Super Fantasy Wars R
In the world of Gaia, where the Earth is but a second, mystical Moon in the sky, there exists swords, sorcery, industry, and mechanical weapons. It has been reborn after a great cataclysm in the past, save for one vital place. People from the Earth have been brought to Gaia, and sweeping changes threaten it, perhaps even the end... But even so, people continue to live their lives... And die.
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GetterDragonRagnarokSamurai

This is the character creation topic for the revised story edition of this RP. Copy and paste and/or modify your characters accordingly here.

Name:

Age:

Gender:

World of Origin: (Earth or Gaia?)

Appearance:

Personality/Quirks:

Talents/Strengths:

Weaknesses/Shortcomings:

Personal Weapon: (Not all of our characters have machines in this world, and even the ones that do may elect for a personal weapon. What's yours?)

Bio:

Crafts: (Special moves your character might have--they're named, and should relate to the weapon they use. This is optional and primarily for characters using elements from Legend of Heroes: Trails in the Sky)

S-Crafts: (Your character's ultimate Craft, or Special Craft. This should not be spammable. See above for when you should fill this section in, and how)

Orbment: (Your character's Tactical Orbment--A six-slot gadget. It can hold up to six Quartz crystals so that they can use Orbal Arts. See above sections for when and how to fill this in.

The list of applicable Quartz crystals can be found on the Kiseki Wiki's relevant article

See each highlighted section for every element's Quartz list)

Orbal Arts: (If your character has an Orbment equipped, they can use Orbal Arts, the magic spells of Trails in the Sky. The Arts they can use depends on their Quartz setup on their Orbment.

See Kiseki Wiki for all applicable Orbal Arts. Be warned, that the required elements detail the elemental total of your total Orbment Quartz layout that allows you to use these spells)

Semblance: (A RWBY element. It is best described as a superpower based on one's personality. It can also be hereditary. Be warned that this, along with the above, will be screened VERY heavily to ensure that it all makes sense)

2/24/2017 #1
GetterDragonRagnarokSamurai

Name: Carmilla Sangre

Age: 16

Gender: Female

World of Origin: Gaea

Appearance: Carmilla is a somewhat tall girl at 5'6'', with dark red hair that goes halfway down her back. She has brown eyes, and a generally thin figure, not particularly curvy to boot. Aside from her height, Carmilla is small all around. She is either seen wearing the Beacon Academy uniform, which is a white shirt with blue vest and white skirt, as well as blue socks just under the knees. Her combat outfit, though, is a bit less... Conservative. Carmilla wears a tight red leather dress, at thigh length, and matching thigh high high-heeled boots. The dress itself is sleeveless, but she wears long red gloves with black trim to go with it. The dress itself has an open diamond-shaped cut on her midriff and above her chest, exposing much skin. To top it all off, it has a belt that holds Carmilla's items, and a sheath for her sword.

The sheath itself has a trigger just underneath where the sword handle goes.

But the most distinguishing feature of Carmilla is not her combat outfit, but her massive bat wings, each over a meter wide. She is a Faunus, and these wings as red as her hair come out of her back. Unlike most Faunus features, it's impossible to hide in any way, and all of her outfits are customized to accommodate them, from her school uniforms to her combat dress.

Casually, though, Carmilla likes to wear formal dresses most of the time if she can find the opportunity.

Personality/Quirks: Carmilla is on the surface a very cheery, unsure girl. As a Faunus, and with her personal history, she's somewhat lacking in self-confidence even if she's a friendly person. At the very least, her time with her team is starting to get her to come out of her shell, but oftentimes Carmilla stumbles and hesitates unless she's focused... Or having fun. Carmilla makes it obvious, though, that she rather enjoys making people submit to her, just by her outfit--and weapon. But she wonders if she sometimes could make it an excess, that she might hurt her friends. So she often tries to focus on more constructive things like arts and research to keep her head clear. And yet, Carmilla does genuinely cherish her team. She possesses a sharp and reactive mind, able to take very precise and measured actions. While she's far from a charismatic leader, Carmilla is someone that can be counted on to help her team, and often goes along with their antics so she can be herself--which is, as it turns out, a particularly hammy and even sultry sadist.

Talents/Strengths: Carmilla is smart and knowledgeable, and is particularly able to focus on precision tasks. She's actually quite good at reading people too, especially whether they enjoy something, and can often taunt them with it if she's sure it'll get a less than outwardly favorable reaction. Knowing herself allows her to have a good look at how others act. Carmilla's main combat proficiency is making calculated strikes with very specified amounts of force on equally specific spots--which is just as well with the weapon she possesses. Additionally, her ultimately fun-loving personality, regardless of how she realizes she has the most fun, makes her a great person to be around.

Weaknesses/Shortcomings: However often Carmilla can smile and laugh around people, the thing that gives her the most joy is something she still has difficulty coming to terms with. As well, her self-confidence leaves something to be desired, and many times people who do things on too much impulse make her feel deeply ashamed of herself. Furthermore, she has no mind for especially technical matters--knowledge and information is something that comes easily to Carmilla, but numbers are ironically something that escape her. Carmilla also struggles with what she is, as as a Faunus with a particularly unusual defining feature, that makes it easy for her to get called out on or made fun of. These sorts of things cause Carmilla to hesitate and retreat, and seeing similar acts causes a similar reaction. Carmilla needs the support of her friends TO support her friends, and is easily wracked with guilt when she doesn't step up to the plate concerning such matters as bullying.

Personal Weapon: Red Moon--Carmilla's Red Moon is a "Chain Hydra Snake Sword"--a five foot long straight sword that splits into ten segmented blades, but on the upper half there is actually a three-edged blade which splits, on a long string assembly with an immeasurable length. The sword itself is colored a bright fiery red to her clothing and hair's much deeper red. The length that holds the blade segments is colored brown, and orange lines go up and down the flat on each side. The blades themselves, though, have a secret--at the end of each edge is a glowing red plate made of Fire Quartz, which explodes upon contact when it hits anything. If the Quartz is exhausted by this impact, the sword can be resheathed and a trigger on the sheath pressed to reignite the Fire Quartz and start the process over again. The sword maintains the same explosive properties when used in direct combat, but it can be turned down with proper manipulation of the Quartz to cause less risk to the wielder.

Additionally, Red Moon can also be flipped around, and be held by the hilt, which has a trigger. The pommel of the sword opens in a triangular fashion, revealing a three-barreled chaingun that extends for four feet, and fires Orbal rounds. To use the chaingun, there is a slot in the handle for a bullet clip that opens up where Carmilla loads in the required ammo once the gun form is selected. Carmilla can also insert this clip beforehand if necessary.

Bio: Carmilla's personal excesses are perhaps to be expected when she herself was born from an excess. She never knew her mother, but her father was the one who passed on his Faunus blood to her. In those days when she was growing up, they lived in the Kingdom, which had many problems that persist to this day. When she was only six, she and her father fled to Liberl, where they could hopefully start over in a much happier place.

To an extent, they were right--life was much less tumultuous than in the Kingdom as they settled down in Ruan, and her father attempted to take care of her by working on the docks. Unfortunately, he left Carmilla home alone quite often as the years went by, having gotten involved with a very notorious gang known as the Ravens. However harmless, they might have been, they caused trouble, and Carmilla knew it. To keep herself occupied in her very lonely home, she turned to books, and some trips to libraries and hearsay led Carmilla to learn some particularly interesting things. Things that she liked very much.

But she kept that to herself, and learned just as many more practical things, including swordsmanship, and with a chance encounter with a Huntsman--who had kept her father from doing something drunken and stupid with the other Ravens, no less--she started to learn how to craft weapons. While it took some help from Ruan's Orbal Factory to start working on it, and much saving up of money to pay Bracers to get her the Sepith for her concept. She was no good with the numbers, but she DID listen to help, and by the time Carmilla was 14 years old, Red Moon was born and functional.

The next two years were spent battling monsters on Ruan's roads. Carmilla was able to indulge and have a bit more fun while she waited to come of age to attempt to become a Huntsman--finally she'd have a chance to do something, after all, besides sit still and read all day. She was inspired to make something better than what she grew up with... And admittedly she realized she could finally let out all her frustrations on the roving threats to society. When the time came for her to actually apply to Beacon, she took every step to make sure that was done, pooling all of her research to keep so much as one thing from going wrong.

When she was finally accepted, she was elated, but she was let into a whole new world surrounded by people who made her feel very small indeed. However, she soon found companionship--rather, was dragged into it--with Akane Inari, the self-proclaimed Empress of Evil. A secret Dragoon by the name of Sil and a very... Quirky young girl named Bianca formed an unlikely team that later became official as Team ACBS(Arquebus). With them, she's found a much easier time of going about, and Carmilla has definitely been at her happiest since then.

Semblance: Shadows--Carmilla's desire for controlling others, but her inability to consciously express it manifests itself through interaction with shadows. The ability is quite simple. If Carmilla stands on a person's shadow--or something of a similar rough shape to her, no more than twice her size--they are unable to move. This is best utilized in brightly lit areas, and Carmilla can help speed this along by creating light sources with her explosions. The larger and less humanoid the enemy is, the more it is able to move, even if still in a limited manner, under Carmilla's shadow. Carmilla can also, at great physical stress to herself, manipulate her own shadow to connect with someone else's to achieve the same effect and even puppeteer them slightly, mimicking her movements. However, depending on what they do this might be harder to use than it implies, and keeps Carmilla from doing much else. It is best used as a setup for her other teammates to act.

2/24/2017 #2
GetterDragonRagnarokSamurai

Name: Chaika Gaz Ultra, "The Ultramarine Chaika"

Age: 17

Gender: Female

World of Origin: Gaia

Appearance: Chaika Ultra has the appearance of a very developed young lady of five foot five. She has the typical white hair of a Chaika and the signature large eyebrows. In Chaika Ultra's case, her hair is shoulder-length, with two large pigtails of the same length out at the sides. She has an extremely young looking face, with eyes that are typically narrowed in a look of smug analysis or mischief, depending on the situation.

Chaika Ultra's outfit is quite distinctive, even among her fellow Chaikas. She wears an ultramarine blue officer's jacket with frilled sleeves and golden buttons. Additionally, she has a matching beret. For bottoms, she wears a very small white miniskirt and knee-high boots. Over this whole ensemble is an ultramarine blue labcoat.

Around her waist she has a metal utility belt full of various sidearms, grenades, and, as the buckle, a Tactical Orbment. On her back is the coffin which she intends to use to carry all the Gaz parts.

Finally, she wears a pair of frameless oval glasses.

Personality/Quirks: Chaika Ultra is a very honest person, and this works both ways. She does nothing at all to mask her intentions or her thoughts of people. She is the very definition of an insufferable genius in this regard, always chiding those of lower intelligence than herself, or those she perceives as such, which is essentially everyone around her.

As an extension of this, she is essentially a hyperactive hammy child, speaking in grandiose terms(as much as most Chaikas can, in any case) and laughing evilly. She often makes huge declarations about what experiments she's going to perform(however mundane), and that those who face her have no chance to survive.

At the same time, though, she is a true engineer and loves to gather data. In fact, she feels she must, as she has a poor imagination and uses gathered data from other sources to fuel replications of creations, rather than forwarding new ideas. New ideas being presented to her, though, is a great way to gain her interest. She has an intimate understanding of Orbments and seeks to continue to delve into the secrets of such technologies—and in a broader sense she is also interested in the applications of Aura to the core element of all Orbments: Septium, the infusion of which turned her father into a man commonly believed to be a God walking the Earth.

Talents/Strengths: Chaika Ultra is first and foremost a genius engineer. If she has seen something, she is able to replicate it, provided there are resources present. Some schematics of her own personal weaponry have resulted in the large array of gadgets she carries. She combines this with full knowledge on how to use them, an ability to make precise calculations for sure hits on the fly. Her genius intellect isn't mere bragging at all. Her strength of personality is also notable—she's not an easy person to persuade through words or threats. It is typically easier to use something that catches her interests. Chaika's honest nature means she is an open book to both allies and enemies, and any of her stated intentions are her true ones.

Finally, due to carrying her coffin and combat gear around, she has a surprising amount of physical strength one would not immediately expect from a "scientist."

Weaknesses/Shortcomings: This works both ways, however. It is very easy for Chaika Ultra to irritate potential allies by saying exactly what she thinks of them, which borders on inevitability due to her own over-inflated opinion of herself. She is also surprisingly impulsive for someone capable of analyzing data so well, often jumping at the first thing that seems to tickle her muse if it results in the potential for new knowledge. She fails to understand too many people beyond the first impressions they give, and often teases their outward flaws to make herself appear superior.

Physically, despite her immense strength, Chaika Ultra hasn't studied a single form of hand-to-hand combat, and as such has no way to utilize her strength in a manner that doesn't involve operating a large gun or gadget of some kind.

Personal Weapon: Chaika Ultra actually has several. In her belt, she carries four Orbal pistols of a basic, practical, personal make, and a variety of Dust grenades of both explosive and smoke varieties. Her primary weapon is her highly unusual Melef, which she egotistically refers to as the Ultramelef. It has a proper cockpit with many switches and levers, rather than being motion powered by the user, and has a backpack full of guns, folding outward to reveal two twin-barrel Orbal Cannons on turrets to either side of her, and extending forth a pair of Orbal heavy machineguns for her personal use in each arm when it comes time to break out better firepower. In this pack also lays a large amount of landmines that she can throw out to disrupt enemy movement. The turrets themselves are controlled by Ultra in the cockpit, using dials that rotate 360 degrees, and have triggers to fire the cannons.

The UltraMelef itself is short and stocky, with its arms being much longer than its legs and a rounded body. It's colored the same hue as her uniform, and has a drawing of Chaika Ultra's face on the chest, sticking its tongue out tauntingly at all opposition. It's fully enclosed with a rounded head that has three eyes as scopes, able to rotate for different zooming. The UltraMelef's arms are extremely large and powerful, intended to grip onto the cannons that extend from its back and pull their triggers to fire them.

Her final and greatest creation is the UltraGun, stored in her coffin due to being too big to carry on her weapon pack. The UltraGun is an even larger Orbal Machinegun than the twin heavies she carries, even longer than her body is tall, and essentially appears to be a large slab of metal with a trigger and a barrel on it, as well as a giant rotary Orbment in the middle. It can unfold, from the top, a giant barrel to fire high-powered anti material shots, and has a large scope for sniping. Though the UltraGun has immense power in both its rapid and power shot forms, it is extremely cumbersome and unwieldy for Chaika to use alone, essentially only able to fire in a straight line and requiring both hands, cutting Chaika Ultra off from the rest of her weaponry.

In a pinch, it can be used as a bludgeon.

Bio: Chaika Ultra, like all Chaikas, has no real memories of her life before the Gaz Empire's fall, except that she surely nearly died, and knows she must seek out the parts of Emperor Gaz, her father. In Chaika Ultra's case, her ambition is to use his parts, which are said to be among the most powerful concentration of Orbal energy known to man, to create the ultimate weapon. It would be her greatest achievement, she believes, as a woman of science. A weapon that harnesses the power of a physical god. She has taken to exploring the continent and preparing herself to make this grand move. But first, she believes any genius like herself needs assistants. Her search for help has brought her to Liberl…

2/24/2017 #3
GetterDragonRagnarokSamurai

Name: Yorihiko "YoYo" Yoake

Age: 17

Gender: Male

World of Origin: Gaea

Appearance: Yorihiko stands at six feet, with a lean, boyish frame. He has short black hair, combed back carefully, and brown eyes. His usual choice of clothing is a light red jacket with matching pants, with a button-up shirt and blue tie underneath it all, topped off with white sneakers. There isn't much else to his appearance other than his usually carrying his weapon on his back. He has a simple fashion sense and simple looks that he tries to keep looking as presentable as possible when he's not in a fight.

Personality/Quirks: Yorihiko is probably the second most friendly of Team BYKO behind his surrogate little sister Kuro herself, and his anger is still far less furious than hers. He's an easygoing guy who tries to go with the flow and not make too many enemies, though he does have a love of teasing others. He understands camaraderie, particularly with his fellows from Crossbell, and encourages it. Yorihiko tries to go out and make friends first while keeping an eye on who his enemies might be. However, he's intensely protective of the friends he does have, and tends to act on impulse if he even thinks they might be in danger.

Talents/Strengths: Yorihiko is quick-witted and always observant, but is also simultaneously always relaxed and tries to be the voice of reason to others around himself. He is also, of course, and accomplished Huntsman who tries to stay cool under pressure. Yorihiko at least likes to think he's good at calming people down and he tries to keep himself informed of everything going on around him. After all, it's how he survived in Crossbell.

Weaknesses/Shortcomings: When it comes to those he cares about, Yorihiko is quick to act to protect them and this can be exploited, as he can often underestimate their skills in protecting themselves, even when he really shouldn't. He also has a natural distrust of the rich and powerful, but an excessive bias to those who make their own lives. He also can sometimes say too much when he's talking to someone, earning their ire or other ill favor.

Personal Weapon: Blast Wind--A halberd with two handles, one near the bottom, and one near the blade. It has a very large axe head at the tip, and the entire thing is colored gray with the blade a very shining steel. Blast Wind can be split into two weapons: The bottom half becomes a tonfa that can be spun around to become a shotgun, while the top half becomes a handaxe that can fire the blade on a grappling chain, making it an extremely versatile tool like many HUntsman weapons.

Bio: Yorihiko was born in Crossbell, left as an orphan by parents who died far too early in his life. Without anywhere to go, he attempted to find his own way to survive, usually by finding scraps of food and paying periodic visits to the Septian Church, though he had a tendency to disappear from their care. A real problem child in his early days. More stability came when he, one by one, met the members of Team BYKO. They found a commonality in taking care of the young orphan Kuro, and finally managed to build a little hole in the wall while working together to keep themselves all fed. Yorihiko would often do so by swiping the pockets of the rich, and early on, had aspirations to become one of those rich by joining one of the local organized crime syndicates.

That all changed when what would become Team BYKO was brought in for something Yorihiko was caught doing, by the greatest Bracer in Crossbell no less, Arios MacLaine. While it wasn't his assignment, he did his duty and offered them a choice, since they clearly had the skills: To become Huntsmen at Haven Academy. Yorihiko himself saw that Arios was definitely not a cozy rich guy, and that the Bracers were definitely people to really admire, and the HUntsmen weren't very different. Their training at Haven began, and Yorihiko began to visit the Church more regularly for food and lessons, with a local sister becoming someone he was quite fond of.

Semblance: Air--Yorihikok has the ability to control the air around himself. At current, its most useful form is a small sphere of air that, when disturbed, alerts him to irregularities. He can sense changes in the flow of the wind overall and can detect attacks without physically seeing them at all. He's also able to generate short-ranged gusts, slow his descents, or aid in rapid ascent, in addition to creating shields which ward off physical attacks.

2/24/2017 #4
Gundam Pharmacist

Chaika Nova

Apparent Age: 14

Gaea

Appearance: Like other girls that sport the name 'Chaika,' Nova stands out with shocking white hair, purple eyes, thick dark eyebrows, pale skin, a scar around her neck, and a large coffin she carries around with her throughout her travels. Aidios has seemed it fit for her to grow curves before height, giving her a distinct appearance even among her 'sisters.' She wears a similar frilled dress to the others, an orange and black thigh-cut affair with leather gloves and thigh-length boots, with only a small orange cloak to go around her shoulders to act as both blanket and weather protection.


Personality: For a Chaika, Nova is surprisingly friendly and sociable; part of this is due to finding that recruiting the help of others is far more beneficial to the procurement of the Gaz Parts they so desperately seek, part of it is a belief that being on good terms with others means they can be useful or relied upon down the road, and yet still generally because of a good-hearted nature.

She can be quite picky about things, from friends to food – especially food; Nova has little to no patience for those who are wasteful with sustenance, whether it be in its preparation or consumption. She prides herself on her own resourcefulness and survival skills, even if she is aware of being fallible. Nova is aware of her own shortcomings and thus seeks out strong, competent help to assist her in achieving her goals.

Talents/Strengths: Besides being a good chef and a hardy, resourceful young woman, Nova is easily one of the Chaikas that finds it easy to blend into society. Whether it come from making something up on the fly or just blending in despite her stark appearance, Nova is good at what she does and finds it easy to fend for herself.

Weaknesses/Flaws: However, she also takes a good deal of pride in herself, and while she isn't blinded by said pride, it also makes her picky and likely to throw a tempertantrum when something doesn't go her way. She can be quite stubborn and insistent when she sees a goal in sight and will dispense with social niceties in order to get it.


Personal Weapon: Caliburn

Caliburn is not like other weapons – it's not even like most objects. Referred to as both a combat shell and her father's 'gift' by Nova, Caliburn, or 'Callie,' is a six foot long construct made out of hardened, reinforced chitinous material and organic fayla parts. Its edges are sharp, with a single handle grip under a sliding mechanism that contains Callie's singular, organic eye, highlighting that whatever it is, it is at least self-aware, if not alive. It can either deploy a thin, meaty tendon string between its two tips to be used as a bow or slide the handle grip down to be used as a curved sword, as well as turn invisible.

While Nova appears to be quite competent in combat with Callie in either its bow or blade for, she is shockingly clumsy and incompetent when given a similar weapon, even when accounting for the exact same shape, weight and distribution. One can infer that most of Nova's combat skills then are actually her weapon's.


Bio: Not much is clear to Nova about her past, other than the memories of so called 'heroes' trying to behead her after slaughtering her father, her identity as the daughter of the emperor of Gaz, and the name Chaika Nova. Waking up and being greeted by a young boy only known as Guy, she was tasked with finding the separated, desecrated parts of her father, who had been chopped up and butchered by the 'heroes' who had slayed him and murdered her.

Except for one. She could distinctly recall one person out from the group of heroes that merely fought her father to a standstill, but having never tried to kill the man when he was at his mercy. Nor did he have any participation in trying to kill her. Perhaps that man, the man she soon learned was named 'Cassius Bright' could give her answers. Perhaps he could explain why she and her father had to die, and why she was breathing now. And perhaps, if her father were so evil that his death was the only way to protect the world... perhaps he could help her make a miracle so her father could atone in death for the sins he committed in life.

2/24/2017 . Edited 7/8/2017 #5
Mr Wang 330

Name: Akane Inari

Age: 17

World of Origin: Gaia

Appearance: A girl whose vulpine features give away her status as a member of the Faunus race. Standing in at 5'6'', Akane's readily apparent features are her pair of fox ears sitting atop her head, and her long hair that is worn in a very large, bushy ponytail reminiscent to a fox's tail. The "tail's" length goes down a bit past her waist. Her hair color takes on an orange hue and like how might one expect of a fox's tail, the tip of her ponytail gradually changes to white. She also has light amber eyes that take on almost a golden color. Beyond these features, she is still identical to a human in every other way. Her figure is above average, and she can be considered very pretty, which can make her look a tad more mature than she really is.

For combat she wears an orange "combat skirt" styled dress which ends midway on the thighs. She also has a pirate-esque longcoat which cuts off a little below her knees. The dark fabric notably has some gradual coloration that resemble subtle stripes, varying from shades closer to red or brown made to resemble a fox's fur pattern (she doesn't wear real fur however). The pirate motif is furthered by the fact she wears three holsters for flintlock pistols, one on her chest and two on either hip. She wears black thigh-high socks and brown boots. Notably protected by a pair of bronze-colored gauntlets and shinguards. Akane also likes hats, but has a hard time finding ones that suit her due to her large pair of fox-ears getting in the way of anything. Cutting holes in the hat for the ears tends to ruin them, so she sadly has nothing to ornament her head with for now.

Personality/Quirks: A self-stylized Empress of Evil, the real girl behind said title is actually relatively harmless, so long as they aren't an enemy of her friends or the Academy. Egotistical and haughty, Akane has an almost unbreakable spirit and supreme confidence in her skills. Addressing her friends with mildly demeaning titles such as "minions" or "henchmen/henchwomen", she's still able to maintain a very polite demeanor with her superiors, all to hide this weirdly dark personality. While she might say of her misdeeds, awesome power, and dominance over the lesser masses, she in actuality has quite little to show for it. She is a very loving, caring, and kind, if not mischievous individual. She's oddly fair and very helpful. Sometimes she might address herself with titles and talk in third person like a royal. Is quite prone to a noblewoman's laugh, usually at someone else's expense. But she is not outwardly cruel, and can sympathize with others on a level of a normal person. She not sociopathic at all and has a normal emotional spectrum. Overall she is a seemingly normal young girl who seems to have some very unusual interests. She is the kind of girl to root for the villains in fairy tales and movies, and likes to act like one, but isn't as mean-spirited as she might make herself out to be.

