them. This can sometimes come off as mocking or rude imitation, though in reality, she is earnestly attempting to understand. Despite her utter lack of presented emotion, she has her interests and aesthetic preferences. When exposed to such things, her captivated demeanor betrays her deadpan reaction. WEAPONS: IR-15 has direct access to a weapons cache located in an armory only she knows the location of. Due to the miniscule beacons installed in the palms of her chassis, she is capable of utilizing the teleportation function installed in the armory. She can teleport any weapon from her armory directly into her hands, and can teleport them back into the armory with only a few moments to send the signal. Her weapons cache houses a wide variety of firearms, melee weapons, explosives, and ammunition, most of which are military-grade and illegal. ABILITIES: IR-15 is equipped with radar, infrared, flashlights, and recording software. Her chassis also houses a medical fluid tank and a chemical mixer. Her medical fluid tank manufactures fluids essential for re-hydration, dulling pain, and emergency blood transfusions. This tank is connected to a tube which ends in a needle in the right arm of her chassis. Her chemical mixer is capable of manufacturing various chemicals, from peroxide to cyanide; her range of chemical production is vast. This mixer is similarly connected to a tube which runs to a needle in the left arm of her chassis. Both needles extend out through the bottom of her wrists when their functions are required. MAGIC: IR-15 is incapable of using any magic, however her Power Source Unit is magical in nature. Her PSU is capable of constantly producing energy, not dissimilar to a living creature, but her multi-functional construction burns through that energy rather quickly. Once per day, IR-15 must activate a low-power mode, in where she simulates the behavior of sleeping. During this time, her body is entirely non-functional, though her AI continues to run at all times. In essence, while in "sleep-mode", she is fully "conscious". BACKGROUND NOTES: IR-15 was designed to not just look human, but to be a convincing human. She is capable of blending in with society as a regular person, so convincing is her appearance. Closer inspection will likely result in nothing out of the ordinary being seen, though various aspects can give her true nature away. IR-15's creator is Maeve Gallagher. The true nature of IR-15's PSU is an enigma. When running diagnostics, even IR-15 is privy to only basic information. Whether or not it is functioning, whether or not it is overheating, and whether or not it is ready to continue providing power are the only details she is capable of gleaning from it. Stats
STR - 5 DEX - 3 CON - 8 INT - 8 WILL - 1
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Post by Dizzy on Sept 7, 2020 19:06:51 GMT
NAME: Timber AGE: 25 GENDER: Female RACE: Beastia; Brown Thrasher bird APPEARANCE: Brown Thrashers are relatively large birds, but that's when one takes the overabundance of very small species into account. As such, Timber's human form is similarly small, with a light frame. She stands at around 4'7", and none of her body's features stand out well amongst the heavy coats or cloaks she tends to wear. Her clothing is very well made, clearly expensive. She wears some simple, tastefully ripped light blue jeans that are accompanied by some simple running shoes. She wears whatever comfortable shirts she finds aesthetically pleasing, and above that rests a large, heavy coat with loads of pockets, and a layer past that, a liquid-resistant cloak with a hood. Timber's hair is the same foxy brown which makes up the majority of her plumage, though her black and white feathers are still present amongst her human form's hair. She has bright yellow eyes, and the face that houses them exhibits small, somewhat cute features. Her voice when speaking is pleasant and articulate, and she is capable of mimicking just about anyone's voice, owing to her songbird heritage. Said heritage also allows her a naturally very pleasant singing voice with a very wide range. In her human form, Timber's arms still possess the brown feathers of her wings. Her tailfeathers are also still present, but they tend to not be visible underneath her coat and cloak. She carries multiple firearms on her person at all times, including disassemblable hand crossbows. Her numerous pockets house her ammunition, among other survivalist supplies. PERSONALITY: Timber is a cautious individual, owing to her profession. She behaves sternly and coldly in situations that require it, however her true nature is curious and approachable. In casual conversation, she comes off as pleasant and polite. She is a little greedy when it comes to food. Despite her profession, she is very easily frightened and startled, often giving off an air of incompetence. Her skill and efficiency in combat usually surprises people who have met her before seeing her fight. WEAPONS: Timber is a marksman, though her aim isn't actually anything special. Still, she carries multiple firearms, though most are small and easily concealable. Every weapon she holds, including her crossbows, are expensive and extremely well made. She carries a wide variety of ammunition types, including certain liquids she uses to tip the bolts of her crossbows. These liquids are various types of poisons and chemicals. None of her weapons are particularly heavy or high caliber. She is less strong than a typical human, thanks to her small bird nature, so too much weight or kick makes those weapons too difficult for her to use. ABILITIES: Timber is capable of flight in her animal form, and can switch freely and quickly between both her forms. She has memorized countless bird calls of her own and other species, and can accurately mimic voices. Her vocal range goes far beyond a normal human's. She can perfectly imitate someone's voice or an animal's call after only twenty minutes of practice, give or take, depending on the complexity of the sounds. MAGIC: Timber is only capable of portal magic. She is entirely incapable of using any other form of magic. While the variety of her magic is extremely limited, she has perfect control over her portals, and uses this to creative and effective ends. If a situation calls for a higher velocity than her low-caliber weapons are capable of providing, she can use her portals to speed up her projectiles to reach the velocity she needs. Her portals do not just open two locations in space, however. The space between her portals is actually something like a pocket dimension which houses a constant, consistent current. If one were to stand next to one of her portals, they would feel wind blowing on them. If one were to enter one of her portals, they would feel a sensation like gliding through the air with a tailwind at their backs. She cannot control anything in this "pocket dimension". She can only open and close the portals to it.
Stats STR - 2 DEX - 8 CON - 3 INT - 6 WILL - 6
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Post by Dizzy on Oct 1, 2020 21:18:30 GMT
NAME: Verna Schwarz
AGE: 25
GENDER: Female
RACE: Stigmata Angel - Seraph/Sephyr heritage
APPEARANCE: Verna is a fairly tall woman, owing to her partial Seraph heritage. She stands at 5'11" and she appears even larger when unfurling her six coal black wings. Said wings are much smaller than most Seraph, including those with mixed heritage like herself. Under normal circumstances, she is unable to fly because of this. Verna's skin is pale and ghostly, and while her hair is similarly white, there is a subtle yet noticeable trace of vibrancy in it which she managed to inherit from her parents. Hints of black smear the ends of her hair. Even when cutting the ends off, it immediately changes color to remain stained. Verna's eyes are mismatched. Her right eye is full black, a small pool of darkness without even the hint of color. A streak of black runs from her eye to the side of her chin. Meanwhile, her left is a fairly normal ice blue eye, the iris of which glows very faintly. Verna also possesses a halo, though it is blackened and broken, a chunk of it has broken off and now floats just inches away from completing the loop. Underneath her halo sits a pair of small black horns which curve out and slightly downward. She tends to wear her hair long, straight, and messy, allowing it to flow freely and drape over her blackened eye. The blood that runs through Verna's veins is like ink and areas where her veins are more clearly visible, such as her wrists and fingers, display this clearly through her pasty skin.
Verna dislikes wearing clothing that is too warm, as the heat makes her incredibly uncomfortable, owing to her unnaturally low body temperature. She refuses to wear anything that covers her entire torso which usually results in a lot of midriff-bearing and/or thigh bearing outfits. The cold does still eventually get to her, and when it does, she'll don a long coat and beanie, though she still opts to keep the front of the coat open. She prefers wearing pale or dark colors, but dislikes wearing too much black and white, as it makes her feel like she's blending in with her clothing.
Verna is always accompanied by black rose petals, the origin of which is hard to discern. If you look at her for long enough, you might catch a few drifting around her, and closer inspection can discern that they somehow fall from her wings. If she should flap her wings vigorously, a significant amount of rose petals fall. The petals dissipate after half a minute.
PERSONALITY: Verna is soft-spoken, very aware of how unsettling her appearance is to many. She is also conscious of how much space she takes up due to her height and size of her wings, so she does her best to blend in and not draw much attention. She is very observant of her surroundings and others, and will not hesitate to leave the background to lend her opinion or skills if others are in need. She is intelligent and speaks with assurance, even though her tired voice and expressions do not match. She carries deep empathy for people who are unjustly wronged.