However, that isn't to say there's nothing behind the evil persona. She can be quite teasing, isn't above using her good looks for her own opportunistic gains, and loves practical jokes, willing mess with her friends and foes alike. She's easily willing to team up with someone for jokes but can just as easily betray them as well. And she particularly doesn't care if someone thinks she's untrustworthy. It should be noted though that she'll always act as a team-player on missions, in class, and as a friend in general, but anything where pranks are concerned, everyone is fair game. As a Faunus she doesn't particularly show off her heritage, but when it comes to bullies she doesn't seem to act like she minds... until she starts beating them up. She is not afraid to take care of bullies with her own hands, and she is shamelessly aggressive towards people that antagonize her regardless if they're racist. However, people who are defiant of her haughty attitude tend not to receive her hate. It's only if they go above and beyond with their disgruntled nature that she starts throwing punches and kicks. But she'll leave them alone once they've been sufficiently injured. She welcomes people to come insult her again if they're willing to get their butts kicked again. She seems to not really care she's a Faunus and doesn't bring attention to herself as such aside from the clothes she wears emphasizing her vulpine features. Her thoughts on White Fang can be summarized with "Every race has its fools."

Strengths: Akane has some very good reflexes and speed, no doubt due to her heritage as a Fox Faunus. Like other Faunus, she also boasts great hearing and incredibly good vision in the dark. Of note is that she is also very skilled in hand-to-hand combat, which grew out of a necessity due to the nature of her weapon. As such, she is a great unarmed specialist and can adapt to many situations with ease. While she might be specialized in one form of combat, her weapon allows her to be extremely adaptable. Great at storytelling and practical jokes. Subsequently due to the latter, she can be pretty sneaky too. Perhaps one of her biggest surprises is that she is one of the very few people to have actually fused Dust with herself out of curiosity, though she is still inexperienced in wielding it in such an archaic fashion.

Weaknesses: Her physical abilities are her only trump card by herself. As she lacks a conventional, wielded weapon, if she's on the defensive then all she has is her limbs and the little amount of armor on them to protect her. Defense is where she might be lacking, and she might have to retreat if she knows she is outclassed, especially when facing a large foe. She's also a lot more empathetic than she lets on, and is incredibly distraught and distracted should her friends be endangered.

Personal Weapon:

Sessho Seki - Akane carries a set of three flintlock-style pistols on her person. With a striped redwood finish and golden accents, they look very intricate but are otherwise unimpressive. However, the very special property of these guns, are its ammo. With intricate runes and markings, the seemingly ordinary looking musket-balls do have a very mystical appearance to them. In truth, they are actually filled with dust and have... unorthodox applications. When fired from a pistol, they have absolutely no penetrative power; if they hit a target, they have a tendency to bounce off. If the target was a person, it will strike them with hardy blunt force, but not to lethal levels (assuming one doesn't crack their skull). However, whether it bounces off or misses, the shot will stop and suspend itself in midair. From which point on, the ball will increase in size to slightly smaller than a human head. They will then fire off dust-powered laser shots at whatever enemies are in Akane's way. When she fires a shot, they essentially become a stationary drone that supports her. She keeps all three pistols loaded at all times so that when a fight occurs, she can immediately release three drones. If she wants to deploy more, she needs to manually reload the pistols, which can take a bit of time. While durable, the balls will explode if destroyed, and each is hand-made; it would be a pain for Akane to replace in that case. In times of retreat or when a battle is over, Akane can recall her deployed shots so they don't go to waste. At best, with several drones active at the same time, she can have several shots supporting her at once. The pistols are useless without the special shots (the most "utility" she could get from them would be to club someone with them), so she must rely on her physical prowess and skills afterward. Akane doesn't have anything to protect herself with other than her armored limbs. The greatest strength of the weapon and Master is covering each other's weaknesses in close and ranged combat, working in tandem together. If they're not close by each other, this leaves the Master potentially exposed and vulnerable to Dust-based weapons or other non-physical powers. The pistols themselves are unnamed; her ammunition is called "Sessho-Seki."

Semblance: Telepathy. Akane can speak her thoughts and tell them through another person's mind. They will "hear" the voice as an echo in their head. However, Akane cannot read another person's mind unless they "open" their mind to her. They have to be at a level where they are comfortable to almost inseparable levels to where she can read their mind whenever she wants, or they have to directly speak to her with their mind. While useless towards other people, if someone tries to attempt their own telepathy with Akane, she will be able to hear their thoughts in exchange. Typically though, a person's first reaction to a voice in their head isn't to mentally talk back, so she has trouble conversing with people on a mind-to-mind basis. If she's unconscious, she can't project her thoughts.

Bio: A lover of pop culture and mysterious and dark individuals, Inari Akane (if it's her full name, she likes to be addressed last name, then first name as per her custom) was born in the outskirts of Liberl. Akane grew up rather poor, but that didn't stop her from being a bookworm, as books were usually the only form of entertainment she had a child. This developed her rather vivid sense of imagination as well as her mischievous nature; boredom was an incredibly formidable foe. Eventually, as she grew older and explored the city more, she grew increasingly independent from home as she set off on her own mini-adventures, ranging from exploring and learning what kind of tricks she could pull from every back-alley on the general populace, to sneaking into movies and watching the latest tales of valor and evil (and root for the evil kings and queens that would inevitably lose). However, her skills misadventures often landed her in trouble and formed a slightly infamous reputation as a delinquent, one which was not helped by the fact she seemed to cultivate it even more.

Eventually, she was forced into Signal Academy by her parents as a means of disciplining her. They figured if she could focus her rambunctious nature elsewhere, especially on something positive, she could effectively grow out of her immature demeanor and start becoming a better person. After all, Liberl didn't need to fear yet another Faunus punk terrorizing its good human citizens. After passing physical marks and showing quite a bit of imagination and intelligence, the great golden fox empress came to forge her own weapon, one inspired by tales of witchcraft and magic. Using nothing but various metals, a bit of programming, and perhaps an illegally large amount of Dust, Akane created what she called her " familiar" as well as her tool of destruction against all foolish beasts: Sessho Seki. With this in tow, she would prove to all the creatures of Grim she was the REAL top of the food chain of darkness. All attempts to make one a pet however have ended in frustration.

Her combination of hand-to-hand combat combined with constant assistance via her weapon earned her a similarly nasty reputation as a witch, probably a title which she chose for herself that was spoken throughout Signal Academy via word of mouth. She graduated the same time as many other students, and due to a craving to further her own skills, she attained passing marks for entry into Beacon Academy. There, she would make sure to make the Empress of Evil is known throughout the masses, and make lackeys (friends) out of as many people as she could.

2/24/2017 #6
Mr Wang 330

Name: Ferdinand

Age: 21

Gender: Male

World of Origin: Gaia

Appearance: Standing in at 5'10'', Ferdinand's general pretty-boy looks seem to make him appear slightly more pampered than he really is. He has straight, gray hair flowing downward a bit past his jawline, piercing gray eyes, and a slim, but muscular build. His look is contrasted by having some rather unkempt clothing, and it seems culturally diverse to where it's hard to pinpoint where he's from. His typical outfit consists of a simple white long-sleeved shirt, a pair of loose, black jodhpur-style pants, black boots, and a blue haori. He'll also always be wearing black hand/wrist wraps at all times. On his person will also be a pair of katana at either side of his waist. Overall, the clothes seem to be low-quality, but at least practical and enough to get him through cold or hot days and nights.

Personality/Quirks: A very laid-back young man who can hide something of a darker side when thrust in the midst of battle. Perhaps the very first thing most people notice about him is his very "outgoing" nature... especially towards girls. Always a flirt and willing to impress a girl, he can be counted on to do favors for them and protect them wherever danger may lie... The lengths he goes to impress women even go as far as him retaining his life's story in order to maintain a "mysterious" and aloof persona because "chicks dig that." He even learned the art of fighting with two katanas solely because "it's cool" and to impress girls. However, most women might not be able to tolerate his presence to due to him sometimes being a rather lecherous pervert. He's quick to throw flattering comments, some of which are less subtle than others, and he won't hesitate to ask any girl on a date. Should women spurn him, he'll take it in stride, and sometimes he'll even be persistent in hopes his feelings get through to the person in question. Other times, he'll take their slaps and kicks and leave them alone, still being a good sport about it. He is prone to saying "Worth it..." while reeling in pain. His preferred "type" would be a woman who has long, dark hair and is buxom, but he's not particularly picky. Despite his apparent attitude, he's genuinely nice and he'll very likely be less aggressive in his flirts once he and someone else get to know each other better. He's not particularly prone to socializing with men, but he can act like a boisterous big brother around them, even if he ends up being the younger one.

In battle, however, one might see a remarkably different person. Despite learning dual-wielding katanas to impress girls, that doesn't mean he's a slouch in fighting in general and he takes practicing the fighting arts very seriously. A spirited competitor, he shows a distinct seriousness when crossing blades with someone and is excited to meet up with strong opponents. However, this personality takes an even bigger change if he's fighting and feels like his life is on the line; he can sometimes show some rather psychotic tendencies and won't hesitate to mercilessly kill someone he perceives is trying to kill him or a friend. Do not ever question his strength or his ability to fight.

Talents/Strengths: Perhaps the biggest strength of Ferdinand's is most obviously his skill with a sword, and in hand-to-hand combat where mecha, Orbments, magic, or semblances aren't concerned, he boasts almost unrivaled ability. This extends to him knowing a variety of different sword techniques, not just using a showy style with two swords; he could easily ditch one if he felt it was practical, and he can fight fairly well with whatever he can scrounge up in case of needing an improvised weapon. Outside of battle, he's a very passionate person, capable of saying surprisingly deep things to bring a person out of an emotional rut, and always has a person's back (doubly so for a female companion). It is incredibly hard to break him; once he gets started on something, combat or no, he'll likely see to it through the end.

Weaknesses/Shortcomings: Despite what his personality might imply, Ferdinand actually has large trust-issues. To be sure, he is a highly reliable person and one can easily trust him to the point of leaning on him, but he'll very likely not open up towards other people about himself. He has a very "do-it-yourself" attitude which he seems to apply to himself and doesn't let others in on that. Also, while he takes fighting seriously, he might snap and lose his cool if someone pushes buttons they're aren't supposed to press. This makes him fight harder, albeit much more recklessly.

Personal Weapons: Tenryuu and Tentora, Ferdinand's personal katanas. Both swords are unique in their handles, guards, and sheathes, but their blades are of equal length and are equally sharp. Tenryuu's blade in particular shows a little more wear than the other, due to it being the blade Ferdinand wields in his dominant right-hand. Made along the lines of the best steel money can buy, it really gives wonder as to how someone of Ferdinand's status obtained such prizes. He's adamant about telling their stories, though. Beyond being katanas however (what Ferdinand claims as being the best swords in existence) they are perfectly ordinary and not capable of special abilities by themselves. They are sadly not swords that are also guns. Ferdinand is skilled in using both blades at once, or just one like any sane swordsman would.

Bio: In order to maintain his mysterious past appeal, there's not a whole lot Ferdinand will tell about himself. It can grow a little obvious though with time that there's more to Ferdinand not wanting to talk about himself beyond simply wanting to maintain his not-so-mysterious aura. What's known is that Ferdinand, a young man with seemingly no last name, has been a wanderer throughout the continent for at least a few years, and he's been to many places honing his skills and hitting on women from just about everywhere. Despite his laid-back nature, he's indeed a warrior and part of his journey is supposedly to discipline himself and learn the value of personal strength. Somewhere along the line, he also taught himself and learned from others how to wield dual katanas simply for the cool factor and impress girls (not to say he can't wield them effectively). The life of a wanderer isn't as hyped up as one might think though, so he's spent the last few years in relative poverty trying to live out a frugal lifestyle.

To pay his dues, Ferdinand is usually known as a hero-for-hire, taking up odd-jobs throughout the towns he visits ranging from cleaning, to cooking, to acting on guard duty for some VIP. Just enough to where he can afford a meal and hopefully a room for the night. He's quick to help others, especially damsels in distress, so he's often popular in the towns he passes by whenever he's not harassing the local women. He doesn't seem to have much purpose in life though other than going from place to place, trying different foods and whatnot. Perhaps it's this lack of purpose he can be bought so easily. Nevertheless, he continues his days helping others and occasionally picking fights with local martial artists, Bracers, and other worthy opponents to make sure his skills don't get rusty. But his head is far from being full of fluff and he seems to know what he's doing...

Perhaps what he would need at the time is a proper adventure to set him on a path. One that will help him get over his past and be able to look forward to the future.

Orbment:

Attack 3 (Fire x5)

Strike (Fire x3)

Action 2 (Time x3)

Evade 3 (Wind x5)

Hit 2 (Mirage x3)

Move 2 (Space x3)

Total: Fire x8, Time x3, Wind x5, Mirage x3, Space x3

Orbal Arts:

Fire Bolt

Flame Arrow

Napalm Breath

Fire Bolt EX

Spiral Flare

Air Strike

Aerial

Lightning

Soul Blur

Forte

Slyphen Guard

Clock Up

Anti Sept

2/24/2017 #7
Mr Wang 330

Name: Chaika Camry, "The Gray Chaika"

Age: Unknown, appears to be late teens early 20's.

Gender: Female

World of Origin: Gaia

Appearance: One of the many Chaikas that dot the lands. Unlike most of her peers, she is very physically imposing, standing in at 5'10'' and showing a very athletic physique. Though slender like most Chaikas, she still has a notably more well-built appearance, not the least of which is showing a bit more muscle and a more developed bust. Her face closely resembles her "sisters", with thick eyebrows, violet eyes, and has a scar circling around her neck. Despite sharing the facial features of most Chaikas, she does look a bit more mature than most. She has very long white hair, with elegant and regal curls near the end of her locks.

Her attire is a gray-colored gothic-style dress. The upper half of the outfit is modest, looking quite traditional in gothic fashion with puffed sleeves, and a ruffled collar that has a rose-shaped brooch below the neck (a trait shared by the outfits of all Chaikas). Below the waist is a bit more atypical: the dress itself is very long except in the front, which is much shorter like a skirt. A metal wire crinoline lines the outside of the long portions of the dress. Full black leggings are worn with calf-high boots. It's topped off by a matching gray lace hairband. Overall it seems very regal, though in a strange way the apparel also gives the impression of a fighter. It's also notably subdued, lacking any sort of color beyond the black/white spectrum.

Personality/Quirks: For a Chaika, she is notably strong-willed and prone to aggression. Camry is very much so a warrior, and works to train and cultivate her skills. She relishes the chance to fight against new foes and is interestingly less reliant on helpers than other Chaikas. She's no-nonsense and tends to ignore people who show a lack of convinction or strength (mental or physical, in that regard). She bears an immense loyalty toward the Gaz Empire's memory, and a great amount of respect to her father. She sees herself as royalty, and usually demands to be treated as such. Unlike most royals though, she wholeheartedly believes that a leader must be able to show prowess and battle, and be able to wield both strength and respect among her people. Thus, as a Princess, she works hard to become a person worthy of leading the Gaz Empire into a new age. She seeks the Gaz parts as a testament to her true strength among all Chaikas.

Despite being rather aggressive, Camry has a very strong moral compass and is surprisingly an able leader. She always treats her underlings well, even if she is to occasionally belittle them to remind them who she is. Despite a divide she herself imposes because she is "royalty" and they are "commoners", she usually treats her friends as equals and looks to them for support. She's open to opinions and is even able to be shockingly diplomatic. All of this is so Camry won't feel lacking when she believes she'll be leading her people in the future. She doesn't hold the other Chaikas in disdain, and isn't above helping them in the search for Gaz's other parts so long as they acknowledge her as the "true" Chaika and swear loyalty to her. That being said, sometimes she can exhibit stubbornness when she's determined towards a specific task and can cause a problem to foe and ally alike. She'd make a great big sis type of character.

Talents/Strengths: Obviously, she has great physical strength. Despite lugging around a heavy weapon, she is very quick on her feet, and her frame hides how powerful she really is. She also has good leadership skills, seeking to inspire her companions and gain their loyalty, leading them into battle herself. She's an incredibly determined individual who rarely gives up. Despite the aggression, she's still kind and noble and has a desire to help others.

Weaknesses/Shortcomings: As a fighter she's incredibly direct. She has some slight magical prowess to back up her physical skills, but for the most part she can be largely predictable. Camry has very little defense against magical opponents who attack in indirect ways. While she is incredibly tough and could actually tank a few of these spells thrown her way, she's still very lacking in magic defense.

Personal Weapons: Camry carries a heavy poleaxe that would be incredibly unwieldy without great strength to accompany it. A typical medieval multi-purpose weapon, the 6 foot poleaxe that Camry carries has a heavy axe-blade on one side, a small warhammer on the reverse side, and a foot-long pike on the end. The fighting style is rather sophisticated and Camry uses the tools on the business end of her weapon adaptively, from wielding it as a pike, using to disarm and opponent from a distance, tripping them, to stabbing and hacking. There is a small round metal shield on Camry's left arm; in situations where it would get in the way and she can't opt for a defensive approach, she'll wear it on her back.

Bio: A girl who has taken the name "Chaika." She is mostly a mystery that has only been reported within the last year traveling across the lands. She claims to be the crown princess of the broken up Gaz Empire, being Emperor Gaz's heir. However, to most of the commoners she encounters, most of these proclamations have been ignored and she is simply labeled as crazy before wandering to the next place. However, the Post-War Reconstruction Agency's few reports on Chaika label her as a potentially dangerous individual, noted for her brute strength and charismatic nature. Much to their confusion however, this contradicts other reports where Chaika is either labeled as having a much different appearance, having a different personality, or having a different weapon. While her companions of past have been fleeting and lately she has operated alone, it has not diminished her potential threat to the various countries that worked together to stop the Gaz Empire.

Camry is the name of this particular Chaika, and she herself pursues the parts of her father as proof of her dominance and superiority to all other Chaikas. She doesn't hold any disdain for her "sisters" and simply sees this as a competition to see who is the most worthy heir of all. As a daughter of an emperor, Camry feels she must live up to the legacy of her father as a royal and a leader. She wholeheartedly believes that a ruler's strength must match the strength of those that serve them.

2/24/2017 #8
Mr Wang 330

Name: Asher Oakridge

Age: 17

Gender: Male

World of Origin: Gaea

Appearance: Standing at 6'1'', Asher is a somewhat handsome young man with a bit of a wild touch to him. He has short but slightly messy brown hair and rather normal brown eyes. Asher has a tiny bit of stubble just on the chin. He has a good, athletic physique and stays in shape. When he's not being forced to wear a uniform of some kind, his battle attire is rather interesting combination of practical and cool. He wears a sleeveless hooded jacket, a combat vest over it, cargo pants, boots suitable for any terrain, and leather bracers. He keeps quiver on his back all the time, as well. Everything in his attire has very earthy colors, a combination of light browns and greens, which work well in a forested environment. He keeps a dark bandanna tied around his neck, which is sometimes brought up to his face as a mask for whenever for whatever reason has to conceal himself. He can be counted on to keep his hood up most of the time. If he's out having a day in the town (a very rare occurrence indeed) his clothes will remain somewhat similar. He wears practical pants with several pockets, the same boots, and a hooded military-styled jacket, all in similarly earthy colors.

Personality/Quirks: Definitely someone who embodies a lone wolf archetype. He likes to keep to himself and usually wants other people to stay out of his business... though the distance is rather self-imposed to keep up an image. Despite the appearance of him not being good with people, Asher shows he definitely has... people skills, when he wants to use them. He is often very protective and brotherly, usually guiding people along the right path and making sure they do right. In fact, towards some people, he's downright over-protective and extremely conscionable. He doesn't want people to be connected in his own problems, hence his tendency to isolate himself. But he won't be complaining (most of the time) if he's "forced" to accompany his friends. The problem is, despite being a big brother, he doesn't want any higher figures in his own life. He's not egotistical, but he has a lot of self-confidence and not a lot or respect for authority figures. Thus, whether they be teachers or cops, he can be rather flippant and dismissive. People who Asher perceives as being higher than his equal, to him, are just people who need to be brought down a peg. He's very prideful and definitely knows what he's doing, but he doesn't see himself as being a show-off if he can consistently back it up.

Despite some issues, he still has a few good traits to him. He definitely enjoys learning new things and bettering himself. He's book smart and appreciates knowledge for the sake of it. Asher might not care for authority, but he definitely treats people that are his equals with respect and care. He also respects nature and very much feels at home in the woods. He definitely respects plants and animals. While the hunter might come off as cold at first, it takes a little while for him to warm up to people. He's also someone who definitely believes in the virtues of good, honest, hard work. He doesn't shy away from more strenuous, difficult tasks if he thinks he's up to it, and it makes him all the more stronger. That being said, he's still alright with doing things in a dishonest and less-than-legal manner if the situation calls for it...

Semblance: Asher's Semblance is the ability to use telekinetic force. However, it's not used in a conventional sense one would think of. When released without precision or focus, it's just a shockwave that is scattered outwards in all directions. In order to control it and make it useful and precise in a way he can identify with, he incorporates his telekinetic force with his archery. While his Semblance is much broader, he specifically calls his ability "Telekinetic Arrows." He basically thought about feelings and sensations he's used to to try and come up with a way to use his Semblance effectively and precisely. What he does with arrows is (considering he's using essentially imaginary arrows plus his bow) is that he literally uses two forces like a real bow and arrow would. He first shapes a force the size and approximate shape of an arrow to go forward, but he "draws back" creating another telekinetic force to oppose it. Resistance from drawing back the bow is simulated through that second "wave" pushing back. Force builds up in his telekinetic arrow, so that when the second force is dispersed, his "arrow" shoots forward. Asher uses his actual bow to help focus and concentrate his power, though he could theoretically not use a bow when doing this. His telekinetic arrows can still hit as hard as a real arrow, but he can apply more or less force by manipulating his ability. With his Semblance, even if he does carry an abundance of arrows in his quiver, this ensures he'll never have to worry about running out of shots.

Weapon: Artemis - The trusty bow which Asher relies on. The bow is a very durable weapon made of fine steel. The front of the bow is bladed, as it can separate into two swords for close combat. However, this isn't where the utility ends. The swords are able to be bent back and can nock an arrow because the blades are segmented, allowing the spine to be flexible. And when separated... this is because both swords are in fact whip-swords. This means the blades can separate into a flexible whip, in pieces, and retract with the same durability and slashing power of a sword. When far back, which Asher prefers, he can keep pelting an foe with arrows. At a closer distance, he can separate his bow into the two swords, and if he uses his whips, he still has a distance advantage. Of course, in whip form they don't really pack a punch unless he manages to wrap them around an opponent, and he's definitely not a lasso-er. So in close range, it's a choice between a distraction to keep distance, or straightforward offense. Hopefully though, his arrows will keep them at bay. Of note, Asher loves to keep Dust-tipped arrows handy for emergency situations against different kinds of foes.

Bio: Growing up an ordinary kid in the lower-class in Crossbell, Asher was always a good kid who stayed out of trouble. He was always polite and well-mannered, and respected his elders. His parents were usually busy with one business or another, but when they were around, he was happy. However, his humble but otherwise ordinary childhood came to a halt when his family moved out of the city and fled into the forested outskirts of Crossbell, away from the hustle and bustle of the urban center. When asked why they were leaving, his parents told him that they couldn't pay for the rent in their property. Living in the woods was a huge change of pace, but his parents encouraged him he'd like it there. It took a lot of getting used to, but eventually, he did.