WEAPONS: Verna does not appear to carry any weapons under normal circumstances, however she inherited a tutelary from her Sephyr mother. Her tutelary takes the form of what would normally be a brilliant golden spear, however it manifests in her hands as a blackened iron perversion of her mother's, the wonderous golden glow of the spearhead replaced by a permanent blood stain. Wicked metal spikes and metal wires accent the spear in the appearance of vines and rose thorns, further separating it from its predecessor's divinity.
ABILITIES: Verna's inherent abilities result from her mixed heritage, though her cursed nature results in a darkened version of what these abilities would normally be. From her Sephyr half, the blessing written upon her back tells "Forever accompanied by rose petals that soothe the minds of others." Her blessing, unfortunately, does the opposite. If people touch the black petals around her, they feel a twinge of sadness and anxiousness. If one were to collect a large amount of these petals before they dissipate and hold them, they would feel hopeless.
Verna is also a practiced surgeon and a well-educated doctor with plenty of practical experience under her belt. She always carries medical supplies and simple surgical equipment, on the off-chance it is necessary in an emergency.
MAGIC: Verna practices shadow magic and frost magic. Her magic is relatively weak, as it is not her main practice. She cannot do anything particularly complex with this magic, and what she is capable of is possible because of her Sephyr heritage. The magic she uses often coalesces in the shape and aesthetic of flowers, predominantly roses.
OTHER NOTES: Because of her Stigmata nature, Verna is particularly susceptible to divine and light magic. Her skin reacts similarly to this magic to how a vampire's skin reacts to sunlight. Verna is also similarly averse to sunlight, however it just makes her relatively uncomfortable. When in the sunlight, she'll either wear sunglasses or pull her hood over he head if she is wearing a coat. Warm temperatures make her feel lethargic.
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Post by Dizzy on Jan 29, 2021 8:32:19 GMT
NAME: Nemesis GENDER: Female RACE: Sephyr PROFESSION: Retired APPEARANCE: Nemesis is a woman of average height and build, standing at about 5'6". She styles her jet black hair short and straight, it falling to about halfway down her neck. Her wardrobe is just as casual as her personality, as she'll often be seen wearing tight jeans, fashionable low-cut shoes, and short-sleeved shirts. However, when the weather is colder, she'll throw on a short jacket or long-sleeved shirt. Her skin is fair and healthy, and her eyes are bright orange. Nemesis is an angel, however the only distinctly non-human trait she exhibits are her eyes. Even then, her penchant for wearing sunglasses outside make it so that most don't even notice that feature. She does not possess an angel's telltale wings. PERSONALITY: Nemesis is extremely laid back and prefers to introduce herself as Nem, believing her full name to be a bit too serious. She handles each day as they come, and detests getting her hands dirty or being pulled from whatever leisurely activity she is currently engaged in. However, should the flow of the day's events interrupt her lounging or carousing, she'll simply roll with the punches in her usual relaxed manner. Nemesis possesses a wit that pairs well with her lacking motivation, often cracking jokes at opportune-- or strategically inopportune-- times. She holds no reservations about sharing any odd detail about herself, though she doesn't go out of her way to divulge her true nature to people who don't ask. There is one exception to this: Nemesis will artfully and slyly dodge any inquiries about her past. WEAPONS: Nemesis possesses two proper weapons. She wields holy fire and her tutelary, a massive axe that she uses with great skill and effect. This axe is made of a shining steel, gilded across its shaft. Its blade gleams even in the darkness, and the end mirrored to the blade flattens into a hooked hammer. The base of the axe's shaft sharpens into an artful spear point pommel. In her hands, this axe becomes a versatile tool and weapon. In addition to these innate abilities, she makes efficient use of both her environment and holy oil. She does not typically have a reason to carry holy oil on her, though she is capable of swiftly blessing any mundane oil she might find in the moment. She can manipulate holy oil freely, but is only capable of doing so if she blesses it personally. {Spoiler} Nemesis' weapons are particularly effective against demons. ABILITIES: Nemesis is skilled in survival and handling multiple assailants at one time. Her skills are decidedly specific, however. She is an incredible combatant, but she finds various mundane things, such as driving and cooking, particularly difficult. Whatever her past, it's obvious to anyone that she has little experience with such things. She is not particularly speedy, only capable of moving at painfully average speeds, but she makes up for this with her tenacity and raw physical strength. Though she may not appear to be as resilient or powerful as she is, it is clear that her supernatural attributes allow her to be so. As a Sephyr, Nemesis possesses a blessing in addition to her tutelary. She hides this blessing underneath her hair, as it is ascribed upon her scalp. She keeps her blessing secret to everyone. {Spoiler} A well kept secret, Nemesis' blessing is very specific. "They who possess this blessing carry the power to detect demons by their scent, regardless of a fiend's ability to mask itself." In addition, she is capable of immediately donning a full suit of plate armor. The method she uses to summon it is a mystery. MAGIC: Nemesis' magic is entirely singular, revolving completely around holy fire. She is capable of utilizing some basic generalist divine magic (healing, granting boons, providing clairvoyance), but the ever-present heat amidst the spells she casts implies that single, consistent trait. All of Nemesis' spells incorporate geometric shapes and patterns, which implies there may be something more behind her magic than just divine influence. Stats STR - 8 DEX - 3 CON - 8 INT - 4 WILL - 6
{Spoiler} Nemesis is capable of other powerful magicks. She can bind, banish, and place a target into a magical stasis. She refuses to use these spells, however. All of her magic is particularly effective when used on demons.
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Post by Dizzy on Jul 17, 2021 6:56:28 GMT
NAME: Rhenium GENDER: Female RACE: Human {Spoiler} Inhabiting the body. In truth, a sentient magical item. APPEARANCE: Small in stature and young in appearance, Rhenium physically appears to be aged 14-16. Her skin is fair and her hair is a silvery grey. Her hair is very long and wild, though straight and heavy. Her irises gleam a bright purple and her teeth are sharp like a carnivore's. She wears loose, comfortable, and warm clothing, often preferring simple shirts, hoodies, and shorts. She deeply dislikes wearing shoes and is often very dusty and dirty, owing to her rambunctious nature and similar dislike of baths. There are multiple places in Rhenium's body which have somehow incorporated the same steel alloy that composes her claw weapons. Each strand of her hair contains traces of metal particles inside them, making her hair slightly heavier than normal and very difficult to cut. Her teeth are also partially metallic in the same way, though they appear to be regular bone from the outside. Though not visible, her bones also have a coat of metal encasing them, though for whatever reason, this does not add considerably to her weight. Her eyes' gleaming purple is a result of magical influence, though unlike other parts of her body, they contain no traces of metal. {Spoiler} Her true body is the magical claw weapons she wields. These weapons posses long, steel alloy blades for each claw, curving slightly. The body of the claws offer full hand protection and slip completely over the wielder's hands. Looking inside the hand guards would reveal a lack of handle, despite it not being a glove construction. When Rhenium or Leah wield these weapons, they merge with the body's hands and become a part of the body. The blades of each claw can be damaged in any way a metal blade would, but they will automatically repair themselves. The speed of the repairs are directly influenced by Rhenium's vitality and energy. PERSONALITY: Rhenium behaves significantly younger than her appearance would suggest. Despite appearing to be a teen-aged human, her behavior is closer to that of either a simple child or intelligent animal. She exhibits many instinctual behaviors found across various species of canine. She is extremely friendly and very excitable, especially when in the presence of food and what she considers to be treats. Treats to Rhenium can either be traditional sweets and snacks or particularly rare metals or complex alloys. She is silent when other people she knows to be smarter than her are speaking, and is obedient to those she trusts and considers friends. She is also very gullible. Despite her simple-minded personality, Rhenium is much more perceptive and intuitive than first impressions might suggest. WEAPONS: Rhenium's metal claws are her main weapon, although she is capable of manifesting and manipulating various other entirely metal weapons. In actuality, she is conjuring the metals themselves and then forming them into weapons. She has complete