For the next coming years, he was trained in all things related to surviving out in the woods. He was trained on how to use a bow, hunt, track, forage for food, find out which plants were edible, and basically any other way to live off of the land. They even got together and built a cabin, using trees they themselves cut down. They weren't completely isolated from the city, though. Every once in a while, Asher and his family would go back into town to shop for food, supplies, and other essentials to make sure life was still comfortable. And Asher still received his formal schooling, to boot. This life would continue on until one fateful incident happened when he was 15. While tracking a hunt, Asher ventured too far off and lost his bearings. Eventually, he completely lost himself and didn't know where he was. He'd be lost for a couple weeks before eventually finding his way back around familiar territory. His years of growing up with his family honed his skills, and the forest proved to be a definite crash course. But... when he finally got back to the cabin... he finds it burnt down. He frantically went through the remains of the cabin sifting through burnt wood and personal affects, but in the wreckage, he found absolutely no human remains. He knew they weren't there when it burnt down and collapsed on them... so he held on to the notion that they were still alive. He managed to find his way back to Crossbell and tried to search for them there. After a few months though, he gave up on searching for them but he was absolutely confident he'd run into his parents again. From there on out, he started to live out on his own. His time in the forests didn't diminish his will to survive out in the streets. This is where his optimistic personality started to fade a little, and he started to grow more self-reliant and overly self-confident, but even if the outside was rough, he still stuck to his old kindness. In hindsight, Asher now believes they were living out in the forest not because of financial reasons, but to hide from someone. He doubts the cabin burning was an accident.

Eventually, his skills were recognized and he was accepted into Haven Academy. Throughout his time in the streets and in the academy, he gained a sort of connection and bond with a group of three other misfits. Together, they formed team KNAY. Since he was one of the older ones in the group, he sort of took it on himself to be their big brother. As much as he wanted to bash heads with them at times, they were sort of his new family, in a way. So it was the huntsman's job to look after them.

2/24/2017 . Edited 2/24/2017 #9
Harbinger

Name: Victoria "The Black Hand" Blumen

Age: 26

Gender: Female

World of Origin: Gaia

Appearance:Victoria stands at 5'08", she is not a particularly tall woman. She has light blue hair that hangs loosely at upper back length, and adorned with an emerald Chrysanthemum hair clip. She has hazel eyes, and requires glasses owing to a mild case of near-sightedness. She doesn't dress extravagantly, opting more for a comfortable and casual look of long pants tucked into boots and a violet ruffled blouse with short sleeves. In order to cover her prosthetics she also prefers to wear a pair of long black gloves that go nearly all the way up her arm (which are also the source of her name of 'The Black Hand'). She wears a dark red asymmetrical jacket over top, usually opened at the shoulder. She will also keeps a high caliber orbal handgun at her hip.

Personality/Quirks:A cool, calm, and collected person Victoria certainly has the attitude for her line of work. Even going into her current task she's usually someone with a light smile on her face, which cam come off as friendly or constantly amused at what she sees. If one were to talk to her they'd find that it's more than likely the former as she is very open to talk and especially listen to others, a habit she picked up a long time ago.

Against others though that very same demeanor has a very sinister undertone to it. She's willing to be friendly, but she is not a woman to be crossed. In the time since she's returned to Erebonia the difficulties she's faced has ended up with her developing a bit of a cynical streak. Still she does her best to keep that under control.

Talents/Strengths:Victoria is very familiar with orbal technology, to the point where she relies on it to function normally in everyday society. This has made her a highly efficient arts user and caster. In addition, despite her rather unique circumstances she is also a skilled martial artist, perhaps even moreso now than before.

Weaknesses/Shortcomings:The most obvious drawback to her current condition is the fact that she has no arms below the elbows. Her prosthetics can compensate for that to a large degree, but even then she still has no sense of touch, and has to know the amount of power she's putting into them in order to perform a number of fine motor control skills.

Personal Weapon:Victoria does not carry many weapons. She relies on her close combat skills combined with her sidearm in addition to her tactical orbment.

Bio:

Victoria was born in the heart of the Erebonian Empire, the only daughter to a merchant father. While growing up she was eager to know his trade. Since the time she could walk her mother found herself being forced to search for the child whenever her husband left for other parts. If not caught Victoria would sneak aboard his caravans and ride with him. Her father however saw no problem with it. Having been in the army at one point he knew how to protect himself, and the Empire was for the most part safe from bandits or other ne'er-do-wells. As such growing up she got a chance to see many distant lands, meet and befriend a great number of people through her father. He also taught her basic mechanics, and she showed a great aptitude towards it, becoming familiar with orbal technology at a young age.

Her life changed drastically ten years ago when she joined the military as part of the Imperial Armored Cavaliers. She was newly assigned to a unit when the Hundred Days War began between Erebonia and Liberl. She and several other colleagues were still green, and were thus assigned to the reserves. However, when the Liberl military launched their counter attack, all units were assigned to reinforce Erebonian troops still there. For Victoria, she found her commander giving the strangest order; they would move through the neighboring Zaibach Empire. This was entirely unusual, and potentially extremely dangerous; everyone thought so. But he was insistent on the plan; they would cut through Zaibach territory and launch an attack against Liberl's exposed western flank. It wasn't a terrible plan, but passing through a neutral power's territory, even for a short period was a huge risk. Yet even so, the Cavalier force marched off.

The plan was a bungled disaster. Whether their neighbors were tipped off, or by simple dumb luck they were intercepted by Zaibach guymalefs. A sneak attack by the advanced machines wiped out a chunk of the unit. A retreat was ordered, but Victoria was caught in the middle of it. She fought well, as good as she could given the circumstances, but she was too inexperienced and outnumbered. Eventually she was hit by a liquid metal cannon, followed by the enemy pilot crushing her cockpit. She moved to escape but was a hair too slow. When it was crushed, her arms were caught, and both severed at the elbow. She would have died had one of her comrades not grabbed her and ran as fast as he could. She arrived back in Erebonia barely clinging to life.

Thanks to orbment healing she recovered, by the time she woke up the war was over, and with it her military career. While relatively unhurt, she was a double amputee, with nothing but stumps at her elbows. Still, Victoria was if nothing else not someone to give up so easily. She knew there was a way to fix her problem. To that end, and against her parents' protests she travelled around state to find a solution. An old colleague pointed her south to Liberl, specifically to the machine city of Zeiss. He wrote her a recommendation to the brilliant Professor Russell. She hedged her bets and travelled to the kingdom that had defeated her people. It proved to be well worth the trip.

The eccentric engineer saw her problem and immediately began fixating on a way to help her. After months of research, designing, and several failed prototypes he finally presented her with his solution. Victoria, like most people was very much able to utilize orbments. Taking advantage of that he developed a pair of prosthetics that could do just about everything a normal human arm could do, only powered by orbal technology. With them she had a new pair of arms. It took some time, about a year of therapy before she could use them to their full potential, but by the end it was as though she had lived with them her whole life. She couldn't thank the professor enough, and returned home overjoyed at the returned prospects in life.

She had the option of returning to the military, but instead opted to continue her education at Thors Military Academy. It proved to be a smart choice on her part; she seemed to thrive in that environment, quickly rising to the top of her class and usually scoring in the top ten in the schoolwide examinations. Her aptitudes attracted the attention of several influential figures. In particular one General James Ironwood took her under his tutelage after her graduation. She was trained, and served under him for a period of time, eventually coming into her own as a junior officer.

She began to be drawn towards Erebonians intelligence services. She already had a vast network of contacts through her father, and her suspicions of something strange going on during the war were all but confirmed. Apparently her former commander had no memory of the war itself. Despite being shown records and hearing testimonies from his subordinates he still claimed to have no knowledge. Even stranger? He wasn't the only one. Something was most definitely amiss and with the support of Ironwood she gladly joined the ranks of those trying to figure out the whole thing, getting introduced to the Imperial Intelligence Division, but more importantly another set of patrons; First Princess Sadira and Prince Olivert of the Imperial family who were working towards similar goals as her.

She's since spent several years working with them, scouring Imperial lands for whatever information she could find. She managed to solve several odd issues, garnering a reputation with the Imperial Bracer Guilds in the process, but the overall results have been scarce. Her actions have also spread to some of the criminal organizations on the continent. She's an effective agent, and a very capable interrogator. Those who have been on the receiving end of her wrath all remember one thing. When her hand was wrapped around their throats, and she was questioning them, they always felt cold even through the gloves. They were described as the cold black hands of Death, which eventually formed her reputation as The Black Hand.

Lately she has heard rumors of events that might be taking shape in Liberl. She even got wind of the prince deciding to go down incognito. For her end, she was given permission to join him in investigation. In fact Ironwood requested that she get into contact with the head of Beacon Academy as what she was hearing wasn't the only thing going on. Seeing trouble on the horizon Victoria left for Liberl.

Crafts:

Earth Pound: Victoria puts a significant amount of orbal energy into her arm and smashes the ground, causing a small explosion for everyone around her

Charged Punch: Victoria puts an extra bit of energy into a punch, causing high damage and impeding any arts.

S-Crafts

Overload: By pushing her orbments to their full capacity Victoria gathers a large amount of orbal energy in her hands and blasts it out in a focused line attack.

Orbment: In the years since she got them Victoria has upgraded and modified her arms extensively. Currently her prosthetics have built in tactical orbments. She can use them with a certain deadly precision.

2/27/2017 . Edited 5/8/2017 #10
thebladeofchaos

Name: Sylvia Eren Dora Klarweiss (Silven Eradora)

Age: 20

Gender: Female

World of Origin: Gaia.

Appearance: Silven stands at around 5 foot 11 inches, and is reasonably good looking. Her long Emerald Green hair, whilst tied up in a pony tail, still runs down her back, reaching to just above the back of her knees at full length, leading her to do what she can to lift it up as best as she can, even throwing it over one shoulder off the battlefield. Her face has a few scars here and there, the most unique (and painful) of them is one from a Nevermore wing, going from the left side of her jaw up to her nose and trailing off, though the points flayed, causing an almost smooth zig zagging effect along the line of the mark. Her eyes are an almost Blood Red, with a notch of the iris missing in the 2'o'clock side, something she was born with.

When she is in combat, she wears a good deal of armour. Solid steel, stained slightly, but aside from the silver colouring to it as a base, it has various shades of blue here and there, along with white to blend into the snows she is used to fighting in. For it's time, it was sleek, strong, flexible and form fitting. Compared to modern armours however.....it's strong, but heavy, cumbersome even. Though it is still a solid contender, even with room for upgrades that will bring it back in line with modern equipment, which would make it better. (Some say the creator was a genius, but taking her out of the equation, it is regarded as one of the best pieces out there) She also wears gauntlets with the back almost encased in steel, whilst the palm is a sort of chain weave. And the most important part is that Silven regards this as her 'training gear'. it's heavy, it slows her down, it requires more effort to use. She can grow as stronger and faster within it as she adapts to it. Two buttons are installed on it, one on the left breast, the other on the right arm, near her hand, back of the wrist. When these are pressed simultaneously, the armour, in a manner of speaking, folds away, going down to a single 'sleeve' that she takes off and, if dropped, makes a noticeable impact on the ground. No one really knows just how much it weights, neither does Silven. it's weight has been approximated at AT LEAST a ton a part. a total weight at an estimate of 4 to 5 tons. it has more gone to Silven's Aura and general speed then changing her body's appearance.

When things get serious, however, she takes off her armour, and goes to a more flexible, lighter set of clothing. She wears a light blue tube top, revealing her abdomen and the top of her cleavage. her leg plates get replaced with a pair of shorts with a few armour plates on them here and there, nothing too major, but the left leg cuts off shorter then the right, and then, the right leg is cut off at just above the knee. Doing this reveals a Birthmark on the back of her shoulder, revealing who she truly is.

Personality/Quirks: Silven is one of the more caring warriors around, fighting to protect people as opposed to kill the enemy. She is not a career soldier. In fact the main reason she fights is to earn her home. With this comes a maternal sense and a slight tinge of tradition, and she will look to try and aid others like a sort of family would. To her, Grimm deserve no mercy, and those that threaten her extended family deserve no less then equal treatment. After living a life on the move with no home, family meant everything to her.

Whilst her life has led her to live a very strange dichotomy, she still values some things that she herself can't practice. She values honesty, despite not being able to tell people the exact nature of herself. She is proud of her family, but can't tell anyone about it unless she trust them with her life. She's a serious warrior, and at times this can come out as someone who can only deal with one thing at a time.

Talents/Strengths: a skilled warrior with an almost indomitable will. Silven lives up to her family's legacy as one of the best warriors of her age, and indeed worthy of the legend that came about in the past regarding them. She is one of the best of her age, and in an age of heroes that says a lot about her. A master of her weapons, courageous to a fault and a skilled gunner. Her aura is one of the most powerful around.

Weaknesses/Shortcomings: Whilst there are very few people that she can trust in the world, she has a somewhat constant paranoia about her. Even her team don't know the truth about her. She has a few issues with people in general, owing to her noble birthright and having to abandon it, wondering who she can trust and who she can't.

Personal Weapon: Errant knight, a revolver-shield and gun-blade combo. The shield is named Faith, and, whilst old, it still works like it was new, able to keep up with modern day weapons and armour. It is a Black heater shield with a Blazing Red Trim, emblazoned with the Eradoran family crest (the red dragon breathing emerald flames). Whilst the shield folds away, forming a hand guard for the revolver and a sheath for her sword, though this design makes it tricky to reload, in either form. (an issue Silven gets around with ease, albeit slamming the gun itself into her leg). Ammo does vary, from your standard bullet to Dust tipped rounds capable of not only doing the standard damage you'd expect, but the penetration enables the Dusts effect to take place within the target. (Ice Dust bullet hits a Nevermore wing. If it digs in past the hide, not only will it do damage, but shards of ice will rip it apart from within)

The gun blade is deceptively simple. it's name is Valour, and it's most distinguished feature is the apparently misformed handle. one side of the cross guard is larger then the other, though the other side longer to counterbalance this. the cross guard also serves to house the trigger and guard, enabling the user to avoid misfires when in deadlocks or holding the sword tightly. the exit of the barrel is at the end of the blade, just point and shoot. Otherwise, the blade is huge, a European great sword that no one should be able to use one handed, but Silven appears to wield it with extreme ease.

Nameless: it's not called nameless, it just doesn't have a name. To the untrained eye, it's a pair of blades that are hollow, open on one side and seemingly useless. To Silven, they are a pair of weapons to put around her gunblade, converting it from it's misshapen design to a sleek and refined great sword, with a design you'd find common on Damascus steel, though handled in such a way that the patterns look like a scene from a tapestry, with one of Silven's ancestors standing against a dragon alone. it's weight when properly set up FAAAAR out weights all of her gear, something she doesn't understand, something about Levistones and quartz circuitry affecting the weight, but is assured is normal for the weapon and is something that she herself has to use two hands to use properly. But the average person wouldn't be able to lift it in this form.

Semblance: Weapons of Faith: True to her Crusader roots, Silven's Semblance is a mix. First off, she can make anything she touches that isn't biological invisible, at her will. Things contained within containers are also invisible. This can work wonders in battle, as the enemy have to keep guessing how long and what position her weapon is in. when in use she also gets a pair of blue translucent wings on her back, glowing with a blue trail of sparkles. She gets a strength and speed boost whilst the wings are out.

Bio: Sylvia is the sole heir of the Klarweiss family, an Eisenritter clan famous throughout Erebonia for their actions throughout the years, and some of the best fighters in the Empire, if not the world. She grew up fast, attending Thors along with several high class schools. She was well liked, and whilst she made it all count, getting a degree of fame herself, this would all fade all too quickly, for reasons no one could see coming.

Her father was victim to an attempt on his life. and whilst they made it out of it in one piece, it was an extremely close call. The family hired Bracers to try and track down the contractee. And then that winter, another attempt. This time the family were more ready, even Silven taking up arms to fight them. And if not for the timely intervention of a heroic Jaeger they'd be dead. Silven herself was about to be impaled on the floor, crawling away from one assassin about to stab her after losing her shield. He appeared out of nowhere to cut them down, and got them out of there in one piece. they had to leave everything behind, but they would live.

He led them to a small village out the way of everything, and soon she was adopted by them as a part of the community, her father teaching her how to be a good fighter, and her adopted sister-to-be, Kaine, was ever present. She watched out for them, more as a knight in shining armour then anything.

and before they knew it, a journey awaited them, leaving for Beacon....though Kaine was too young, her team formed there kept in touch. Silven and Kaine themselves stuck together, signing up with a company of Bracers....

Crafts: Sword and Shield

Icicle assault: Charges the target firing ice bullets at them, freezing them in place before the shattering final blow.

Morale: shout a rallying cry to encourage her allies, giving them a strength boost

Wrath of the Eradora: Silven Raises her sword high, lightning striking it and coursing through the blade. she Follows this up quickly, dashing forward and cutting through the target, ending up the other side, swinging the blade down to one side and throwing the lightning back with a crowd clearing explosion.

Great Sword

Heaven's wrath: Silven brings the sword down, slamming it into the ground and causing a ripple to tear through the air, damaging enemies in the way.

Crusader's Burder: charging a single target, Silven stabs the target, jumping up off the blade and in a show of skill grabs it as she goes up, backflipping in the air and slamming the blade down through the target.

Thunder's crash: lightning coursing through her blade, Silven Swings her blade along the ground, hitting targets in an area in front of her with an explosion.

S-Crafts: Zweihandier (armoured) Silven puts the shield on her back, taking a small breath before charging in, taking her blade in two hands as she swings through the target, cleaving her way through it before spinning back around at the end as she backs out, firing off a series of shots. She ends by grabbing her shield off her back and firing an explosive shot away.

Knights finest. (unarmoured) Silven's ultimate move, using the full extent of her skills. she throws the shield up in the air, charging in and slamming a fist into the target, cutting through the target multiple times, going through them each time, firing off a shot as well. she does a flip as she grabs her shield, jumping in the air and firing a load of shots at the target whilst upside down, landing on her feet before going back in with the finishing move of her lightning sword.

Great sword armoured: Templar's Star: Holding her sword up, the nameless weapon extends, making the blade itself almost double in length before she holds it in one hand in front of her, taking a breath and charging in, swinging it through the foe several times. every slash leaves a trail of stars in it's wake.

Great sword unarmoured: A sword made for two: Nameless splits into two swords, Silven throwing her normal sword up in the air and grabbing the blades, charging in and cutting one foe up before throwing them both up in the air, the pair slotting into place around her sword once more and landing, blade down, on the target.

Orbment: 3 lines of 2 per and 1 line of 3. Center is Defence 2 (Earth x3)

Line 1: Attack 2 (fire x3) Poison (Earth x3)

Line 2: HP2 (water 3)

Line 3: Impede 2 (Wind 3)

Line 4: Heal (water x3)

Totals: (Earth x 6, fire x 3), (Earth x 3, Water x 3) (Earth 3, Wind 3) (Earth 3, Water 3) (For the purpose of easier comparison, (Earth 6 Fire 3) (Earth 3 water 3) (Earth 3 Wind 3)

Orbal Arts: Stone Hammer, Petrify Breath, Aqua Bleed, Fire Bolt, Flare Arrow, Air Strike, Earth Guard, Earth Wall, Tear, Sylphen Guard

Side note: Silven is the descendent of one of Lianne Sandlot's closest knights in the Empire, Erolian the Dragon Slayer.

4/1/2017 . Edited 8/5/2018 #11
thebladeofchaos

Name: Amarallis D'Lanza

Age: 22

Gender: Female

World of Origin: Gaia

Appearance: With Long blond hair and a fine figure, Amarallis stands at just over 6 foot, with no marks on her face and amber eyes. She isn't muscular at all, in fact, whilst she is physically fit, to look at her is slightly deceptive, as she looks almost weak. However, behind those Amber eyes of her lay the spirit of a warrior. Wearing yellow short shorts (jokingly called the Royal Short Shorts) with brown leather around her waist with Fur on the bottom, a near Bikini, if Larger, showing off the upper part of her cleavage, with the lower half of it coloured yellow and the upper part black, all of it with a white outline, with a bright set of fluffy fur around the shoulder, looping under the arm pit. Over her left eye is a bandage that wraps all the way around her head but is more there to cover this.

A pair of yellow leather bracers go from her elbow to her hand, stopping at the wrist, with fur on the elbow end, And a pair of brown fingerless leather gloves. She has a red sash tied to her right arm, which, when held at chest level, stretches down to her waist. She wears brown Boot/High heel hybrids with pale green socks. The space between her shorts to her socks and to her 'Bikini' is clear, with no armour, no clothing, just pure skin, albeit with a slight tan. On the back of her shorts is a quiver, holding her many arrows, separated into several sections for her arrow types. on her right shoulder is a leather pauldron for her pet/partner in crime, Christina, a brown Red-Tailed Hawk, to perch on.

Personality/Quirks: One of the more mature types of the group, she thinks things through before acting, and has a knack for hunting and planning. Whilst Ama is traditional in her art and her skills, she is not in clothing and weaponry, not to mention tactics. Quick, skilled and able. A determined girl who will stop at nothing to get the job done, She knows she is skillful and this can lead to her being overconfident. And she can come off as overbearing when trying to help people.

Talents/Strengths: Skilled, determined and strong, not to mention her weapon is silent. Varied dust arrows give her a variety of skills, and her varied weapons give her the ability to adapt on the fly. A sound tactical mind and a friendly face. Amarillis is also one of the most skilled information gatherers in the world, and her actions are infamous in their results, from finding lost people, to helping fend off gangs, to uncovering entire conspiracies and taking out entire camps of bandits alone. If you want someone to sneak into somewhere, get the information, and get out, you turn to Amarillis.

This also gets coupled with the fact that she is a witch, giving her access to spells. She herself doesn't have the general range of magic that other witches may have, having specialized in wind, some healing and gravity magic. These more so that they work with her arrows then anything else, and she has Dust for most other things.

Weaknesses/Shortcomings: overbearing, can be overconfident and her ranged weapon lacks the fire rate of more traditional ranged weapons of the age. Lack of anti-mech.

Personal Weapon: Northswain's grace: a twin-bladed Nagiata/Twin sword/Bow combo. The weapon itself defaults to the bladed bow, a string leading from the base of the blades,a set of wheels extending from the weapon itself to tighten the string, and the warrior herself uses Dust tipped ammo, enabling a variety of effects much like standard weaponry. The weapon can be split into two swords, linked by the pommels and string, usable as a melee weapon, but these are rarely used. Most of the time she'll straight the pair and use it as a double weapon, making use of the reach and flexibility it provides.

Her main method of attack is using Dust tipped arrows and their various effects to her advantage. She has become an expert at making her own ammo, and combining Dust in just the right way to get the effect she needs. Her arrows quills have different colors so that she can differentiate between them in a hurry. Not all of them are sharp arrow heads made to pierce the target and deploy their deadly payload, some are blunt, made to hit the target, deploy the payload and fall to the ground, spent.

Bio: Amarillis was born to a clan of witches deep in Erebonia, raised by her parents, or perhaps that should be dragged up by them, as the active trouble maker she was. If something happened in the villain, chances are she was at the center of it. Thing didn't exactly calm down until she was 9, when she met Christina, her familiar, and she seemed to take to her like a fish to water, calming down and focusing on goals instead of causing havoc. Before she was 10, she was already taking a hand to the bow, applying magic to aid her where needed, even teaching herself how to transform herself into a hawk to fly in the skies.

When she was 16 she was given her 'duty' as it were: Track down Errant Knights in the world and make sure that they weren't misused, with one machine in particular being given to her and her family to find. They left the village not long after this, taking with them all they had, and seeking out the mysteries of the world. It wasn't too long before they left Erebonia, and Amarillis was already getting to put her skills to use.

By 18, she had tracked down a dozen or so lost children, both as runaways and victims of kidnapping. She found her talent, and putting it to use was easier then she ever thought it could be. Everyone had secrets, everyone had something they wanted to keep hidden, everyone had something they wanted found....a life on the road mixed with a life of hunting worked together with tracking, Grimm Hunting, infiltration, and other general purpose spy and Huntress work. But as they traveled, they still found no sign of the errant knight.

It wasn't long after her 20th Birthday that she came across Silven and company, splitting up from her family after they agreed to cover more ground. Since then, she stuck with her, though keeping her skills a secret....for the most part. People often think she's a little off when she talks to her 'pet' Christina as if he were replying. With the help of the group around her, Amarillis got her own personal bow, and learnt quickly how to handle Dust, and how best to use it.