control over the metals that are related to her, although once a distance of 40 meters is made between her and a weapon she creates, her influence begins to fade and the object goes inert. Her main claw weapons are an exception to this. She has a preference for chains, spears, needles, and other simple to construct objects. Her mouth is completely filled with sharp teeth that are strong enough to puncture into, rip, and even chew any kind of metal. ABILITIES: Rhenium's scent of smell and hearing are far superior to any human's, though her other senses are average. Her sense of smell in particular is capable of identifying metals and the components which form alloys. Her agility and strength are superhuman, though she is faster than she is strong. She makes up for her relative lack of power with momentum and inertia, preferring hit-and-run tactics and verticality when fighting. Rhenium is also capable of safely consuming and digesting any metal or alloy. She benefits equally from metals as she does actual food when it comes to nutrition. The stronger and "tastier" the metals or alloys she consumes, the stronger her powers become. However, just like consuming too much caffeine or sugar, if she eats too much all at once, she will get a terrible stomachache. MAGIC: Rhenium has great potential as a metalmancer, though her lacking intelligence greatly limits her ability to control her power over minerals and alloys. The metal she conjures and manipulates is metalmancy, but she is only capable of this level of magical manipulation through sheer instinct. She is also capable of summoning and dismissing her main claw weapons at will, which is a magical process. Rhenium's ability to safely digest and extract nutrition and magical power from metals and alloys is also partially a magical process. If magic is removed from the equation, her body would simply acquire nutrients and nothing else. Rhenium's physical differences to other humans resulted from magical processes, however they are a physical part of her anatomy and are now purely biological. StatsSTR - 6DEX - 7CON - 7INT - 1WILL - 4
{Spoiler} APPEARANCE: Identical to Rhenium, as they share a body. She once possessed a difference appearance, but Rhenium's influence has forever changed her. {Spoiler} PERSONALITY: Leah is tremendously shy around people she doesn't know and shies away from even the slightest bit of anger and hostility. When comfortable enough to communicate with others, she is sweet and thoughtful. She is soft spoken and kind, but her experiences have left her jaded and cynical. Rhenium's development as an individual is the one thing that has kept her from becoming totally reclusive and pessimistic, as she does not want her sister to emulate such negativity when she is so new to the world. Leah is tremendously protective of Rhenium and, although she rarely controls the body, her fierce will to ensure her sister's safety gives her the strength to forcibly take over if she feels the need to. Both Rhenium and Leah consider each other sisters. Leah treats Rhenium like a little sister that never had parents to raise her. Rhenium treats Leah as a wise and incredibly smart older sister than can make any problem go away. {Spoiler} WEAPONS: Leah is capable of utilizing every weapon available to Rhenium. {Spoiler} MAGIC: Like her weapons, Leah is capable of the same kind of metalmancy Rhenium has access to. She is, however, significantly more adept at magic, owing to both natural talent and extensive prior training. {Spoiler} ABILITIES: When Leah is in full control of the body, she is a force to be reckoned with. As well as being capable of everything Rhenium is, Leah brings her intelligence and experience out with her. She focuses more on magic than Rhenium, but she is just as capable of the brute force that Rhenium specializes in. Although she cannot control the body for long periods of time, if Leah is the one fighting, the situation must be dire. {Spoiler} NOTES: Leah rarely takes control of her own body as the influence of Rhenium has left her soul weakened. Although she will never fade away because of this, the sheer power of the item Rhenium is has overpowered her simple, human body, even though said body's potential is magnificent. In truth, Leah's latent potential is the reason she will always remain. Leah does not particularly mind being in control of her own body so infrequently. She knows that Rhenium is better able to experience the world this way, and she knows that Rhenium is more than willing to pass control whenever Leah wishes. Rhenium, for her part, feels guilt for what's become of Leah's body. Leah, however, does not blame or resent Rhenium in any way. {Spoiler} Stats
STR - 6 Dex - 7 CON - 2 INT - 6 WILL - 8
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