Skills that served her well in her job....

Crafts: Rain of arrows: Ranged multitarget attack that involves Ama firing many arrows into the skies, then them raining down upon the enemy.

Heaven's Fall: Close Quarters AOE attack. Loading up a series of dust laden arrows, Amarillis fires them straight up into the skies, spinning on the spot as she swings her blades around finishing by slamming a hand into the ground, the arrows raining down all around her with a variety of effects.

Desert Rose: A close range craft. Amarillis loads dust into the ends of her blades, swinging them into the targets and running them through, leaving in her wake the effect of the dust.

Bolt of Light: a high power arrow shot that can tear through flesh Quartz and steel alike. She grabs one of her more rare bolts and loads it up, firing the bow full tautness before letting it lose.

Healing Rain: Loading up a water Dust arrow, Amarillis fires it into the air, spilling forth a healing rain onto the party within an area.

S-Craft: Gravity rain: Loading several Gravity arrows into her bow at once, she fires them all off, making them stop at different times and activating the dust inside, making a miniature gravity field around them. She fires one more, activating it right under the enemy, the gravity field stronger in this one, trapping the targets where they stand. She spins an arrow in her hand, spinning around before firing it off, letting it speed off through the extra fields, accelerating quickly as it tears through them before flying up into the air at the last one, turning around at the peak of it's flight before the machinery in it releases several arrows from it at once, all loaded with different compositions. They all crash into the target area, activating all at the same time as Amarillis turns around, the final one causing an explosion.

Orbment: Attack 2 (Firex3). Strike (Firex3) Evade2 (windx3), Eagle Vision (Spacex3, Miragex2), Petrify (earthx3), Defence2 (earthx3) (I'd argue Eagle vision extend your physical sight, and lets you pick out finer details)

Total: Firex6, windx3, Spacex3, miragex2, earthx6.

Orbal Arts: Stone hammer, Earth Lance, Petrify breath, Stone Impact, Fire Bolt, Flare Arrow, Napalm breath, Fire Bolt EX, Spiral flare, Air Strike, Earth Guard, Earth wall, Forte, Sylphen Guard.

Semblance: Desert Winds: The longer she fights, the faster she becomes, her feet getting a small haze effect around them, building up as she gets faster and faster until she herself can be surrounded by a Haze. If she takes off the bandage, you can see her eye also glows a slight orange hue. seeing through the haze perfectly, and her eye being able to see sharply at long distances.

Special: tremorsense: a two part power: On sand and substances like that, it functions as a sort of advance warning system. It can't pinpoint the exact location of things on it, but it can give the basic jist of such. On solid terrain, it gives EXACT locations. this can make Amarillis a threat to anything ground based with her arrows, and can help her find the enemy for her allies, but if it's in the air, there is no way she can detect it through this.

She's a witch, and she has a telepathic bond with her familiar over long distances.

4/1/2017 . Edited 8/1/2018 #12
thebladeofchaos

Name: Falicia 'Falcon' Sapphire

Age: 21

Gender: Female

World of Origin: Gaia

Appearance: Falicia is a physically young woman, standing at just under 6' with long blue hair tied up in a very long pony tail, hitching up before curving back downwards ending just around her lower back, with a rainbow coloured string to tie it in place, and a pair of blue eyes. When it comes to clothing, Falicia opts for more flexible equipment, going with what may as well be normal street clothes. She wears a Silver shirt with a white hoody, the zippers swapped with silver feathers, with black sleeves with a white line going down the sleeve, and a necklace with a silver dagger icon attached. A Black 'combat skirt' as she calls it (but is, for all intents and purposes, a skirt) and a white belt over the top, though slanted to one side. Going further down, she wears dark stockings, with thigh-high high heels, with a few white lines going around them. Falicia relies more on evading the hit then taking it. On her back under her outfit are two scars where her wings used to be, now replaced by a pair of tattoos of wings embedded with dust, both hiding her scars where they once were and showing who she truly is.

Personality/Quirks: Coming from Leman State, Falcon fits the liberal mindset the nation has come to be known for with the bracers, and indeed a model engineer, smart, skilled, inventive and determined enough to make it work. She's a very relaxed woman, easy going and easy to get along with, albeit she prefers dealing with the logical machinery then she does dealing with people, after all, you can always predict what a machine may do. She will go out of her way to help people, and whilst she works with weaponry and indeed she finds she has skill and gets enjoyment out of building new machines and weapons of war, she wants to work on things that help people dealing with issues, something close to her heart, or back as the case may be.

Falcon is also a firm believer in the ideal that every should be judged on their actions, not by who or what they are. Having seen both sides of the divide when it comes to faunus-anyone else relations, being a faunus herself. years ago she lost her wings, cut off after a failed raid on a Schnee complex that collapsed on her. She has taken a more.....personal touch to dealing with the pain, celebrating her pain more then mourning the loss. those who know her may know her pain, but she will still carry it with a smile. after all, the sacrifice she made might have been in vain given how the Fang developed before she left, but she found so much more to celebrate after it, much that faunus could enjoy too if both sides would lower their swords.

Perhaps as an irony, after she lost her wings she found work in Leman State to be....rather dull, boring even. staying the same thing day in day out. She wants something to challenge her, to never be the same set of challenges between days, but something that can keep her on her toes. her expertise with dust has come from a long list of experimentation to find the best way to fight with what she has to hand, and when push comes to shove, she is a brave, bold, high risk high reward fighter that you'll want in your corner should worse come to worse.

Talents/Strengths: Falcon first and foremost is a skilled engineer, able to fabricate and build just about anything you'll need if given the time and material. Off the front line this can make her a massive asset to anyone, from making tools to building weapons. She can also maintain just about anything, along with repair it. In her time she has even built a golem, but whatever happened to that is a different story. She has a high level of knowledge and skill with Dust, so much so that she will commit to high risk high reward tactics, using Dust as a buffer to keep her safe, but smart enough to make sure she'd never need it. her clothes are weaved with Dust that can be used on the fly, along with her tattoos on her back extending her range slightly.

if needed, she can activate the dust on her back, and she gains a power boost, along with a pair of fiery wings that don't burn her jacket, but this consumes them, requiring her to replace the tattoo, perhaps painfully, with dust. She has a high degree of pain tolerance due to her former losses....

Weaknesses/Shortcomings: her skills have made her overconfident and cocky, making her likely to get in over her head at times. She's better with machines then people, possibly misreading the situation when talking to people or just having an easier time dealing with machines. She has no machine of her own, despite building a few in the past, and relies on others to provide the anti-mech at times, though she can if pushed make it count and break out enough to take down a machine of war.

Personal Weapon: Silver Contrails: To complement her own combat style, Falicia made these swords herself, stylised to look like their name sake. When deactivated, the pair appear as a thin set of black wings, Folded on her back. The pair unfold into a pair of long swords about the length of her legs, with the 'feathers' set onto one side of the blade, and made of the finest quality of Damascus steel, the patterns modified to suit the cosmetic needs of the swords. They are actually multiform blades, stored on her back and 'unfold' by her spinning them around as she pulls them out, along with small holes in the blade to let dust fall to the ground as she presses a button. These get used to set traps around the battlefield.

Bio: Falicia, or 'Falcon', as everyone calls her, was born to a pair of dust miners up in Leman state, an upstart with a quick grasp of technology and dust, she always seemed to have her head in the clouds, thinking up answers to problems she saw in life that could be answered with machines. Some may have looked to her and thought she was nothing more then a dreamer, but this dreamer had ambitions, Ambitions which would force her to go higher and higher. Her Parents weren't so lucky, faunus miners, albeit nothing too bad, they weren't high in society at all, making her attempts at pushing on even harder

That said, this was Leman State, the home of the Epstein Foundation, she found herself time and again able to prove herself skilled enough to move on to bigger and better things. by 12 she was already assembling weaponry, building things Huntsmen asked for, from ammo to parts to guns to blades. you might think she had everything, but by 16 she found out just how bad humanity can be. Coming home one day, she found her parents cut down by thieves looking for her. She tracked them down and took revenge, but this act pushed her towards the White Fang, Working along side people like Adam Taurus, and Sierra Khan. She joined in raids on Schnee facilities and in some cases made a good living supplying them with gear. One day, attacked by a nevermore, Falcon was hit by it's feather's, pinned against a wall by her wings and with the rest of them falling back, Falcon faced a terrible decision, and took the only viable option. with help from the more....notable members, they cut her wings off to the base, dragging her away and trying to treat her wounds, but unable to bring her wings back. it took a few weeks, but she eventually got back on her feet, and began the arduous process of life without wings.....that's when her life turned.

No longer seen as a Faunus, she seemed to be regarded higher in society. in fact so much that she managed to get in under the radar at Schnee working on their weapons development programs. Somehow he didn't recognize her despite her being seen. Maybe it was the lack of wings but she was hired, got to Erebonia and eventually set up a small place in Roer.

it wasn't long before she left, seeking greater ventures she took everything she had made and left Erebonia, hoping to travel around and see where she could help.

"Everyone needs a hand some times"

Crafts: Sword's pride: Two quick run throughs with her swords, followed by a quick cross slash on their back. Falicia quickly channels some Dust through her legs and kicks them with a piercing shard of Ice.

Wind Dance: Using Wind Dust, Falicia kicks up a Whirlwind around her, using it to speed herself up.

Shadow Dancer: Falicia uses some Dust to form shadow copies of herself, each one going around and attacking from a different angle. they all look exactly the same, but the only one that deals any damage is the real one. Though other collisions such as a sword on sword still occur.

Dust Trap: Letting dust fall from her blades, she sets a trap on the battlefield, set off with a second use of this craft.

S-Crafts: Mirage Goldia: Falcon pulls out all the stops, using dust to coat the entire battlefield in elemental dust. Each sets off in order, finishing with time stopping for all but Falcon, the warrior smirking as she charges off, cutting through every target on the battlefield multiple times in, realistically, less then a second. when time restarts, they take all the sword hits, Falcon jumping up into the sky and summoning a pair of massive swords, one Silver, one gold. As she Lands lands she grabs the handles and spins around, cutting through them in a whirlwind of death.

Orbment: Heal (Waterx3, Timex2) Freeze (waterx3), Cast2(timex3) Eagle Vision (Spacex3, Miragex2) information (Miragex2) HP2(Waterx3) Total: Waterx12, Timex5, Spacex3, Miragex4.

Orbal Arts:

Semblance: Weapon Zip: A two way semblance. Falcon can teleport to any weapon she throws. This does not include bullets from guns. She can also teleport any weapon she's thrown into her hands.

4/1/2017 . Edited 8/20/2018 #13
thebladeofchaos

Name: Kainé Shun (Set Lasers to pun)

Age: 16 (well, 15 and 11 months)

Gender: Female

World of Origin: Gaia

Appearance: Kaine is a young girl with long white hair flowing down her back, stopping just at the bottom of her back. She has orange eyes and fair skin, with no marks, save for two strips of blue under her eyes, running towards the centre of her face, albeit very short. On the centre of her forehead, separating her hair around it, is a large blue orb set in a gold diadem that, other then this section, is covered by her hair.

Standing at 5'6, She isn't the tallest in the world, at times she moans about how she would like to be taller. However, she stands out wearing black clothing, with Black shorts, black leather shirt with a small skirt extension, Sleeves separated from the rest of her clothing via white fur, with the fingers fully on show and free for movement. She also wears thigh high boots, again, black. The clothing has a few red sections here and there, mostly on sections where the black ends, and then it's only a small part. Attached to her back are a few 'Wings' as she calls them. These are sheaths for small swords. More on these later.

Personality/Quirks: Kaine is one of the more...innocent of her team. Being the youngest and least Mature of the group. Full of energy, impatient and eager, albeit prone to temper tantrums. She is one of the ones likely to make a mountain out of a molehill in the hangers or just find people to latch onto.

However, when Kaine is talking, she has a habit of talking about herself in the third person to try and get out of trouble, and often tries to be cute. 'Kainy is sowwey' is a common phrase of hers. And indeed, when talking to people, she'll often call them something with y at the end. (Something Silven or 'Silvy' finds annoying to no end, but puts up with)

Otherwise, whilst on the battlefield, she knows what she has to do. And whilst she won't act against orders or indeed mess up the plan, her impatience and overeagerness can flaw them at times. And whilst people will admit she is skilled, they would rather not let her organise things on her own.

Talents/Strengths: Unique weapon/combat style enables her to catch enemies off guard consistently. Skilled Orbment, Quartz and Dust user, not to mention her own weapon. Always full of energy and eager. Good with animals

Weaknesses/Shortcomings: Impatient, overeager and likely to let her mind wonder at times. Can't be strategic and unlikely to master any kind of craft, given her lack of staying power at the paitent stuff.

Personal Weapon: Fairy-locks. A complex set of blades linked together via a near invisible string, coated in Dust and Quartz, allowing manipulation via magic/Orbments. The blades are more or less short swords with a looped handle, holding in it the Sepith that reacts with her magic. When Manipulated correctly, the blades can be swung like a regular sword, or used as a sort of swung out weapon to dig into her foes at range. When needed, she can manipulate the weapon to spin around to block incoming shots, enemy blows, or to slice through a foe. And if needed, they can dig into the ground, and the string is neigh indestructible, and the manipulation/spare blades make it so that the enemy regret it more then her.

Bio: a young girl and adopted younger sister of Silven, Kaine is one of the younger fighters of the Caravan that sought to find a home. Kaine was born to a pair of caring parents in the Empire, her father serving in the hundred days war and her mother a doctor. When she was five and her father left for the front, she took a small role in the house taking care of the many pets they had, and finding that she had a skill with them, like an innate calling with animals.

Kaine has had, to say the least, an eventful life. Given away by her mother to another family before she was even aware of anything, though thankfully raised as if she were their own. With time she grew up in Liberl along side a few.....adventurous people. All of this was 8 years ago, with life being fine. She made a good amount of head way in school, she talked to friends, she grew...life was good. well, aside from the small matter of the 100 days war but otherwise it was fine.

Until that fateful day.....6 years ago

She and her family had gone out, travelling to another village when they were waylaid by Grimm. if not for the intervention of Ashe, Kaine would have died, but her parents....the only upside was that they died mercifully painlessly and quick, but no less gruesome. Getting back to the village she'd grown up in thanks to her knight, She seemed to just...shut down, though of course her friends helped a lot. It was then that Ashe made a decision.

The best place for her wasn't here. Taiyang was already tied up, Qrow was busy doing jobs elsewhere, she took Kaine to old friends, a travelling caravan, the same place she'd taken other people she'd helped. And whilst she was there recovering from all the hell she'd been through, she made new friends, like Silven, the one who she almost always stuck around with, like a sister. Every year she'd come back to make sure that her old friends weren't getting up to mischief without her, bringing Silven along as family (though possibly as a bodyguard as well)

caught up in the same incident where Silven gained her fame, she follows her still, wanting to protect her sister and her friends....

Crafts:

Dancing swords: Throws the swords towards the target, all four spinning around them before swinging at them.

Storm swords: spins the swords around her, cutting foes away from her.

S-Crafts: Lightning crash: Puts Orbment energy through the string to charge the blades, taking a different element in each and repeatedly slamming them into the target, finishing by swinging them up and slamming down into them

Orbment: Shield1 (Wind x1) Action1 (Time x1) Evade1 (Wind x1) Impede1 (wind x1) Freeze (water x3) Heal (Water x3, Time x2) Total: (wind x3, Water x6, time x1)

Orbal Arts: Air strike, Aqua Bleed, Blue Impact, Soul Blur, Tear, Teara, Tearal, Sylphen Guard, Clock up.

Semblance: Weapons of Shadow: Kaine can take any weapon in her hands or attached to her strings and multiply them to an almost limitless extent, including the strings attached if extra are needed. Extra weapons are Dark, faded and see through, like a shadow to a certain extent, and fade away when the semblance is finished. Otherwise they are an exact solid replica.

Special: can see through her swords if needed.

4/1/2017 #14
Azure of the Auspicious Rain

Name: Liberl Ark Defensive Unit Designation Absolute Order; Airick Octavian

Age: Unknown; currently estimated to be before the start of the calendar.

Gender: None - he is artificial, after all. He does not mind being referred to as Male.

World of Origin: Gaea

Appearance: Airick has a figure approximately 175 centimeters tall. His "skin" is extremely pale and his eyes has a red outline around the iris of his brown eyes. Although his figure is imagined to be rather slim, it is impossible to tell due to the fact his "body" is encased in black armor with thick lower arms and legs reminiscent of some strange form of samurai. Said "Armor," decorated with red outlines, is actually his body and is covered in more than a few scratches and other signs of wear and tear.

He has shoulder-length white hair which have red tips near the end. There are two "containers" containing Sepith Crystals which float either in front of or around him at all times.

Personality/Quirks: Airick is akin to a young, curious child. He often tries out anything and everything new, eagerly sampling new foods, taking in new activities and seeing new sights all around the land. He admittedly has an optimistic view of the world, one painted through a millennium of trying to envision just what the world was like during his millennium long meditation - or rather, entrapment - beneath the mountains. Despite this, however, his mannerisms still resemble those of a composed person - he is very much mature, he simply heavily insists that he wishes to ride the ferris wheel or the Merry go round.

Although a pacifist at heart, Airick is still more than willing to raise his blade in the defense of the innocent. Although he will try every other alternative first the moment it is clear that force would be the only way to dissuade evildoers and would-be harm-bringers to the innocent he will raise his blade without restraint. In that sense he is quite analytical; he does not waste time pondering "what ifs" or "should I". He is extremely confident in his decision making skills.

Due to the robotic nature of his mind, Airick has perfect memory. One example of this is that he remembers every single second of his millennia long burial in complete isolation and darkness. Due to the nature of his burial he dislikes dark, cramped places and is hesitant to go into such places including mines, caves, dark rooms.

Talents/Strengths: As an artificial being with an artificial body Airick knows no exhaustion - as long as he has energy he can keep going at full speed, making him excellent in battles of attrition and exhaustion. He is also much sturdier than organic humans and do not have weak spots such as a heart or lungs. He feels no pain, thus ensuring that he can keep fighting no matter how much damage he sustains. His Orbment is inside his body and thus cannot be damaged.

As a robot, he is immune to Poison, Sleep, Faint, Confuse or Rage. Highly Resistant to Blind.

Weaknesses/Shortcomings: Airick's strength does not grow like others. Instead, he faces several "brick walls" to his abilities and capabilities which ensure that the old adage "give it 110%" cannot and never will apply to him. He does not have "determination" nor "will" to grant him strength to break through limits. He also has a series of failsafes/restrictions placed on him, with up to three levels of restrictions. He currently has all three on, preventing him from equipping anything other than level 1 quartz.

Airick is also extremely blunt, never knowing - nor caring- when one should keep their mouth shut. He will butt in at quite possibly the most inapproriate times and could do anything from cause a lady offence to quite possibly get the party arrested for telling the King his supposedly brilliant plan is stupid.

As a Robot, he is HIGHLY susceptible to Mute.

Personal Weapon:

Mitochondria - His weapon; Mitochondria is a large black weapon in the shape of a sword which is surprisingly blunt, although it is still quite heavy and thus can cause quite a bit of damage as a blunt force weapon. It has a slot for one quartz and one dust container which, together allow for elemental effects to be added in - the Dust container is the main effect, the Orbment is always secondary, empowering and adding onto the primary dust effect.

Bio:

Airick's first memories were darkness. Pure and utter darkness.

Created over a thousand years ago, Airick was built as part of the first and last line of defense against a repeat of the great catastrophe. Despite the efforts of his creators - or perhaps because he had failed, he did not know - the catastrophe repeated and his creators were wiped off the map. That was all he knew about them.

A combat Archaism, Airick - created as Absolute Order - programmed and reporgrammed himself through a century of isolation in the aftermath of the Great Collapse into true sentience. Buried under a mountain since his creators disappeared, Absolute Order spend centuries believing that this cramped darkness, this isolation, this small spec of space was all that was left in existence. Left with only fragments of memory of the civilization before in the form of Data, Airick spent the years imagining, hypothesizing, trying to imagine what the perfect world with his creators left would have looked like.

Then one day, his world lit up - both metaphorically and literally - when a rockslide opened the cavern.

Climbing out into the world in the Kingdom of Liberl for the first time in over a millennium, Airick Octavian discovered that there was much, much more to the world than the little cave he had spent his existence in. He does not have much of a past to speak of, for his story has just begun and will be written instead of having already been written.

Crafts:

Paradigm [Re]Alignment- Airick rotates all the quartz with the exception of the quartz in slot one one slot clockwise. The quartz in Mitochondria and the floating crystals are swapped out as well.

A detailed map of Paradigm [Re]Alignment's movements can be seen here: i.imgur.com/AyjH1lS.png

Gaia [Un]Impact - Airick brings Mitochondria down on an opponent in a strike that deals shockwave damage to other enemies close by. [Area S]

Defense [Re]Release - Airick Jettisons certain pieces of his armored body in order to gain greater mobility. [DEF Down, AGL Up, MOV up]

S-Crafts:

Sentinel [Re]Collapse- Overclocking his orbment and beginning to cycle through his quartz at a rapid pace, Airick reveals Mitochondria's true form as a cannon rather than a sword. Aiming his weapon as if he is challenging an opponent to a sword duel, the very edge of the weapon moves back to reveal that it is the tip of a barrel. Mitochondria then fires a heavy beam at the opponent, dealing damage to him and enemies around him. Due to the overuse of Paradigm [Re]Alignment firing this causes Airick to require a cooling down period. [Area M, Mute (self)]

Orbment:

Attack 1 (Fire x1), EP 1 (Space x1, Time x1, Mirage x2), HP 1 (Water x1), Defense 1 (Earth x1), Information (Mirage x2), Move 1 (Time x1), Shield 1 (Wind x1)

Slot 1: Information

Slot 2: EP 1

Slot 3: Attack 1

Slot 4: HP 1

Slot 5: Defense 1

Slot 6: Move 1

Slot 7: Shield 1

Extra Quartz - Either in Mitochondria or Passive Effect Slots: Poison (Earth x3), Seal (Fire x3)

Mitochondria Slot: Poison

Extra Slot: Seal

Orbal Arts:

Due to the rotating nature of his Orbment, Airick constant shifts the arts he has available. At his base form, he has:

Air Strike

Stone Hammer

Aqua Bleed

Fire Bolt

Soul Blur

Clock Up

Tear

Semblance: None. He has the Aura to use Sepith and Quartz but no personal ability.

4/1/2017 #15
Ninja on the Roof

Name: Alamo Long-Acre, Man of the Roaring Gun

Age: 55

Gender: Male

World of Origin: Earth

Appearance: Standing at a 5'11", Alamo is a thickly built man with stocky arms and legs, taut muscles everywhere they can be on his body, with scars slashed across much of his chest and arms. A vaguely egg shaped head with his angular chin and pointed nose; gray speckled with white hair for his thick brows, mutton chop moustache,and receding hairline, what hair he's got left on his is wiry and long, with the hair on the back of his head reaching down to the nape of his neck.

He commonly wears a white shirt under an old faded brown peacoat and denim trousers with black jackboots and brown leather riding chaps. Two leather bandoliers lined with cartridges and ammo shells crisscross his torso, right on top of his old M1952 flak jacket, the shells ranging from 12mm to 40mm of varying purposes and colors. A thigh rig to holster his dustpistol, a leather sleeve for his grenade rifle strapping to his back, and a right leather shoulderpad attached by one of the bandoliers, though it is not much for protection as it is to help him absorb recoil. He wears a ragged brown cloak with a wide brimmed hat and telescoping monogoggle.

Personality/Quirks: A wizened old man who saw, experienced, and felt many things on his time on Gaia, little can surprise him in this day and age. By his nature, Alamo is a man of little aggression but strong conviction and resolve, and his moral compass is set in stone. He can come across as a stoic guy, not really reacting as much as the next person would to anything, but that said he is still a human, and as with all humans he has his quirks. He's very much a fan of sharp wit, the kind of wit that does not overly rely on a swearing or sarcasm; he can also be quite mirthful and wry, putting in his own wit when he deems appropriate.

He's comparable to a rock in that people can step on him, throw him around, leave him out in the weather, shout at him, swear at him, and even try to break him. But he will always be that rock; a rock at the the ready to put you down if you come too close.

Talents/Strengths: Even after all these years, Alamo still remember his Marine training and can still apply the skills that served him so well. He is an impeccable marksmen and undoubtedly one of the best gunslingers Gaian has seen in recent history, and his mastery of the guns he possesses earns him his name "Man of the Roaring Gun". He's a capable tracker and hunter, able to sneak quite well. His arsenal is quite capable of punching through the weakpoints on a mech.

Weaknesses/Shortcomings: That said, Alamo's capabilities at melee combat is painfully average at best, completely superseded at worst. As an Earthborn man, he lacks the physique or the agility to perform even the simplest aerial maneuvers. Furthermore, Alamo never bothered to learn or attempt to control the various magical properties of Gaia. Also, because of his upbringing during Earth's more perilous eras of the 20th Century, Alamo is a man who will never hold ties to any one Kingdom for long, never willing to bend his knee to anyone.

Personal Weapon: Despite his moniker, the Man of the Roaring Gun does not have only one personal weapon, he carries a small arsenal of guns to use for numerous occasions.

Short Range - .357 Colt. Python: The eponymous "Roaring Gun", Alamo had this handcannon ever since his quartermaster handed it to him on the streets of Saigon. Alamo is mindful of its usage, as gunsmiths who specialize in powder based weaponry are few and far between, but he has been handloading the cartridges himself.

Med Range - Modified China Lake Grenade Rifle: Modified with an extended ammo tube and barrel, and fitted to accommodate Dust based ammunition, Alamo uses this for crowd control or whenever precision is not an issue. Because of the caustic and potent nature of Dust, the grenades have a greater range than that of any Earth based powder grenades. The Dust grenades can vary in element and application.

Long Range - "Lil' Bess": A Long Range Dust-Implemented Anti-Material 12.7mm rifle. Built in and around the barrel and body of a M18 57mm Recoilless Rifle. The rifle is built with a top mounted magazine mechanism, side mounted telescopic sight (10x Magnification) with rangefinder reticle, pistol grip, air-cooled barrel guard, and spring-loaded recoil compensating stock, and bipod. From muzzle brake to stock, Lil Bess is 6.5 feet in length.

Bio: February 2nd 1968, Hue city during the holy holiday of Tet. At 0800, L. Corporal Alamo Long-Acre of the USMC 5th Division, was defending a bombed out grocery store in the burning streets of Hue from elements of the People's Army of Vietnam. At 0930, after his squad had depleted almost all their munitions, save for the last 24 rounds for L. Corporal Long-Acre's pistol, their position was hit by a mortar. When the dust had cleared, his squad had survived the blast, but his body was not found among the wreckage after the battle. He was declared KIA and the Arizona native was posthumously given the Bronze Star medal, for his final act of duty in the Vietnam War.

It can be argued that the Alamo Long-Acre of the USMC 5th Battalion did indeed die in the explosion, but in his death gave birth to a new warrior.

When he came to, Alamo found himself in the courtyard of man who beckoned him to join a cause he had no idea about, surrounded by soldiers with arms far more primitive than his. Confused, shellshocked, and very much still in the throes of his combat high, Alamo merely burst into a rage and fought his way out of the castle, leaving much fire and destruction in his wake. He fled into the surrounding wilderness, and wandered throughout the night before finally collapsing in exhaustion. When he woke up, the young marine found himself in the company of people who had not even dreamed of meeting: Faunus.

The animal-eared humanoids were travelers to the region, and happened upon his unconscious form while foraging. The took him and treated his wounds; a long discussion of explanations, debates, and weaponry ensued over breakfast and Alamo had to come to grips with his situation. We was a lone Marine in a strange new world.

Then on Alamo would wander, keeping his head down while avoiding detection from the local authorities who pegged him as a dangerous fugitive, even after months since his appearance on Gaia. But it was during one hot summer day on a border town between Krisna and a nation he knew only at the time as "The Empire", that Alamo's legend would begin. Imperial soldier have rode in and started causing trouble; harassing the citizens, "commandeering" food, and overall abusing their authority on a poor town. Alamo had just stopped by to buy some supplies when he saw it happen: an imperial officer had beenharassing a girl on the street, and kept persisting in gaining 'favors' from the girl despite her efforts to turn him away. Things got violent after a while, the officer striking her to the ground in the middle of the street, none of the other citizens intervened because they feared ire of the soldiers, but Alamo did not. Alamo confronted the arrogant soldier, and when the soldier saw the pistol on Alamo's hip and peculiar BDU, he promptly challenged to him to a pistol draw.

The duel was brief, but those who witnessed it could confer two things.

First, the officer was first to draw, but Alamo was first to shoot.

Second, Alamo's gun "Roared louder than any beast on this world"

From there, the Man of the Roaring Gun was born. Alamo would continue to wander, but he would also become a gunslinger who fired according to his ideals and morals. His reputation with Empire and the borderlands would grow in the years to come. He would be known as a bounty hunter, a mercenary, a gentleman warrior, and even a terrorist. He will earn friends and enemies alike: win many battles and lose just as much; and survive many years and even a war. And in the 30 years he has been on Gaia, he is still known as the notorious Man of the Roaring Gun.

4/2/2017 #16
thebladeofchaos

Name: Ashe Erroten

Age: 42

Gender: Female

World of Origin: Born on Earth, Raised on Gaia

Appearance: Standing at just over 6 foot, Ashe would cut an imposing figure, with her long flame red hair going down to just below her knees, with a few dirt marks on the back where she's accidentally stood on it during her travels/work. She has sullen dark blue eyes, with the easiest way to notice who she is being the marks on her eyes, both of them having VERY unique notches to them. She has a respectable bust, not too large but not too small, with somewhat long lanky arms and legs compared to her abdomen. Her right leg is slightly shorter then her left, not by much but when she walks in a straight line she will subconsciously drift to the right slightly.

Her standard clothing, which she'll fall back on when caught out or just travelling, is what can easily be Florentine inspired, if not for the fact that she's never been to Florence. She wears thick black leather armour, styled as a combat skirt that ends just below the waist, with the section above the belly button running to the neck and her right shoulder having an extra layer of plate mail, covering all the parts that need covering. At Waist level, there are a multitude of belts that on the back hold throwing knives and the like. She does have an orbal pistol on the back as well, but it's more an orbal shogun in pistol form.

Just above her knees is exposed, but from the knees down are thick leather boots, with armour plates at the knees. All of these are strapped on the back with a secure buckle. She also wears a half cape with a hood, with a dark green outer side and a bright red inner. Depending on how it's worn, it can either cover the head and right arm (and thus cover the longsword that she brings with her) or cover the Head and left arm. (hiding her armoured hand)

She does have a hidden blade on her right hand, but instead of it being the Assassin style quick stab-kill item, it's a bracer that shoots out a short sword to be used as normal. It can also be used to block blows but this can be risky. It does have on the inside a picture of her old friends (and possibly family) The sheath for her longsword runs from her waist down her legs and narrowly misses the ground. In RWBY Fashion, when drawn it opens the back of the sheath to enable it to be drawn easier, but putting it back away is a bit of a struggle. She also has a shield on her back, but this is a standard heavy large steel shield, nothing fancy

Personality/Quirks: Ashe is a woman who carries with her a good deal of compassion and strength, one who brings with her a great deal of experience, knowledge and know how. Ashe can be a stupendous force in a fight.

Whilst she is physically strong, it's her mental resolve that is her greatest strength. She doesn't give up, she doesn't give ground, and she will endure until the end in order to do what she believes in. and this isn't just physically enduring, she is a strong mind, one that has seen the depths that people can drop to in their despair. She's been there, only difference between her and then is that when they looked into the Abyss, they blinked.

She is an advocate of the 'Tread softly and carry a big stick' mindset when it comes to debates. She knows that her words have to carry wisely, but in case they don't, she always has her sword with her. After all, you can't win a debate if the person your debating has you at the point of a sword, or indeed knows the perfect way to dismantle your company piece by piece from the ground up. Whilst she'd rather avoid blood shed, she knows that at times she will have to. And when it comes she can rely on her significant skill in swordsmanship to win.

Despite this, she is known to be kind, compassionate even, and can put her own needs aside in order to help people. She has often rescued people lost in the badlands from Grimm or monsters without thinking about her own safety, and is somewhat of a hero in her 'homeland', The Kingdom of Pharastia, for all she's done. She does have her fair share of doubts however. Whilst she believes in the cause, she doesn't believe herself to be a good mother, doubting if she should have ever given birth, and worried that she is too weak to even think of approaching her daughter to tell her of who she is, but still, she checks on her from time to time, making sure she is still safe, still in good company.

Talents/Strengths: master of the sword, Stronger aura then usual due to her birth on Earth. Determined and unrelenting from her own goals, but willing to compromise if it benefits her. Whilst an old school fighter in terms of her weaponry she can more then keep up with the weapons of the Hunters and Huntresses, never mind the Orbal revolution. Tactically minded.

Weaknesses/Shortcomings: Ashe has a bad habit of being too focused on her own personal goals, sometimes to the expense of everything and everyone else. This narrow-minded attitude affects her both in combat and in dialogue where she can't help but speak her mind before thinking of the consequences. Despite her innate talent and motivation, she is struck with occasional bouts of self-doubt, shaking the otherwise steel wall that is her heart.

Personal Weapon: Ambition: a longsword that reaches about half way along Ashe's body, made out of steel and lined with silver, with runes down the blade, along with a netted cross guard to protect her hand. The blade itself it heavy, though Ashe is one of the few people who can use it one handed. The hilt is made of steel, with a leather cover and gems in it, with the pommel being made of sapphires

Cobra fang: the Hidden Blade on her wrist, it's nothing fancy, just a simple bracer that can eject the sword within to enable it to be grabbed by the hand. This can actually be used as a sort of point blank missile weapon. It does have a few pictures within it, to remind her of better days.

Throwing Knifes: Nothing fancy, just a series of finely balanced throwing knives. She keeps a good amount of them on her.

'Special' Orbment: as an Enforcer she benefits from an orbment that is....generally not available to the public. She has the words 'for Eli' inscribed on the interior of the locket that contains this.

Bio: There's a long history regarding Ashe, one that no one can confirm or disprove just about anything about. She has had as many different names and personalities over the years that everyone has a different angle on who she truly is and who she is and what she represents. Everyone knows her under a different name.

We begin the merry tale (if it can be called that) in the grand years following the fall of the third Reich, 1955 in Austria, and with the end of Allied Occupation in the country and the return of democracy in the country. This also heralded the birth of the young girl who's name would be forgotten to history quickly. A young Austrian woman gave birth to the woman who would become known as Ashe. Normally this would have been a good thing.

But then came the summons.

Ashe's first memory is of being raised in an orphanage in North Ambria, the place she'd always call home. Her mother left her there when she was two, hoping she would have a better life then the one she was having. The people renamed her to Ashe Erroten after the colour of her hair. She grew quick, and took care of the others as a mother would, and by her 10th birthday she had become a notable face around the orphanage. Keeping the peace and making sure the kids were safe, and happy as possible.

Things weren't too peaceful for long, as on the year of her 12th birthday, War came to the country. The Gaz War to be precise, and when the threat came to her home, she picked up the sword, fighting to keep her new family safe. Whilst she lack skill and finesse, even at this young age she showed Potential, and when the war ground to it's end, she knew what she wanted to do. She grew up quickly, and on her 17th birthday enrolled in Beacon Academy to become a Huntress, and during her time there was known for being a superb swordswoman, leading the way in both academic and physical pursuits. She passed with flying colours at 20, and went on to hunt Grimm

And it was on her 22nd that things started going wrong. Whilst trying to aid miners who had dug too deep and found a nest of monsters, she risked it all to save all of them within there...and almost failed. One of her shots caught a powder keg in the mines, blasting shrapnel all around, and catching a pair of miners who were trapped within. Ashe herself was lucky, staying out of range just and cutting down the monsters once and for all, taking them out of the mines as quick as she could, but being unable to know what she had done.

It wasn't long after this that she found out from a news report: a child born to parents caught up in an explosion, and her mind instantly went back to that day, knowing it was her. Doubt and self hate clouded her mind as she realised something She couldn't help everyone....much as she wanted to. She might not have been altogether responsible for what happened, but it was her shot that caused it to happen. She drifted for years, and years later gave birth to a healthy and active girl. The doubt in her mind forced her to question herself. Was she going to be alive for her to grow up? Was she going to even keep her alive? She didn't know, and thus, did what she thought was the best decision she could. She gave her up to a family in the Empire unable to have kids, leaving her with a small necklace before disappearing. It was then that she resolved herself once more, to make this a safer world, where no Grimm or monsters would threaten her child.

During the 100 days war she fought on the front line, albeit forced to away from the military as the front line dissolved, but she didn't lose hope, still doing small raids on her own here and there, determined to give the occupation forces what ever trouble she could. It wasn't long after this was resolved that she received a mysterious offer....one too good to refuse, though she still goes back to check on her daughter, admittedly with her unable to recognise her anymore.

Crafts: Shotgun: a quick draw of the pistol and blast at the target.

Knives: a series of attacks with her throwing knives.

S-Crafts: Unerring Blade: Ashe starts by throwing a series of knives at the target, charging at it as a follow up and slashing at it, breaking off to the side before her and a copy of her come back in and slash it again, this repeats twice more, with the trio of them lifting the target into the air and the 4 jumping and slicing through the target, Ashe landing the other side and spinning around, firing a shotgun blast at them just as they land.

Orbment: HP 5 (Water 12) Attack 5 (Fire 12) Defend 5 (Earth 12) Shield 5 (Wind 12), Move 5 (Space 12), Defence 4, (Earth 8)

Totals: Water 12, Fire 12, Earth 20, Wind 12, space 12.

Orbal Arts: Stone hammer, Earth lance, Petrify breath, Stone impact, Titanic Roar, Earth Guard, Earth wall, Aqua Bleed, Blue Impact, Diamond Dust, Tear, Teara, Tearal, La Tea, La Teara, Fire Bolt, Flare Arrow, Napalm breath, Fire Bolt EX, Spiral flam, Volvanic Rave, Air Strike, Aerial, Aero Storm, Lightning, Plasma Wave, Sylphen Guard, Syphen Wing,

Semblance: Crusader: Ashe gets a pair of fiery wings on her back, much like a phoenix. When her Aura runs out, these appear and leave an ashen trace behind her, her aura replenished fully, along with her strength speed and endurance

4/3/2017 . Edited 5/7/2017 #17
thebladeofchaos

defunct

4/3/2017 . Edited 11/3/2019 #18
Ninja on the Roof

Name: Bolo Onza, the Prowling Guillotine

Age: 35

Gender: Female

World of Origin: Gaia

Appearance: An faunus woman of Amazonian proportions at 6'3"; hourglass figure complemented well by very toned muscles, most notably on her midriff. Dark bronze skin marred only by the occasional claw or blade scar, mostly on her arms and legs. As a Lion faunus, Onza has several features shared with the notorious big cat of the savannah; piercing orange eyes with small black pupils, usually set in an intense predatory stare, jaws lined with fangs, feline ears on the top of her head, and her hair, coloured black with streaks of yellow, comes in a "mane" of braids decorated with gold rings and bands.

Her attire is sparse and unorthodox. A fishnet top worn under a metal breastplate that protects her upper torso and her modesty, held in place with a black leather belt. A harness leashed around her torso hold a pair of large metal pauldrons, studded with broad dull spikes. On her hands a pair of gauntlets fashioned of the same material as the pauldrons, inlined with black leather, studded knuckles and fingerless.

A black belt of leather wraps around her stomach at belly button level, from it hangs a pair of pelvic curtains, one back the other at front. Both are dyed in dark red, hanging just past her knees. On her belt are loops for the scabbards of her many daggers, as well as one large loop on the back for her shortsword. She wears a pair of black thighhigh boots, reinforced with metal plating on her thighs, knee, and legs.

Personality/Quirks: She embodies all of her ideals. To her, true happiness is "to scatter your rivals to the wind, insuring that they never rise again, to claim their best plunder as your own, and to choose a mate truly worthy of your attention". She is a woman of the hunt, raised for it and lives by it; it is her greatest thrill, and always pursues the next best challenge. What she calls confidence, others calls arrogance but it is arrogance that she can back with ability alone. Onza is always keen to get what she wants, even if it has to come at the expense of others. Not once has her heritage as a faunus ever stopped her from living life the way she wants to, and neither does the jeers of those who reject Faunus keep her from being who she is, preferring to define herself by ability alone.She's also a massive tease, somewhat tying in to her predatory attitudes. Always poking fun at her comrades and allies, but always in good fun. No point in making more enemies than you will already have on the hunt. Now, Onza is not a completely terrible person, but she is not the kind of person anyone would want to run into in a dark alley.

Talents/Strengths: A master tracker and warrior, her skills at stealth and tactics at an expert level, and she is no slouch in all out melee combat. She has mastery over her semblance and can manipulate her Aura to camouflage herself in an invisible veil.

Weaknesses/Shortcomings: Onza is not so much a team fighter and she has her own ego to thank for that, whenever possible she would opt to go it alone or at the very least just one partner, even then she expects her partners to play a support role. Her marksmanship is woefully average, relying on accuracy through volume than precision.

Personal Weapons: Onza is never without some kind of weapon on her person. A dozen throwing daggers are worn on her hip, a broad heavy shortsword on her back, and massive two-handed battle ax always in hand. Her hands possess claws that she can retract at will and sharp fangs that can break bones. The most exotic of her weapons, however, would have to be the machine gun she carries. A gift from her lover, as she claims, is a stamped steel light machine gun. Belt fed, retrofitted for dust cartridges, loud and unwieldy, this "M60" is a formidable weapon. Belts of ammunition drape across her body, completing the image of a practiced mercenary.

Bio: Who can say who Bolo Onza truly is and how she came to gain the title of "The Prowling Guillotine". The rumors surrounding this ferocious huntswoman seem to go back to the Hundred Days War, back to the the Faunus Rights Revolution, and as far a the Great War that nearly consumed the great nations nearly 80 years ago. With her apparent age, this seems impossible for Onza to be the "Prowling Guillotine" that is spoken of in the myriad of spook stories that date back so long ago.

But the explanation to this is quite simple: She isn't the first.

The first to be called the "Prowling Guillotine" was her great great-grandfather, a lion beastman of remarkable skill with a blade who left a trail of severed heads and limbs in his path to glory during the Great Wars many decades ago. History may have forgotten his true name, but his legend persists in hushed whispers. Bolo's mother would continue that legend, lending her skill to her fellow faunus during the Faunus Rights Revolution, where she fought and died for their cause, survived by only her husband, her daughter, and a legacy of bloodshed.

Onza would be the next to take the title, taking what she learned from her family and its history and going out into the world as a simple adventurer. Her reputation would grow as she mastered the use of her ancestral weapon, and with every successful bounty she turned in to the Bracers and every Grimm she killed for the Hunters. But the height of her career would be at the zenith of the Hundred Days War a decade ago, when she engage in the greatest hunt in her life. Hired on as a bounty hunter by some Imperial officers to track down and kill a "Armor Hunter" that had been crippling their tanks and golems with a cannon of some design. It proved be to a daunting challenge as the hunter had rarely left a trail and when he did it was laden with booby traps that Onza could rarely detect. If it was not a land mine or some kind of tripwire, it would the hunter himself always taking shots at her that nearly cost her life. When she finally caught to her elusive prey, in a run down tavern in the borderlands in between the Empire and the Kingdom of Liberl, the war was over and the bounty was called off.

But she did not care, this "Man of the Roaring Gun" gave her the greatest thrill in her life, and she something for the man she had never felt for anyone before. Affection. He was the warrior she sought for in life, the one worthy of her attention and privilege to be her mate. However, that would not be the case at that moment as the Man of the Roaring Gun merely declined her advances; though in the following years the two would become partners from time to time, their relationship going on and off, taking several peculiar turns.

Today, the Prowling Guillotine has signed on to a up and coming mercenary outfit that goes by the name "The Mask of the Sun", taking work as the leader's bodyguard. She finds the young imperial interesting enough to follow her along any adventure she drags her outfit into. So long as the girl keeps to her contract: Onza keeps what she kills.

Semblance:

Lion's Roar - Like the beast of the blazing plains, Onza can roar so powerful that it distorts the air and generates a continuous stream of devastating force that can level a small building. However, this power is linked to her passion; the stronger her passion for something/someone is at any given the powerful it is. Thus, she cannot use this power at will.

4/25/2017 #19
Azure of the Auspicious Rain

Name: Lyra Newland

Age: 16

Gender: Female

World of Origin: Earth

Appearance:

Lyra is a British teenager lady with blond hair which reaches quite far down her body. She has a slender body maintained by a dabbling in a wide variety of physical activities through her youth and behind her gentle face her eyes are purple. Her appearance gives off the air of a gentle lady of aristocracy, not unaided by her everyday mannerisms. She normally wears either the green uniform of Thors Academy or a blue sleeved buttoned blouse and a long dark-blue skirt.

It is commonly agreed that despite the modest and sometimes old fashion of her clothing such traits add to her appeal instead of detract. Instead of looking "cute" it is frequently commented that her clothing gives her an air of grace and elegance.

Her phantom thief outfit, on the other hand, is completely immodest in that it demands attention simply due to how bizarre and out of place it must seem while somehow retaining an air of elegance at the same time. Her costume consists of a long sleeveless black wedding dress with a slit on the legs which she intentionally designed in for the calculated purposes of appeal, mystique, having a way of reaching her utility belt without wearing it outside of her dress and, pragmatically, distracting the male guards for a few seconds while she proceeded to knock them out.

Her arms are covered by two long black wedding gloves which serve to hide her fingerprints. On her head she wears a large rose-topped hat and her eyes are obscured by a black mask not dissimilar to a certain other phantom thief, hiding her identity and ensuring that pretty much the only thing people can say about Phantom Thief Mist's identity is "She's blonde". Outside of this wonderful attire she also has a strap for her orbal gun on her right thigh.

Personality/Quirks:

Dignified and poised even in the middle of a maximum security bank, Lyra is a woman who likes to show off. She taunts the police and flaunts herself even in the middle of a heist, often glowing and savoring the attention everyone gives her, completely contradictory to most ideas of thieves and burglars. She makes a debacle of her heists, intentionally revealing herself to the pursuing authorities in front of large crowds just to amaze people as she makes her escapes. In many ways, she holds her heists like a show, a game – one of wits between her and the authorities.

Despite her thievery, she does have a sense of justice, going out of her way to target the slothful, the greedy, the corrupt – and only them. She is extremely insistent on being referred to as a Phantom Thief, claiming that she has some level of decency above the common criminal. However, during her heists her greatest emotional asset is her calm, confident and smiling poker face.

Outside of heists, Lyra is a cheerful, energetic person. Eager to get out and explore, Lyra hides a keen wit and sharp eye under brightness and cheering on others. She plays the part of an eager student from another world willing to learn more about the world, while keeping an eye out constantly for other types of information – of corruption, evil or openings.

Talents/Strengths:

Lyra is a skilled thief both in and out of a heist. She can probe a facility for weaknesses, crack safes and swiftly take something out of a pocket or vault without anyone noticing. She is stealthy and competent to the point she would be a formidable thief in her own right even without her Chang'e or her powers.

Another, much more surprising skill of Lyra's is that she is, on top of a thief, an extremely accomplished sleuth. Although she once upon a time acted upon mere rumors, the prospect of taking on more powerful entities ensured she had to discover concrete evidence of their wrongdoings; evidence that could not be washed away with money and prestige. Following money trails, linking documents, connecting events and people, the longer she acted as a phantom thief the more naturally it came to her. Most ironically, had she not followed the path of a phantom thief - or should she still choose to abandon it - then becoming a detective is a very real option for her.

Weaknesses/Shortcomings:

Pride – Lyra will respond to any challenge, taunt or even false crime notices given in her name. This makes it very easy to draw her into a trap, but whether that trap works or not is another matter altogether.

Crippling fear (Spiders) - Due to a childhood trauma from when she was ten, Lyra has a crippling fear of spiders. Her skin will turn pale and she will start to sweat at the mere sight of one.

Personal Weapon:

"Tief" (Tiefschwarz Aasgeir): Originally a slider, this particular model was modified to utilize Ether and given a redesigned body. Unlike the more utilitarian design of sliders, Tief was given a much more complete avian body, complete with head and claws. Installed with Ether weaponry, making him the first ever Magitech Unmanned Gear. Fearing the proliferation of such weapons, the Celestial Union requested their longtime sometime nemesis, sometimes ally sometimes rooftop buddy Phantom Thief Mist to steal Desperado's prototype before it could be mass produced. This was a heist she did not return from.

As an ether powered UG, Tief can fire weapons without reloading and aids Phantom Thief Mist by acting as her scout and wings during a heist. Tief is programmed with an AI which, not unlike Bladewolf, is capable of learning to a frightening degree. Tief also comes with a downloadable app which allows the user to track images from Tief's point of view, to locate him via GPS and has a chat system which allows Tief to communicate with words.

Blackmist Staff – A black fancy-looking staff that one can see being carried by her whenever she is in Phantom Thief mode, the Blackmist Staff is actually solidified black mist which she uses to create it. It can either serve as a combat staff, a blunt sword or even a source of mist itself.

Outside of her staff, Lyra has an Orbal gun and a combat knife as a sidearm.

Bio:

Lyra was born to old money: her mother and father were descendants of aristocrats and landowners, the sort of people who basically ruled Britain back a few centuries ago and still had quite a considerable amount of wealth. As a result, she was given the best quality childhood money could provide. This wasn't to say that she suffered the fate of having parents who believed that all they had to do was throw money at people to take care of her for them, oh no. She had quite a happy childhood – no matter how busy they were, her parents would always find time to be with her.

When she was six, during elementary school at a private academy she met Victoria, her first and lifelong friend who had been with her since. The two immediately hit it off when they met each other in their first grade class. Since then, her life had only been filled with more happy memories trying new things, developing new interests and having fun with her dearest friend. Well, mostly happy memories.

When she was 10, Lyra was vacationing with her parents in Sydney. She was enjoying her time at the beach and seeing the beautiful Australian land when one morning she awoke to find a massive spider right on her belly. Her urge to scream at that sight was only stifled by the even more scary idea that if she did, she would surely die. She stayed that way for a good fifteen minutes, only whimpering with tears forming on her eyes out of the thought that the spider could inject her with venomous venom any moment now, and when her family came in and chased the spider off she cried in relief. Since then, she has had a deathly fear of spiders but nevertheless, the event did not deter her from continuing on her life as she did before. Soon enough, as if in compensation for her moment in Sydney, adventure entered her life.

Two weeks after returning from Sydney, bringing home souvenirs, a nice tan and a childhood trauma Lyra and a friend were in the park with Victoria showing off a bracelet she had received as a present from her parents when the classroom bullies, led by some brat who had been spoiled by his father, surrounded the two girls in the most gentlemanly and fair fashion they could in mustering the courage to face two 10 year old girls and challenging them when they outnumbered them a good three to one. One of the bullies snatched the bracelet off of her hands and smacked her away when she tried to get it back. This was something which caused Lyra to feel something she had not felt before. A certain fire in her was lit at that moment.

Later that night, Lyra headed to the house of the bully. Climbing the fence, Lyra snuck into the bully's room through an open window and managed to get out, having a brief heart attack as she heard someone coming up the stairs and only managing to breath in relief again after she was far from the house with Victoria's bracelet safely in her hands. To her, despite the panic and fear she also learned another emotion that came with doing it: excitement. The rush of being pushed for time, the feeling of being so close to discovery yet ultimately invisible, the feeling was... intoxicating.

At the age of 10, Lyra had made her first heist.

Returning her bracelet, Lyra and Victoria continued their friendship. Through this time Lyra continued learning new skills, learning the martial art of jujitsu as a form of self defense. There was, however, a secret she had kept. Ever since that day when Lyra reclaimed Victoria's bracelet she had become fond of the thrill of theft, the feeling and rush of excitement as every moment became a risk. She began stealing things which people didn't really own but claimed anyways, becoming something of a local legend within her school (without her name actually being attached to it, of course, lord knew what her parents would say if they discovered what she had been up to) for retrieving items that had been stolen or forcibly taken. Through these small heists into supposedly locked classrooms and lockers Lyra slowly but surely gained the sense and skill of a thief.

Her life was shaken, however, when at the age of 12 her family informed her that they were to move to Japan. Unwilling to do so but nevertheless accepting the fact they were to pack up and move, Lyra said her goodbye to her childhood friend and moved halfway across the world. Right towards the capital of Japan: Tokyo. While she did her utmost best to fit in, she still found herself restless. She knew what was needed – she needed to return to what she was doing back in Britain; she needed to steal.

Continuing her kleptomaniac habits, Lyra slowly adjusted to life in Japan before things took a turn for the worst – Victoria's father was dead, murdered in what seemed to be a mysterious mugging. Returning to Britain for the funeral, during the ceremony Lyra could not help but notice a small group of unknown men who were watching the funeral from outside the graveyard. Not even taking the time to change out of her funeral dress, she followed the men towards what seemed to be an abandoned building.

Listening in on their conversation, she discovered to her horror that Victoria's father wasn't killed in a random act of violence. Instead, he had debts to the criminal syndicate Rebellion, debts which they threatened to fold on by taking his daughter. A threat they were still very much willing to make good on.

Attempting to record their conversation, she was noticed by a Blazer among their group. Trapped and dragged out in the open, Lyra as surrounded and sure she was about to follow Victoria's father into the grave. That was when Chang'e spoke to her.

Chang'e did not offer, but demanded answers. She offered no promises but only questions. The spirit that appeared before Lyra then and there gave no encouragement or insult. Instead, it was simply power – if Lyra was courageous enough to take it.

With fire lit in her heart, Lyra accepted the pact.

Overwhelming the Rebellion followers, she battled the Blazer with her newly obtained abilities. With enough of a disturbance to cause police to rush to the scene, the uniformed cops arrived just in time to see Lyra standing over the defeated Blazer right before she vanished into dark mist. With several of the members already being wanted, police had no issues bringing them in and charging them with the murder of Victoria's father.

Justice had been executed, but Lyra's heart desired more.

Since then, the name of Phantom Thief Mist began to spread around the word. People spoke of a mysterious woman who would expose corruption wherever it spread. Lyra's small-time thievery became a national – and then global – phenomenon, and she herself became more and more audacious to the point she would bring targets off balance by announcing her heists well ahead of time, to give them time to prepare defenses the best they could before she tore through them in a dazzling display of magic, cunning and wit.

That was, however, until a year ago when Phantom Thief Mist disappeared along with a top secret Desperado cargo truck.

Crafts:

Blackmist Clone

Lyra is able to create a clone of herself out of black mist to take one hit for her.

Luftangriff (Line (M))

Calling for her beloved Companion, Tief appears and swoops onto the battlefield, strafing an area with orbal weaponry before flying into the air again.

Critical Heart: Phantom Raid

Five mist clones of Phantom Thief Mist appear, all of them charging towards a target to engage in a physical combo that she would never be able to accomplish alone.

S-Crafts:

Arcana Blaze: Moonlight Shadow

Black Mist surrounds the area, with the last thing those caught in it experience before being plunged within it being the unnerving laugh of a vengeful, wrathful Chang'e. As they stumble helplessly with their sight – and their other senses – robbed, a vision of Phantom Thief Mist appears right in front of them, with a gun aimed right at their head before she pulls the trigger. Many would faint right from the belief they died right then and there.

(Area (All) Fear (80%), Blind (80%), Paralysis (80%), all effects 100% at max CP)

Arcana:

Chang'e of the Moon

The entity which appeared before Lyra in the depth of desperation and despair, Chang'e is an enigma; a deity with goals and motivations as mysterious as the abilities she grants the phantom Thief and which gave the thief her namesake: Mist. Why this entity aids this young girl, no one knows.

An embodiment of the mysteries of the moon, Chang'e grants Lyra mastery over shadow, mist and mystery. This mastery comes in the form of a dark, unnerving mist which obscures the vision of all except Lyra. Even more dangerous, however, is the fact that this mist is capable of making those who breathe it in see hallucinations. The most courageous of hearts is useless in the midst of the black mist if that courage was directed at a false rather than real threat. The most deadly of blade is harmless if it is swung at nothing. The most powerful of warriors is powerless if he cannot see who he is fighting.

5/2/2017 . Edited 5/6/2017 #20
Gundam Pharmacist

Melody "Mel" Cassandra Alisa Rosalina Marcia Sophia Melissa Miguel Montoya Almark

14 years old (May 19th)

Earthling

Appearance:

A bespectacled lean reddish-brunette just beginning to mature into a woman, Melody stands at five-foot-two with shoulder length brown hair and blue eyes. She has a lightly tanned, toned body from months upon months of forcing herself through grueling training regimens, yet never looking truly muscular. She often wears part of her hair in a ponytail behind her, tied with a long pink ribbon she holds dear.

Halter-tops and denim shorts are her preferred choice of garment, though she'll often have a open front hoodie wrapped around her waist for cold mornings or evenings. She opts for either ankle or knee length loose socks and sneakers, going with her theme of clothes that are easy to move in.


Personality:

Melody gives off the vibe of being a free-spirited, energetic youth, always trying to do something where she is. She seems whimsical, moving at her own pace as opposed to everyone else. That being said, she's one of the more down to earth, level-headed people in the group due to her relatively unique upbringing. Some may get the feel that she's often disconnected from the big picture and the consequences her actions may have, but can't figure out if Melody doesn't know about them or simply doesn't care.

Once Melody starts something, she tries her best to keep up with it as much as she can, even after her goal has been seemingly 'accomplished.' Her superior athletic abilities and reflexes are a product of her constant training over the past few years, keeping up with the basic regimen given to her by her teachers to this day, every day. Despite that, she doesn't hold others to her standard; in her eyes her distant goal is hers alone to achieve.

Talents/Strengths:

While Melody is exceptional in most athletic ventures, she's also quick of mind and enjoys various different games where she has to make judgments and snap reflexes. Her convictions are strong for someone her age, refusing to be waived from doing the right thing by sweet talk or threats of violence. She also makes a surprisingly good judge due to being impartial on most matters.

Weaknesses/Shortcomings:

Melody's impartiality comes from her lacking the experience that others from Gaea have accumulated over her lives; there are just some nuances she has yet to understand at all. To that end, she is bound to make social faux-pas in public without the constant watch of others - she sees no reason to treat commoners and nobles differently, has little regard for customs that seem outdated or barbaric to her, and will freely speak her mind on how others act, even if it digs all parties involved a bigger hole.


Personal Weapons:

Donpachi: A stun knife she received as a birthday present from her sister. It is a simple solid weapon with a nine inch blade and a four inch handle, using an internal power source to deliver a powerful electrical current through the blade into her opponents. This makes it an excellent weapon for both lethal and non lethal attacks.

Scarlet Devil: Modified red ether pistol bought with the help of her friends. The weapon was made to order to resemble a Model 1911 handgun, but instead of a clip or the traditional Shizuma Drive, it instead uses an ether engine that draws directly from her own power in order to fire energy shots. It is as much an offensive weapon as it is a training tool for her.


Bio:

The younger daughter of Lieutenant Melissa Almark and Staff Sergeant Miguel Montoya, Melody was destined to be just as odd as her sister the day she was born. She admired her whole family from an early age, from her parents' way of life to her sister's sheer determination to find magic in the world. Their drives drove her to want to help any of them however she could.

Her greatest dreams and worst nightmares both happened when she was about ten years old. Her sister had (somehow) become the one girl among millions chosen to represent America as an 'Infinite Stratos' representative, whatever that actually meant. Despite the limelight being focused on her sister and being subjected to the effects of the paparazzi herself, she was happy for her sister. Mist had been bullied mercilessly at school for her dreams, to the point that even mentioning them made her older sister flinch. If putting on a smile here meant her older sister could pick herself back up and be happy again, Melody was more than happy to do so alongside the rest of her family.

That came crashing down with the events of the Outer Haven incident, when both of her parents were called into action to serve their country. There was nothing Melody could do, she knew that. And she knew that this was something her parents had to do, it was their sacred responsibility as soldiers. Knowing this, repeating it in her mind did absolutely nothing to alleviate the loss of her father, Miguel, or the drastic change she saw in her mother, Melissa. She couldn't help but feel that somehow, even if just a little bit, it was partially her fault. If only she had been a better child. If only she'd behaved more often. If only…

These feelings of guilt and regret and yearning for the time before nearly consumed Melody entirely. She couldn't allow her sister or mother to hear about this; she feared if they did, it would only hurt them more. But she couldn't just keep it all bottled up inside either. She wanted to have someone to talk to, someone like her dad, someone who she didn't have to fake being happy around. Someone that she could trust in, someone whom she knew wouldn't tell her secrets to anyone.

And somehow, for some reason, in a strange twist of fate, her wish was granted a month after her father's funeral, visiting his grave alone as it started to downpour. Yet, as it took her a few moments to notice, the rain didn't touch her, as if someone had offered the shelter of an umbrella over her kneeling form. That couldn't be right though, because instead of a faint shadow surrounding her, she was the only person, the only thing cast in a vibrant, soft and warm light.

That was the day Melody finally succeeded in achieving her original dream of helping her sister. It was the day she met and formed a bond with the being whom called itself Quetzalcoatl, the Arcana of the Sun. Even if it wasn't true, and if she knew it wasn't in the back of her mind, she took it as a sign her father was watching over her. She took it to mean that it was now okay to live the way she wanted to for her own sake, not just for others.

And so, she decided to give it her all to live in a way that'd make her family proud, whether they were there or not or could see her new friend or not. She threw herself into basic training after finally causing her father's late friends into helping her, not once asking for them to go easy on her. She forced herself to learn ways to fight and train, including a form of what her new instructors called 'CQC.' She registered herself with the ministry, and even decided to enroll herself in Japan a year after her sister did, though she chose the Hagun Academy to further hone her skills.

While Melody's drive directly opposed Mist's more laid back and relaxed way of coping with loss, as their personalities began to clash as siblings often do, they never began to resent each other. And even as their lives pulled each other apart, they knew they could both meet again in the same blue skies they called their own. It was during one of these meetings that turned into a sparring session when they felt the gentle but irresistible tugging sensation that pulled them into a place they never dreamed existed.


Crafts:

Solar Flare: A bread and butter technique focusing her energy at a point to flash brilliantly for a few moments, blinding those in the area. (Area L, Set, Blind)

Morning Glory: Radiating aura as beautiful light from a strange golden glyph, Melody causes those around her to be basked in a warm, gentle glow that invigorates their bodies. (Strength 25%, HP Regen, 4 turns, cures debuffed stats.)

At the Ready: Melody assumes a defensive stance momentarily, ready to evade the next attack thrown at her and punish the offending party with a brutal counterattack. (Strength 25%, Evasion 50%, 1 turn. Can evade and counter magic.)


S-Craft:

Disaster Flare: Melody cloaks herself partially in the same golden aura that her glyph is made of, including her feet and weapons. She 'dashes' towards her opponents, leaving particles of gold light in her wake as she performs nigh-impossible maneuvers to strike with gun and blade at high speed on everything in her path.


Semblance Arcana: Quetzalcoatl of the Sun

There are tales of a quartet of Maidens that wield the power of the seasons, masters of their elemental abilities and with even the power to fly. This is common knowledge. What none but the fewest people know is that the tales are true. But not even they know about the 'other' Maidens, and how could they? After all, these Maidens, ones like Melody, are Maidens of the Mystic Moon.

As the Maiden of the Sun Arcana, Melody runs a striking parallel to the tales found on Gaea, though there are some key discrepancies. She is quite capable of flight, creating golden wings of solidified sunlight at her ankles when she does so, and can use more of this light in various different techniques as well as permeating the entire area with the stuff. However, this is only possible due to the contract she has forged with the Sun Arcana itself, and due to the peculiarities of Gaea, both find themselves weakened in this new world, unable to reach their full potential yet.

5/6/2017 #21
Gundam Pharmacist

Mist Cassandra Alisa Rosalina Marcia Sophia Melissa Montoya Almark

18 years old

Earthling

Appearance:

At five foot seven, Mist has grown into a fine young woman, somehow retaining a cheerful, gentle, innocent appearance while working out her body to get the most curves out of it as possible (she attributes it to not being a die-hard dieter.) She has long reddish brown hair falling just past her shoulders with bangs gracing her eyebrows in front just above the same blue eyes her sister has. She often wears a bright smile, pronouncing the soft freckles around her dimples.

When not in her red white and blue pilot suit or her white and red IS Academy uniform, Mist leans towards long sleeved shirts, sweaters, dresses, and skirts, often preferring tights or thigh-high socks to go with the ensemble and finishing it off with leather boots.


Personality: Mist wears her heart on her sleeve both in front of and off the cameras. She has a strong moral compass for herself, causing quite a few people to be shocked at how genuine her 'on-screen' persona is to her personality. Overly kind and with a burning desire to help others however possible, Mist has a tendency to put the needs and desires of the many over her own. Her logic for this is that she doesn't have a strong dream or future planned out for herself because she already is living a dream. By that thought, she sees the 'right thing' to do would be to help others accomplish their own dreams.

While on the surface she may seem superficial, she has become a rallying point for American nerd culture thanks to her own likes and hobbies. Mist was shy of her love of speculative fiction and various animated works until her status as America's representative brought an incredible amount of media attention to her. This caused Mist to hold a policy of transparency on and offline regarding her interests. Whether it's her doing reviews on media or airing her thoughts on situations, talking and offering to help others on social media or having discussions with detractors, she holds herself to be as honest and truthful as possible and trying to give the courage others need to do the same.

All of this is born of how Mist looks at herself as an icon for her country. In her mind, she's less a celebrity or an athlete for America, but a Heroine chosen by and for the people. With as much honor and joy she feels for such a thing comes an incredible amount of responsibility. She strives and struggles to not just live up to that responsibility, but embody the ideals America stands for even if her country fails to do so itself. She seeks a world where everyone can freely be themselves without having to fear what others think or feel about them, and will call out and crack down on those that discriminate or bully others.

Mist herself holds no love for war or battle; she finds sending people to fight and die in a world that has managed to avoid massive conflicts deplorable. At the same time though, she values the people who dedicate their lives in the military to protect the peace as well as the sacrifices that were made in getting the world to this point. After all, both her mother and late father both served proudly.

Despite all that, she absolutely adores skirmishes and duels in an IS, as she sees that as honorable combat with little risk of someone dying. This makes it difficult for her to fight to the death or with lethal force if she's aware of her opponent being a living person. However, Mist's ideal of a hero is someone that 'will do what needs to be done' - if lives are on the line and the only alternatives put them in danger, Mist will follow that mantra.

Mist also attempts to empathize with others and their struggles, to the point where she will personally talk to them either on social media or in person - absolutely refusing any kind of middle man between her and the people she represents. She finds it incredibly difficult to condemn someone for simply their actions actions herself. Mist works to understand others and what made them feel and act the way they do, and perhaps try to help them one way or another. She refuses to call herself impartial - she prefers the claim that 'she'll try to be on EVERYONE'S side,' - to see everyone's point of views and find a solution that makes as many people happy as possible.

Even then, Mist herself has her limits. There are people in this world she simply cannot get along with or empathize, and ones she just finds as antagonistic or several choice words she'd rather not use unless she has to. Specifically, she finds those who are wholly selfish and self-indulgent for their own pleasure difficult to relate to at best, and disgusting at worst. While she doesn't forgive people for the actions they do with some sort of excuse, people with a strong reason for their actions are a lot more sympathetic to her than those who do bad things for their own sake; that's the line Mist draws at who's redeemable and who's not.


Talents: Mist is incredible when it comes to empathizing and bonding with people, mainly due to how open she is in regards to herself. That combined with a strong moral code and refusing to define a person by their actions alone causes her to be easy to relate to if not charismatic or infectious to others. She's open to trying various things and keeping an open mind, and tries her best to accept criticism in various forms. In combat, Mist has some difficulty due to differing limitations but that causes her to strive even harder and pushes her to her breaking point. She cannot comprehend doing something half-heartedly; giving a task one-hundred percent is her MINIMUM standard.

Shortcomings: On the other hand, this does cause Mist to burn out at points, despite her best attempts to power through everything from disinterest to fatigue and honest sickness. While she does enjoy relaxing and isn't what one would describe as a workaholic, Mist's schedule and standards sometimes cause her to take on a behemoth of a workload with little time to unwind in the process.

Mist also has an incredibly difficult time dealing with horror and things of that nature - she's squeamish when it comes to seeing someone being killed or hurt in gruesome ways. Part of this is one of the reasons she has a hard time fighting people with lethal weapons and will aim for a KO or a disabling shot rather than a victory.


Personal Weapon: IS Gladiator Maxwell (see mecha section)

Bio:

Mist was born in Jersey City, effectively being in one of the largest concentrations of people on the planet. Exposed to all different manner of cultures and influences at a early age, she grew to have her own peculiar tastes at an early age, something that even her baby sister could see. Though she was certainly bullied and made fun of for different eccentricities (from wanting to be the princess/damsel in distress in some playground games to being thought of as a nerd for liking comics aimed to boys), she at least had access to different communities of people with similar tastes to endure. While she didn't enjoy being picked on, she was willing to accept the fact that it wasn't going to change anytime soon.

However, fate would prove her wrong when she decided to try out for a competition for being chosen to be America's first IS representative candidate. At the time, the technology was still in its infancy and the USA had decided to treat it as 'reality show meets Olympic Sports' rather than anything else. When the show started in New York, it came as a shock to most that they would find someone as compatible with it as Mist, the 118th girl to try, so early. This included Mist herself, who didn't think something so fairytale-esque would happen to her.

When reality caught up to her though, Mist, along with her parents, decided to try to pursue this goal of winning the contest regardless of if anyone else was found to be compatible. Mist approached it by following the advice of her parents and soon-to-be IS developer and uncle figure Howard Stark - to be as genuine as possible to convince everyone that she was not only the best suited to operate it, but the most mature and behaved to represent America. Using her loved stories of superheroes as inspiration, her 'persona' reflected her seeing this as a privilege and responsibility to do what she could for the country, something that the audience and public ate up.

Even though she managed to win the hearts and minds of others, there was one that she lost along the way due to the Outer Haven incident. When her father came back in a casket, her resolve wavered. One of the most important people in her life was gone for good, and nothing she could do could ever bring him back. It ate her up inside, it made her cry at night, and it made her start questioning everything.

Even so, despite the shock and trauma of losing her father, Mist was the one who seemed to get over her five stages of grief first. As her mother and sister were still reeling from the emotional trauma, she knew that she had to be the one to support them in any way she could. Confiding in Howard, her mechanical expert, his son Tony, and her martial arts instructor Ken Masters, she kept going with her dream. Her father in Heaven would be pissed if she stopped because of him.

She enrolled in the IS Academy itself at age fifteen with the 'first' generation IS 'Gladiator Maxwell,' and continued to make her people and her family proud. She might have not been the strongest, or the one with the fanciest stuff, or the one with the most guile and skill, but she had heart. She had an earnest soul that she wore on her sleeve, and people ate it up. Even Melody, whom she started to grow distant from, never really broke contact. They'd always go into the skies together every week or so to chat or have a little tussle and then they'd eat lunch afterward.

Except for this time. This time, just like Melody, she felt the irresistible tug. It wasn't harsh, it wasn't violent, but denying it was simply out of the question. Wherever it wanted to take them, neither sister had any choice other than to go along with it.


Crafts:

Shooting Star Fist - Ryuseiken: A rapid five to ten punch combo dealt faster and faster with each successive hit. When Gladiator is active, this is coupled with shots from arm repulsors.

Star Dragon Fist - Seiryuken: A variation on Ken's Shoryuken, it combines a crouching uppercut with a powerful tackle, sending her opponent flying back with a successful hit.

IS Activation: Due to the nature of her equipment, Mist can (almost) freely activate her IS unit, in whole or in part regardless of current conditions. While it takes a few seconds to fully assemble, it means that as long as she possesses the belt that is its Closed Form, she is never truly unarmed.

5/6/2017 #22
Azure of the Auspicious Rain

Name: Misha Kalinin

Age: 13

Gender: Male

World of Origin: Gaea

Appearance:Misha escapes the notice of most thanks to standing at 4'10", but to those who look down far enough his bright blue hair and eyes are startlingly obvious, as are the ears which mark him as a cat Faunus. The rest of his body is covered up entirely; a cloak resting comfortably on his shoulders that ends just below his knees with a black turtleneck and trousers underneath, and the sturdiest pair of boots he could find. There are two pendants with a steel piece shaped into one half of a heart on each around his neck.

Personality/Quirks: Someone who takes pride in what he is, not caring that some might look down on him for it; Misha's resolve is matched only by how remarkably stubborn he can be. There are some things, like his adventure and desire to become strong enough to live up to the rest of his family, that he seemingly will not yield on no matter the measures taken to try and coerce him.

Anything to do with what he perceives as hypocrisy or ignoring the feelings and dignity of others infuriates him too; those who toy with others, lead them on or try to take their personal freedom away while not caring what they might think are people he bluntly refuses to associate with for any longer than he absolutely has to, let alone befriend.

Outside of that though, he's really quite an amiable person even by the standards of those his age, being entirely willing to at least try and befriend just about anyone, having a marked tendency to stay as upbeat and happy as he can and preferring to see the sights in just about every place he travels to if at all possible. Some would go so far as to call him cute, but he doesn't really see himself as the sort to attract such attention.

He's surprisingly perceptive for someone his age too; there's a great deal that he doesn't know but he can express his opinions and feelings quite well and usually does his best to pick up on as much detail as he can in an attempt to gain a better understanding of how things work and appreciate them more.

Talents/Strengths:Misha's talents lend themselves well to staying in the back-line, supporting others so they can do a better job of what they're best at and generally trying to make sure fights go as smoothly as possible. The weapon he holds often turn out to be quite useful against monsters, brigands and anybody else that might have a reason to pick a fight with him too, and his character makes it quite easy for him to get along with people even if only in a formal sense.

Weaknesses/Shortcomings: As a direct combatant he is still inexperienced and there is only so much he knows how to do, being as young as he is. Despite his lithe frame and mobility – or, more accurately, because of it – he is exceedingly fragile.

Personal Weapon: Misha's weapon may cause confusion – his primary weapon is an ordinary slingshot which, at first glance, may seem like a children's toy – and it most certainly actually is. It is what he loads with his slingshot which makes it dangerous – and, if aimed correctly, a launched pebble is still as dangerous as a staff or a blunt strike.

Bio:Misha remembers little of the earliest parts of his life, only having vague memories of the time when his family had only just moved to Erebonia. That's enough for him to know that he was always happy when his parents were around as far as he's concerned though.

Having been born to a pair of B-rank Bracers meant neither of them could be in his life for too long, but living in the Empire was quite nice compared to what little he was told of the Kingdom even if it did end up leaving him with a slight resentment of nobility. In the end, though, he took after his parents a little too much for their liking; he wanted to go out and see as much of the world as he could for himself just as they once had, albeit at a much younger age.

All of this ended, however, when Jaegers attacked Bracers throughout Liberl. Hiding in a crate to avoid reprisals as the son of a bracer couple, the last thing Mischa saw of his parents were them heroically charging into battle before the lid of the crate shut. Believing that the crate would simply be there for a while, to his horror the crate began to move.

A few long, uncomfortable hours later, Misha found himself in a faraway city called "Zeiss".

Crafts:

Flour Pellet: A pellet loaded with flower and other materials to create a cloud of white dust used to create a smokescreen and distract enemies.

(Area (M), Blind (75%))

Deadly Combination: Secret Forbidden Recipe! – a pellet loaded with what is said to be a forbidden, never to be reproduced mixture of spices which is as devastating as a direct hit from bear spray if the target is hit in the face. Launched from his slingshot, the most silent of whispers say this is a result of a certain Bracer's miserable, disastrous attempt to cook for a friendly gathering.

(Single, Blind (50%) Panic (50%))

S-Craft: N/A

Orbment: N/A

Semblance: None

5/7/2017 #23
Harbinger

Name: Caecilius von Auslese

Alias: Cecil Kokubai

Age: 18

Gender: Male

World of Origin: Gaia

Appearance: When he was younger it was often said that the young Caecilius took after his father, but if that was true he has long since changed so as to be unrecognizable from the boy he once was. Cecil stands fairly tall, roughly six foot even, and does indeed have the same hair brown hair color of his father. However Cecil has opted to grow it out some, letting it hang down nearly over his eyes. Said eyes, long since useless are mostly blue, but also are heterochromatic, with a splotch of brown in each.

He is usually dressed rather simply, a comfortable pair of pants with a Calvardian style tunic along with his sword belt and any extra bags or equipment he might be carrying. The only unusual thing he has on him is the small gourd that hangs off his back, a gift from his teacher.

Personality/Quirks: In his time of training Cecil has certainly learned quite a bit of patience, he often tries to emulate Ume-sensei's calm and serene demeanor. But unlike his teacher Cecil holds quite a bit of anger and resentment within his person which can come out at inopportune times.

Talents/Strengths: Cecil is rather level-headed and is an excellent swordsman. While he has his handicap he can still find his way around, and his semblance further allows him to see when he needs to. His life on the road has also made him a more amiable and outgoing person, enjoying the opportunity to speak to new people and learn of what has been happening.

Weaknesses/Shortcomings: When his semblance isn't active Cecil is simply blind. He can find his way around, but ultimately he is blind. There's also the unfortunate fact that he is an unsorcerer, and thus unable to use any modern technology

Personal Weapon: Cecil carries an odd combination of weapons. His walking stick, while usually used to feel his way around is also weighted to the point where it can be used as a deadly weapon; furthermore there is a tanto dagger concealed within it. However, his preferred weapon is the basket-hilted broadsword he wears. A strange combination, and he even admits so, but at the same time simply states that he finds it comfortable.

Bio:

When Caecilius von Auslese was born there was an air of excitement in Liberl. While it was known that Duke Dunam might not be the best suited for rule, the fact that he now had a son meant that the country now had a possible future king. There was a great amount of expectation for the young boy. Unfortunately as it were fate had a way of dashing those hopes.

The first problem arose when it was discovered that the young prince was an unsorcerer. In an age where orbal technology had become commonplace the fact that he was unable to use it, or any modern technology for that matter became an issue. Still, there were those who remembered an age before orbments were commonplace (particularly Queen Alicia herself), and his inability to utilize them was shrugged off. After all, his ability to rule shouldn't be decided on being able to use magic after all. Were it only that he might have had a much brighter future.

Unfortunately for Cecil his troubles were not over. When he was only ten he became severely ill with a disease that baffled doctors. Ultimately his life was saved, but at the cost of the disease robbing him of his eyesight. The young prince was now not only an unsorcerer, but also blinded. Owing to his health it wasn't unexpected then that he was quietly removed from potential candidates for the future throne of Liberl.

No one in his family took it well. His mother soon left, official reasons being strain between the Duke and his wife over various matters. In reality it was quite simple: Cecil's mother was a gold-digger who had just found out that her son was no longer fit to be king and saw no reason to try and raise a blind child unable to use basic amenities. His father, while perhaps not quite as harsh also had no desire to raise him, and ultimately he was shuffled off to a boarding school

He ended up at Torch Academy, a young abandoned noble boy. Much like his parents though Cecil himself didn't take the transition well. He was a prince, used to being served and went into his education expecting the same. Simultaneously he knew why he was there, he was simply a person no one wanted to be bothered with. So he lashed out at those around him. He had few friends if any, but those who knew his story understood his situation well enough and tolerated him, at least for a while.

Not everyone he met was so understanding. He had only been at Torch a year when he finally angered the wrong person. He acted as his usual self towards a Huntsman-hopeful. Being told off by such a young and arrogant boy pressed the wrong buttons and Cecil finally found out what it was like when someone didn't care who his parents were, or who he was supposed to be. He was left beaten and bleeding on the ground, with no one stepping forward to help him. It was a revealing moment of exactly how far he had fallen. He had been prince of Liberl, one day to be king. Now he was just some blind kid who couldn't even defend himself. It was a devastating revelation, and it cannot be said that he took it well. Less than a week later he snuck out of the grounds and simply ran away.

If being beaten up by another student had been bad trying to survive on his own without any ability to do so would be even worse. He struggled to find a way to eat, had little money on him, and was otherwise unemployable. In fact the young man very nearly met his end when he was attacked by a group of bandits. His pleas fell on deaf ears, and he was certain he was about to meet his end when suddenly someone else arrived. It was a travelling Faunus from one of the Eastern countries, one Ume Saki who still saw the boy's potential and decided to make him her student. Considering the alternative Cecil could do little but accept the proposition.

The next several years transformed the young man. Ume not only taught him how to fight with his condition, but also helped him unlock his Aura, and eventually helped him discover his Semblance. He wasn't the useless boy he once was, he could fight, he was a talented swordsman, and Ume helped him come to terms with the world around him. It was probably the best years of his life until then. Eventually though it came time to part and his teacher urged him to return home.

For his part Cecil did return to Liberl, but he wasn't ready to go back home just yet. Despite his years of training he still held plenty of resentment towards his family. Plus he had been out of the country for several years and was unaware of what had transpired in his absence. He eventually found himself in the Rolent region in the growing city of Pensee. It was a place full of travelers, and the local adventurer's guild was looking for guides into the various ruins that the area was famous for. Sensing an opportunity Cecil decided to register not only to earn a living while he caught up, but perhaps to come to terms with his issues, and maybe act like the future king he was once supposed to be in helping his people. He has since remained there, a local adventurer for hire under an assumed name.

It was only recent events that have caused him to depart Pensee. Of all the things that he could imagine getting him to leave, a strange object falling from the sky and hitting him on the head was the last of them. Still, his curiosity of it got him to pack for a trip to Zeiss to get it inspected. Owing to recent air travel restrictions he found himself on foot, and wishing to avoid Grancel he opted to take the long way around, leading him to the commerical city of Bose.

Crafts: TBA

S-Crafts: TBA

Semblance: Aura sight: While Cecil his blind he trained to be able to somehow see the world around him. In that sense his semblance gave him that ability once more. When active and his Aura extends outwards he can see through that, giving him the ability to see everything around him to an extent. It cannot penetrate solid objects, nor can it make out details such as words written on paper. Everything appears rather simplistically to him. But considering what he was like before, he will take anything he can get.

5/7/2017 . Edited 8/12/2017 #24
Ninja on the Roof

Subject to Change. Please stand by.

Name: Chaika "Chevy" Chevrolet

Age: Discernibly in her late teens

Gender: Female

World of Origin: Gaea

Appearance: Stands at a modest 5'6", her body is slender in general, but it has a curvature to it that singles her out as very much a developed woman, something that she is quick to remind onlookers. She is also very fit, her body teetering somewhere between muscular and smooth. She facial features are fair yet sharp; thin slightly pointed chin, piercing violet eyes, distinct thick eyebrows, and short cropped platinum blond hair set in a prominent pompadour with a bandana tied around her head.

Her day-to-day wear marks her out as a wandering adventurer, enough armor to carry her through most fights, but not enough to be mistaken for a soldier or Knight of the realm. Her basic outfit is a bright yellow dress with dark brown cuffed thigh boots and bright yellow head band. Her armor consists of various components: a black leather corset reinforced with overlapping plates riveted to it to allow for full articulation of the waist and upper torso; spiked pauldrons on her shoulders, held in place with harness that run diagonally over her torso armor, a gorget that protects her neck and down to her collarbones; protecting her arms are a pair of manicas, cloth sleeves with overlapping metal strips that flex with the wearer's arms. Her thighs are guarded with a short curtain of chainmail held in place with a leather belt just under her corset.

Personality/Quirks: If her distinct eyebrows don't give her away as a person of interest, her character will. Chevy is a young woman of near indomitable will and shrewdness, never above using her cunning to get what she wants and what she wants more than anything in the world is wealth. Gold, money, treasures, weapons, loot, anything and everything that can be used for profit is are things she covets greatly, and her greed knows almost knows no bounds. If she's not caving in someone's skull with her flail, she's plotting her next big scheme.

Complementing her greed and deviance is her affinity for mercantilism. Chevy is more merchant than mercenary, even when she enjoys a hands on approach she's more than willing let her underlings do the heavy lifting while she counters the money. Wealth is the one absolute truth to Chevy, and there's almost getting around that.

That "almost" being her conscience. For all her greed and ambition Chevy is not the kind of gal to actually let those get in the way of still being human; she cares for those under her employ and would not allow herself to lead them to their deaths even if it meant turning down immense wealth.

Talents/Strengths: She can con a man out of his purse with as much ease as it would to pummel him to a pulp. She's just got an affinity for money changing and trade, keeping her gang well stocked with the necessities of travel but keep enough on the side for herself. She is a vicious brawler with her flail, completely unafraid to go down and dirty on her enemies with brutal bodyslams and blows.

Weaknesses/Shortcomings: She has a really bad temper and short patience, both attributes often leading her to making bad decisions. That said, while she's really sharp with numbers, she's not all that great at leadership.

Personal Weapon: The Silverado, a brutal but simple steel flail of artisan craftsmanship. The haft is four feet in length with leather strips woven around for grip; at its base is a heavy metal cube with spikes on each side; on the end with the flail is three short lengths of chain with thick metal rods (pentagonal in shape), each a foot in length and covered in studs.

Bio: The earliest reports of Chaika Chevrolet have her appearing somewhere in the forming holdings of the infamous rebel lord Arthur Gaz, just two years after his death. Her resemblance to the "Princess" executed by Lord Hartgen, now King of Muspel, has raised awareness to the general public as well as the Council formed to oversee the province once held by Arthur Gaz. However, her behavior is very dissimilar to the Princess Chaika, in that the girl exhibits a high affinity for commerce and trade, as well as recruiting a large contingent of adventurers to help pursue her ventures. Chief among her venture is the pursuit of the remains of Arthur Gaz, though for what purpose is unknown though it can be extrapolated that nothing good can come of it.

Crafts:

  • Shoulder Bash: A forward tackle with shoulder as contact point.

  • Choke Slam: Pick up a humanoid opponent and then slam down to the ground.

  • Armbar Takedown: She stuns her opponent with a headbutt, then grabs their arm and holds it across her chest, and reaching behind and around the opponent's and locking it in, then jumping back and slamming their face into the ground.

S-Crafts: Silverado Punisher - Loop her weapon's haft behind the opponent's neck and pull him into a brutal headbutt, then pull him down to knee him in the stomach and keeling him over, finishing the combo by picking up the opponent by the waist and finishing them with two pile drivers.

Orbment: N/A

Semblance: None seen yet

5/8/2017 #25
thebladeofchaos

Name: Drake Assam

Nicknames/titles: 'The Sirocco'

Age: 29

Gender: Male

World of Origin: Gaia

Appearance: Standing at 6 foot 2, Drake manages to stand out from the crowd without even trying, his jet black hair marking him out at a moments notice, even without the white at the back of it. No one's really been able to explain why he has that, putting it down to age which isn't exactly fair considering he's 28. His hair isn't long, though spikey and a section covering his right eye. He has a white bandana on his head, mostly to try and keep the fuzz out of his face. His crimson eyes survey the world and whilst he is almost too confident for his own good, the scars on his face tell enough that he has seen his fair share of fights. 2 scars on his right cheek from a pair of swords, a trio just missing his left eye from a claw of some beast. none are too deep, but they are there. his left ear has three small rings at the bottom, going through it cleanly, whilst his right ear has a blue stud. He normally wears a black set of leather armour, with the left shoulder having a steel guard around it. It has a few tears here and there, showing underneath a white shirt. His left arm is heavily armoured, almost encased in steel, with a fingerless leather glove around his hand. His right arm is almost lacking any armour at all, giving it the most flexibility it can have, though his arm has a few small scars. around his ring finger on this hand is a small silver ring. He does wear a black glove, just a simple normal one, no leather or anything like that in it, missing the index and ring fingers, and the thumb section gone entirely.

He wears a simple brown belt with a gold buckle, though this having a long blue half cape with the emblem of his old Jaeger Corp, the item itself extending down to just above the back of his feet, but the middle not going beyond the top of his legs. His pants are dark blue, with a few pockets sewn onto the back of his right leg for various extras, the legs ending at just above his boots. Said boots are steel toed, Grey pieces of leather, with a bit of damage from wear and tear on them. On his left side and on his back are two sheathes for his swords, one on his side designed to that he draws it normally, the other on his back and designed in such a manner that he draws it the wrong way around. This all goes with a tattered and torn black leather jacket, with the chains built into it make it so that it still provides at least some level of protection. Around his neck is a necklace of slightly rusted silver holding on it a small pair of picture frames in a folder of sorts. One picture is of his son and daughter, along with their mother and Grandfather, and on the other side is a Faunus family, a daughter and mother. If you look at them, you can tell bluntly that Drake is a lot happier with the Faunus family then the human family, almost kissing the mother as the picture is taken.

Personality/Quirks: Drake despite his profession is a very mellow and moralistic young man. Jaeger work merely came to him as something he's good at rather then what he wants to do, which is a bit of a sad note in his tale. However, that being said, he's apparently a very relaxed mercenary, able to smile, talk and fool around like any other person, even if things are rough. The points where you know things are going wrong are only when you see the confident smirk on Drake's face, the one that's ever-present even in the face of near certain death, is gone. And those hours are when Drake truly shines as a person and a warrior.

For a Jaeger, he's also rather...strange. He takes on jobs even if finishing them would net him a lose, as he takes on jobs that seem to be for a good cause. there are many a time when he's gone out of his way to defend people against bandit raids between villages with him refusing to take a reward. He's even turned against Employers because what they're asking him to do is just wrong. Whilst his reputation for sticking to jobs was tarnished, he earned a reputation as a hero for hire. He's smart and skilled and he knows it. And whilst he can be a bit flirty and indeed confident, he doesn't go overkill with it. he's an oddly stoic man when it comes to that side of things. He's proud of who he is, what he does, and how he does it. He may be popular with the ladies at times, which has lead to a few....interesting resolutions shall we say.

Talents/Strengths: Boundless confidence, intelligence in abundance with tempered experience make him a threat on any battlefield to anything. Skilled with arts, with his weapons and his fists. Very Athletic. Able to catch the enemy off guard with a variety of moves and a varied weapon set. People have a reason to fear him, and if they don't, they either don't know who he is, or are on his good side. He's actually a very caring person, even if this doesn't come off at times. Most of this is just from how he was raised, with little and earning a lot, knowing that those who he could trust were worth their weight in diamonds, never mind gold. This also comes over with a sense of Noblesse Oblige. He has the freedom to take any job he may wish, but this comes with the responsibility of protecting those who can't protect themselves or may even just need a hand to make minimise the injuries sustained.

Weaknesses/Shortcomings: At the end of the day, Drake is a Jaeger, he has his own standards and whilst his are much higher then the normal jaeger, he still has to earn a living taking whatever job may come along. He doesn't exactly have the best people skills in the world, and whilst these don't manifest when you might expect them, they are....around, to say the least. His career has given him a bit of a reputation that is, partially, unwarranted. In his eyes he's doing the best he can to help people, he just happens to make money for it along the way. He doesn't use mechs, in fact the state of disrepair his equipment is in should say a lot for how long it's been since he fixed them up.

Personal Weapon: Constantine: A pair of Multiform Glaives, one white and shining, the blade looking like an angel wing, the other red, with patches of black, looking like a demon wing. The demon blade looks like it bleeds to the naked eye. Normally too much to use for one man, but Drake wield's both with Skill and ruthless efficiency. the pole itself is an extension of the blade's design, though nothing too intricate. If needed, the blades can be shortened to make longswords or can have the second head deployed to act as twin weapons. These can be combined to make a double longsword.

Bio: If you know anything about the world of Jaegers or indeed people regarded as heroes, then you'll know all too well the tales of the Jaeger Hero, The Glint that people who face him see before they fall to his blades. Drake Assam, a name he picked up from his adopted family, was born in Krisna, though his village was destroyed when he was 2 by Grimm, and adopted by a group of mercenaries who just so happened to be passing by luckily. The Last Survivor, and he himself wasn't expected to survive, he was taken in by them, and raised as a fellow mercenary, Travelling and training with them over the years, going out on jobs and eventually taking up the sword properly himself.

by 6 he could pick up a sword, by 7 he could beat his mentor in a sword fight, and by 9 he was a full fledged member of the group. It wasn't long until he struck out on his own, and at 13 he'd taken up a long term job working for a noble in Erebonia, the Elderly patriarch of the Lowenherz family, guarding his fledgling daughter as she was presented to the world as a debutant. And whilst he worked as her bodyguard, one thing led to another and before they knew what had happened, he'd fathered a child with her. This was at 15 a bit of a taboo to say the least, and she didn't even know how old he was at the time. Her father demanded that he stick around, not only to take care of the kid, but to work as the next heir of the family. To say the pair didn't get along is an understatement: You could almost constantly cut the tension with a knife. He got along with the daughter well enough, that was for sure, but him?

Time went on, and whilst Drake now had a more....consistent home in Erebonia, and a name to live up to having established himself as one of the greatest Jaegers in the world, he took on another job not long after making his partner pregnant again, this time it was alongside a Cat Faunus. The job itself took a while, a few months of hunting around the world for their quarry and before they knew it it was a true romance. Even when the job was done they kept in touch, Drake even offering to leave his partner for her, though she refused on account of the backlash he'd receive over leaving the life of luxury for a third class citizen...He was admittedly happy....because not only did he get a daughter with the noble, but one with her as well.

He ended up bouncing between the families, taking care of his kids on both sides. And at 19 he was in a happy place. the work kept coming, the fame and fortune amassed and life was good. running with the world renowned 'Zephyr' and serving in what was to be called the Gaz war along with his lover, he found himself slowly becoming more and more disillusioned, and at points the only thing keeping him going was the fact his comrades were there. sure he met some famous faces, Cassius Bright for one, but eventually, things just....didn't seem worth it.

And then, a dark and stormy night he caught wind of a plot. Members of his old Merc Group had heard about his Faunus family, and wanted to get a bit of revenge for his new found fame. He got there barely in time, and whilst he failed to save his lover, he managed to save his daughter. He worked quickly after this, trying to find a home for his now motherless child, and ended up taking her to the one place where she would be accepted as a person rather then a faunus. Legram, the realm of Viscount Arseid. A place where two of his old friends lived. 5 years later, with all this in mind, he had one last meeting with his boss, and they came to a mutual agreement to part company as friends.

Things seemed to settle down for a long time, until he heard rumours of the Klarweiss Family under threat from mystery assassins. Whilst he worked with them and the local bracer guild to find the truth, things were hampered, and he had to save them from another attack. The Klarweiss family now on the run, he used his contacts to get them to safety. Now he travels, to find the truth, to protect those who can't protect themselves, to punish those who would exploit the weak, and maybe to see just what this world has to offer...

Crafts: Red Spiral: making his glaives into the double sword, he spins it above his head, summoning a tornado around him. (Cancel, delay 20%) 'On the winds of death'

Raise the Pace: Using his orbments, he uses the winds to speed himself up. (Spd up 3 turns) 'Try and keep up'

Gale force: throwing his spear at one target, he impales them with a throw before the spear blows a piercing gust through them at targets in a line. 'CATCH!' This Craft turns into 'Recovery', Drake charging forward to grab his spear, and if the target is still alive, he swings upwards to cut through them before backing up, if they're dead, the spear drops on the last spot they occupied. "Mine"

Jet stream: Charging forward at one target, he cuts through them before jumping over them, cutting through them several times before landing, then cutting through them once more. "Game over" (10% chance of stun)

Harmonious Winds: impaling both his weapons into the ground, he puts a hand on the ground and says a small prayer, giving himself strength and defense up, coming back up with a flourish of his weapons. "Time to up the ante"

Dusting off: with a small breath and swing of his blade, he calls forth a gust of wind to blow, causing blind in a small area. "not as easy is it"

S-Crafts: Glint of Cold Steel: bending down with a glint coming to his blades, Drake suddenly blasts forwards, swinging his weapon at a target, with some illusion copies of himself doing the same, but still doing damage. he keeps this rush up, finishing with a three way blitz through the target.

Orbment: Drake's Orbment is Hidden in the back of his glove. it's an armoured section that you can't see on the outside. It's a 5 line Orbment, with one on the center linked to four lines of one and one link of two. Note that this is a makeshift repair as one of the links is broken beyond repair, making this an orbment of 5 sets of 2 quartz per line.

Center: Heal: 3 water 2 time 1st Line: Information: 2 Mirage (3 water, 2 time, 2 Mirage) 2nd Line: Evade 3: Wind 5 (3 water, 2 time, 5 wind) 3rd Line: Defence 3: Earth 5 (3 Water, 2 time, 5 earth) 4th Line: Shield 3: Wind 5 (3 water, 2 time, 5 wind) 5th Line: EP 3: Mirage 5, Earth/space 3 (Water 3, Time 2, Earth 3, Space 3)

Orbal Arts: Stone Hammer, Petrify Breath, Aqua Bleed, Air Strike, Soul Blur, Earth Guard, Tear, Curia, Sylphen Guard, Sylphen Wing, Sylpharion, Clock up.

Semblance: N/A.

Theme: https://www.youtube.com/watch?v=_HxKhbYpkyE

Notes: Owns a Bulky brown warhorse known as Balthas, a battle scarred, aging but ever reliably beast.

5/11/2017 . Edited 8/3/2018 #26
Mr Wang 330

Name: Hisashi Tsukino

Age: 17

Gender: Male

World of Origin: Earth

Appearance: At 5'9'', Hisashi is a fairly run-of-the-mill Japanese young man, aside from his (relatively) taller-than-normal height. Hisashi has very average brown hair and brown eyes, though he normally wears a beanie hat on his head. He's quite fit for a young man that doesn't play sports regularly, though he's nothing too extraordinary. His attire consists of a white plain t-shirt, a red jacket, and a pair of blue jeans, with red sneakers. He doesn't have any other outfits yet, considering he's only recently arrived in Gaea, but he'd be very willing to change up his own attire to try and blend in wherever he goes.

Personality/Quirks: His past has taken its toll on him and made him rather cynical at times, though he's willing to try and find new optimism in this uncharted world for him. Hisashi has a slow build to trust, especially if they're significantly older than him. Whenever someone gives him a proposal or offers him something, he always assumes there is some kind of catch. He always tries to stay on his toes, not wanting to be shocked or surprised. It takes a lot of work for him to let his guard down and make him comfortable. As he talks with people, he tries his best to pick up what makes them tick, though he knows he's not learning any life stories with a single conversation. He can be surprisingly hot-headed at times, though, despite mostly attempting to keep a cool head. Just don't rile him up. He doesn't mind the idea of friends, but he has to be careful considering he's in a brand new world he knows next to nothing about.

Despite his paranoia and reluctance to trust, he has a lot of good behind his rather delinquent-exterior. He likes kids and tends to have a big-brother instinct to help them out, and regardless of who the audience is, he's an enthusiastic storyteller. A lot of this stems from his love of books, which he reads all the time to learn about world around him and beyond. It's allowed him to collect an impressive amount of knowledge, something of which he's rather proud of. He additionally loves TV and movies, whatever sort of enlightening entertainment he can get. Despite his "knowledge," he does have a bit of naivety to him, as he always tries gaining his knowledge through reading, not by doing. He was throughout his whole life unable to really do much, so he might think he understands things more than he really does. He's usually good at keeping himself occupied and giving himself things to do, and he's a rather quick study if he had the materials needed to dive in.

Bio: A product of one of the darker sides to Japanese society. Born from two parents that Hisashi neither remembers nor cares about at this point, he was sent to an orphanage when he was around 2 years old. In Japan, it is usually considered disgraceful to give up your child from your family, so those unable or unwilling to take care of their children often take a loophole: they leave the child at the orphanage, without signing the papers giving them up, and never return again. As they are still technically considered "legally owned" by the parents, the orphanages have no choice but to take care of the children, but they're never allowed to be adopted since they are technically still owned by a family. Thus, in many orphanages in Japan, children are left to the care of different of several people throughout their lives, unable to get a normal education or childhood, and live this way up until they are around 16-18, where they are legally classified as adults and able to leave the orphanage. However, with their backgrounds as orphans, which Japan highly despises in a society where a family name is incredibly important, they're doomed to struggle in a society that refuses to accept them through no fault of their own. In fact, "Tsukino", meaning "of the Moon", was a self-given surname.

Hisashi is one such child, though he valiantly tried making the best of it in his 15 years at the orphanages. Everything Hisashi could do, he always did more. He became obsessed with trying to learn as much about the world as possible, in hopes of one day leaving and making it out on his own, no matter how hopeless a dream that seemed. He particularly liked Western countries. He grew up a dutiful bookworm, always engrossed in different books about different things, from story books to nonfiction, learning a great many things in substitute for any formal education. He knows a lot of "useless information" from lots of nonfiction, but it does give him a grasp of things. Science, literature, geography, culture, it all interested him. It additionally gave him a knack for telling stories and tutoring the younger kids. His second love was television shows and movies. TV was always a communal activity, but sometimes he'd break the rules and put on shows kids normally weren't allowed to watch, like horror movies. It kept him invigorated, but he tried to take lessons away from whatever he watched. He was a much bigger nerd than he'd like to admit. On the side, Hisashi also kept rather fit for a young man, playing games when able and always being a leader to the kids when they had no one else to turn to.

He did this until he was deemed old enough to be on his own, but the grim reality was that Hisashi was kicked out and essentially homeless with no job experience (not that businesses would accept an orphan even if he was qualified). For a few months, he had to scrape by, though he was often accused of being a delinquent for loitering, disturbing the peace, and many other misdemeanors. His "glass half full" ideals were becoming "glass half empty" as he spent more time alone. He was at one point attempting to steal a bike just to leave town when everything changed completely.

He found himself in some kind of "fantasy land." Everything seemed medieval European, in some ways like some kind of Tolkien novel. And in some ways, not. The technology was far beyond that, and far beyond Earth's, in some ways. It was a big contradiction. And someone named "Drake Luft" was trying to recruit him for vague goals that sounded like world domination. "Earth" was called "The Mystic Moon." And this man apparently brought in other individuals of varying countries and backgrounds, all for his gain. Little did Luft know was that Hisashi was reinvigorated at the idea of a new world that he could probably start a new life in, one that wouldn't judge him as "just" an orphan. He plans on leaving Luft's charge and setting out into the world for himself...

8/1/2017 #27
thebladeofchaos

Name: Lilith Lowenherz

Age: 30

Gender: Female

World of Origin: Gaia

Appearance: Lilith stands at just under 6 foot, with long black hair going down to her waist and a blue rose on her right ear. She has calm but warm teal eyes, and a smile that can inspire people to push on. Her regular battle garb is made up of a white skirt going down to her feet, leaving a lot of room to breath and move underneath it, a black corset of sorts, not too tight but revealing her chest, and a white upper shirt, going to just below her shoulders. Her chest isn't the biggest in the world, respectable but not overly large. Her shoes are a pair of 'combat heels', as she has dubbed them, a pair of silver coated high heels with a strap on the front to keep them on, with steel all around to protect her. the heel itself is spiked, though this is covered when she doesn't intend on being in a fight. Her right arm is armored from where her shirt ends all the way to her fingers, and a she wears a sheath on her left side, attached to a pair of belts. If not for the fact she was a trained warrior, She also wears silver plate mail under her skirt, though you only really see this when she throws it off for combat.

Personality/Quirks: Lilith, given her age, might be what you expect from the child of a noble house. She speaks with a refined tongue, she is unblemished, her attire is almost regal, and she knows her way around a discussion. That said, she is the daughter of Richter Lowenherz, and as such, has been trained to fight. Whilst she doesn't fight in the same manner of her father or indeed her son, she has her own tricks up her sleeves, tricks which the pretty face might make you think she couldn't do. She's quick, she's able, and she will do her best in a fight. do not underestimate her.

With two children and a 'partner' alongside her, Lilith has tried to raise her kids with love whilst being there when Richter tries to indoctrinate them to his mindset. Working with Drake, she has done her best to shield them, but being unable to stand against him has made her slide into the background in noble politics. She's a loving mother, who'd do anything to keep her kids safe. but this clash with her father has led her to become.....isolated from others in Bareahardt.

In battle, you'd almost not believe you were fighting the same person. She's brave to a fault, able to jump into the middle of a fight and hold her own. She's as smart as her father, and while she doesn't employ the Lowenherz style of fighting, she is as tactically minded, and aware of her surroundings. She will move quickly to protect her allies and knows when and how to command.

Whilst not much of a manipulator, she knows her way around people, holding herself to a high standard in terms of what is 'honorable', something she passed down to her son. This is both a strength and a weakness, as she is not only popular with those she works with, but people are more then willing to exploit this against her. She's much wiser for it, but if she's learned her lesson from all the times it's been used against her is another story.

Talents/Strengths: With a formal education in the military, Lilith is both a skilled fighter and a sound tactical mind. whilst she won''t be commanding armies anytime soon, in the middle of a battle she will react on the go, trying to get everyone ready for what may come. Her fighting style and Semblance make her perhaps more of a threat then the father of her children, but whether people recognize the strength of a one man army over a man with many copies is up for debate. She is a loving mother, willing to do anything for her children to keep them safe and free, and has raised them as a family (albeit with a desire to bring Drake's third child into the mix). She is well versed in noble politics, and if she was the leader of the Lowenherz clan, it's fortunes might have improved from where they are now.

Weaknesses/Shortcomings: Her sense of honor is both a bane and a blessing, for she is more then willing to give people multiple chances, even if they have burned her in the past. This has led to her being metaphorically stabbed in the back many times, with a surrendering enemy attacking her again. She doesn't learn the lesson, being more then willing to give people a chance to redeem themselves, perhaps naively all things considered.

Personal Weapon: Transcended Wings: A very elaborately designed and intricately made blade, Transcended wings is a Snake Blade a deadly weapon with the cutting power of a sword and the reach of a whip, the handle is silver, with a red jewel in the center of the crossguard, flanked by two shining white wings that, in the right light, can be seen through. the blade is very well maintained, almost shining in any light, with the inner chain holding it together well oiled and maintained. at rest the blade is a good 5 foot long, but when fully extended the blade can reach to a very respectable 10 foot. if you look at the blade at rest you wouldn't be able to tell it can split up as it does. It looks like a Western Longsword in all accounts. A button hidden in the handle enables the whip to be deployed and returned, snapping the blade back into line.

Bio: 'It starts with the unexpected loss of something dear'

The Lioness of the Lowenherz, Lilith was born on a midwinter's night amidst a snowfall, dubbed 'Their little Snow Angel', it was touch and go at the start of her life whether she would live to see tomorrow, never mind the end of the week. Her brother spent many an hour doing what he could to help, running to get medicine, food, drinks, whatever was required by his family to treat her. It took a while, but eventually she was strong enough to survive without a 24 hour watch. Her father has a funny story from this time, as to why he has a patch missing from his beard. She was a tender child, raised in a family who had a duty.

She grew up strong, and by 5 her formal education with her family began, though her brother was already two years ahead of her he often traded notes with the young lass. She took to the arts better then her brother, whilst he took to the martial and the strategic all the better then her. By 8, her semblance had awakened, and often times they'd have to chastise her to let her combat instructor off the ceiling SAFELY. She didn't take to her family's tradition, instead picking up her own weapon by accident. the Whip Sword Richter had recently acquired from afar became her instrument of destruction, taking to it like a duck to water that, by 9, she was able to beat her instructor without her semblance. Something that took her brother another 3 years. Still, he was the Heir Apparent, the favored son, and she was just a spare. Her mother treated her like the daughter she always wanted, her brother like the sister the world desired, her father, another pawn to use in his games.

At 14, she was given a guard in the chaotic mess the age was becoming, a messy but upcoming Jaeger known as Drake. The two hit it off, sparks flying almost instantly from a mutual respect for each other's skills and an admiration for their fighting styles. from there came getting to know one another and before they knew it, love was in the air. Sadly, with all this going on, her brother and mother, travelling to Heimdallr by horse, were attacked, their guard overpowered, and murdered, no one knew who by. The day of the funeral for the pair Richter was nothing like the father Lilith needed, and she turned to the one constant who had shown her proper affection.

Before anyone knew what was going on, Lilith was pregnant with Drake's child. Richter's hatred of the young man came to the fore, and whilst she bore the child to full term, Drake struggled to remain by her side, Richter's disdain for 'his kind' making it harder and harder as the years went on for him to be there for them. Lilith was barely allowed to mother Reinhardt without Richter intervening, but she made sure he knew how much he was loved, and how important family was to them. when she turned 16 she had unexpected news for everyone: another pregnancy with Drake. Reinhardt was getting a younger sister. Again, a pleasant pregnancy and birth, but this time Richter was seemingly distant from his granddaughter, almost as if he didn't care.

Drake would keep coming back to help, to take care of his kids, but it wouldn't be long until he confessed to sleeping with someone else, a faunus mercenary he had worked with, Catria, and had had another child. Willing to forgive him, she almost wanted him to bring them to Bareahardt to get to know them. Sadly, this never happened. the next she heard from them was Catria's death by Jaegers, and the child, Lux left alone in the world. Working quickly, she used her connections to set up a meeting between the Radiant blademaster, Victor Arseid, and Drake, hoping to find a safe haven for the child, somewhere no one would dare to cause trouble. He found her a home, but didn't settle himself, forever bouncing between Lux, Reinhardt and Lisse, and work. the Jaeger seemed more distant now, and every time Lilith looked in the mirror, she didn't know who she was looking at, almost unable to recognize herself.

It was this that drove her to journey with Drake for a time, Wanting to find herself once more and gather the strength to face her father. With Reinhardt and Lisse left in the Schwarzer's care to keep them safe from their grandfather's influence, She left Erebonia to see the world.....

Crafts: Resolution: 'Stand firm' An area of effect centered around Lilith, restoring HP and EP. Lilith throws a Dust Chrystal in the air, swinging her sword at it and breaking it above her.

Whip-Lash: 'Let's dance' Swinging her whip at an enemy, she damages and spins them around. (40% chance of knock out)

Gravity rush: 'You shall fall' summoning two glyphs, one below and one above, Lilith manipulates the gravity in an area, smashing the enemy caught in the area against the floor multiple times. (20% chance to inflict speed/Evade down)

Grand Crusade: 'You stand alone' using her gravity glyphs, Lilith pulls an enemy close to her before wrapping her whip around them, throwing them away from her to a different spot.

Lion's heart: Marking a target with a Gravity glyph, she makes it so that the target takes extra damage for a short period. if she uses it on another target before the debuff ends, she causes both targets to collide with one another, dealing damage to them and setting them up for others.

S-Crafts: Nibelung Velocity: Starting off by putting a gravity glyph on her whip and the enemy, she cuts through them multiple times in an almost dance like fashion. She follows this up by retracting her sword, holding it skyward as her aura wings return, the radiance forming around her sword. She then lowers it, closing her eyes and mouthing a small prayer, then jumping back into another Glyph, quickly propelling herself forward and cutting through the target, landing a good distance behind them, a second passing before the target feels the hit. ('By this sword I shall carve a path to victory' 'Nothing shall stand in my way!' 'Nibelung Velocity!')

Orbment: Stored on her belt, Lilith's Orbment has 3 lines, in a 5-2-2 fashion. the core is Mirage.

Line one: EP 3 (5 Mirage, 3 time, 3 space), Strike (3 fire) Mind 3 (5 water), Defense 3 (5 Earth), Shield 3 (5 Wind) (Total 5 Mirage, 3 Time, 3 Space, 3 fire, 5 water, 5 earth, 5 wind)

Line two: EP 3 (5 Mirage, 3 time, 3 space), Action 3 (Time 5) (Total: 5 Mirage, 8 time, 3 space)

Line three: EP 3 (5 Mirage, 3 time, 3 space), HP 3 (5 Water) (Total: 5 Mirage, 5 water, 3 time, 3 space)

Orbal Arts: Saint, Chaos brand, Anti-Sept, Clock up, Sylphen Guard, Curia, Thelas, La Teara, La Tear, Teara, Tear, Crest, Earth Wall, Earth Guard, Soul blur, White Ghenna, Hell Gate, Shadow Spear, Plasma Wave, Aerial, Lightning Air Strike, Fire Bolt EX, Flare arrow, Fire Bolt, Diamond Dust, Blue Impact, Aqua Bleed, Stone Impact, Petrify Breath, Earth Lance, Stone Hammer.

Semblance: Gravity Glyphs: A Semblance inherited down the Lowenherz line, specifically it's women, Lilith can manipulated gravity through the use of summonable glyphs. these affect what they are attached to or in front of, allowing her to set one up in the air and drag an opponent skyward. she can specify what will be affected to avoid collateral damage, and speed in case of it being used on allies. This makes her a viable threat to a lot of missile armed units given it can nullify their ranged advantage and turn it against them with a shield of sorts.

Notes: Owns a white horse named Epona, a swift steed, almost raised along side her owner.

7/15/2018 . Edited 8/3/2018 #28
Kroked

Name:Leon Rapsterion

Age:21 (Born S.C 1182)

Gender: Male

World of Origin: Gaia

Appearance: Standing at an impressive 7'8 Leon stands head and shoulders over most folk, and honestly he couldn't really tell you where he got the height from, both his parents stand under 5'6, and nobody in his extended family is over 5'9. Seeing there young son grow so tall so fast was a point of shock and pride to the Rapterion's, and a point of consternation for Leon. As a child his body had a tendency to grow up, faster than it did out, leading him to have a tall nearly skeletal figure, some kids were afraid of him because of this, some picked on him mercilessly, as he grew older and his body filled in more, the latter felt vindicated in their decision to fear him, while the former began to fear he'd come at them with revenge in mind, for he stopped being a beanpole, and became more akin to a mountain in size and breadth.

Leon's Emerald hair is a bit of an enigma, it never needs any sort of maintenance other than the occasional ruffling, it always seems to fall into a stylishly messy form, only once it gets about shoulder length does it start to get unruly, but Leon hardly ever let's it get that far.

Leon's standard outfit is a leather jacket with metal plating in tactically sound places on the chest shoulders, protecting the most vulnerable areas while also being light as possible, with a pair of baggy wool pants held up with a belt, his clothes are all a bit patchwork, as he does not replace them often, clothes for a man of his size being a bit difficult to find, and expensive to obtain.

Personality/Quirks: Always the optimist, Leon always sees the best in everyone and everything, even when his sister died from illness, he managed to see a bright side to the entire sad situation, despite his family's, and his own grief, that is in fact, one of the biggest ways he deals with sadness and grief in general, if you see Leon acting more Jovial and cheery than normal, it's quite likely something is very very wrong, not that he'd let you know without pushing, he's the kind of man that tries to take everything on himself, so that others don't have to suffer it

Talents/Strengths: Leon's very build has made sure that he's is more than a little stronger than the average man, and the training he undertakes daily to maintain a athletic physique for his work as a Bracer only further accent's this natural advantage. Most people find him incredibly personable and jovial as well, and has diffused many a situation just by being himself

Weaknesses/Shortcomings: Leon has a hard time allowing people to help him when he is having issues, he tries to take everything on himself in an effort to "Protect" everyone else. He doesn't want anyone to be hurt, yes, but more than that he doesn't want to disappoint anyone by being unable to deal with problems on his own, often not realizing he's disappointing people by /refusing/ to ask for help.

Leon is Also a bit of a Blood Knight, Battle and Bloodshed excites him, and gives him a thrill like nothing else can, a fact he i incredibly ashamed of, an a part of himself he tries desperately to repress. The way he sees it, if he were to let that part of himself run wild, there'd be little difference between himself and a common monster, killing and fighting for the sheer thrill of it, he fears he'd become like something out of his nightmares, with no differentiation between friend and foe, only worrying about the next enemy. Of course this is a silly fear, as while yes he gains a thrill from combat, he'd likely never get so caught up in it that he would truly lose himself, even at his worst, in reality, he's just afraid of his own nature.

Personal Weapon: Leon's weapon of Choice is an oversized Svärdstav, a Type of Polearm with a particularly long crossguard for tripping and hooking, and a blade better suited for cutting than most spears and partisans, but still plenty capable of shish-kebabing you. A Svärdstav is typically about 8ft tall, but the one Leon Utilizes is quite a bit larger at 10 and a half feet tall, with a thicker than average blade and a heftier haft, anyone hit by this pillar of a weapon is likely to feel it in the morning, if they're still alive to feel anything.

Bio: Leon Rapsterion was born in Leman State to his parents Laurie and Randal Rapsterion, a Seamstress and a Lumberjack respectively, and for the most part his childhood was rather uneventful, other than his odd height of course. When he was 6, his mother gave birth to a baby girl, whom they named Mina. As Mina grew up she was a rather typical clingy young girl who idolized her older brother "Lion." By the time Mina was 8 she hardly left the now 14 year old Leon alone . Leon was in a hard time of his life, with puberty and the problems he tended to have with people due to his unusual height he was more than a little moody and irritable, so when one day little Mina wanted to go out and play in the woods with big brother "Lion" Like he had promised earlier that week, he predictably told her to leave him alone and go play by herself.

Leon often wonders to this day, what he would have done differently if he had know what was going to happen.

It was a story as old as time really, little girl innocently wanders off into the woods, and something hungry and malevolent decides the innocent child would make a good meal, and unfortunately, there was no wandering woodsman to save little Mina from the Big Bad Wolf in this sad fairy tale.

Leon blamed himself for her death, and took it hard initially, but... something changed inside him than. Something clicked. And from that on, he started studying, practicing, and learning. He decided than, he would become a Bracer. He had failed Little Mina but... that didn't mean he should just mope and fall into despair about it, that he should sit and blame himself. No, if he had time to mope and moan, he had time to atone, to try to make up for that great great wrong, and he decided than that the best way he could do that, was by becoming a Bracer. If he was a Bracer, he thought, he'd have the skills and abilities to react quickly and swiftly if something like this happened to anyone else, and as a Bracer he would be free to go wherever he felt he could do the most good.

With study and hard work, he managed to become a Jr. Bracer when he was 17, and graduated to Senior status when he was 18. Since then, he has moved to Liberl, where he mostly sticks around the Bose Region at the moment.

If he were honest with himself, the biggest reason he moved to Liberl was that... he was running from his sister, from his guilt. He had all these lofty goals and ideals when he trained as a bracer but... being in Leman still hurt, and he found he could no longer stay there. At the moment he is mostly taking whatever small Jobs nobody else is taking at the Bose branch, as he works on getting a handle on his thoughts and emotions.

Crafts:

Lions Roar: Leon Bellows out a Feral warcry that boosts all allies offensive abilities in a small radius around him by a small amount, reducing his enemies in that same radius attack by a small amount at the same time

Blazing Whirl: Leon spins his Svärdstav around him as fast as a raging Tempest as the blade ignites, strikes at all foes in a moderate distance around him

Swatting Paw: Like a Lion cuffing a cub across the head with a dull paw for being disobedient, Leon Swats at an enemy with the haft of his pole in a strike that Impedes their ability to cast arts and crafts

Golden Pounce: In a flash of golden flame, Leon leaps an incredible distance, charging an enemy.

S-Crafts: Blazing Lion King- With a Primal Scream Blazing aura's of flame spring around his head like a lion's mane, and along his arms like blazing fur. He launches his Svärdstav high into the air as he launches himself at the enemy in a flurry of blows with hands covered in a Blazing aura the shape of a lions claws, and as his weapon descends, it plunges into the ground in a nova of flame that roars like a mighty lion

For Orbment check my Set up here

Semblance: Flame Absorb. His Semblance allows him to absorb or null Fire used against him, this has to be actual fire and not just something that is hot, so while it could douse a sword that it literally aflame, it wouldn't do much for one that's just molten hot

8/3/2018 #29
GetterDragonRagnarokSamurai

Name: Claudette Yellowstone

Age: 16

Gender: Female

World of Origin: Gaea

Appearance: Claudette is a bat faunus of roughly 160 rege(5'3''), with smooth blonde hair going past her shoulders, green eyes, and two large black bat wings big enough to envelop her own body, each. Her usual Huntress outfit is a white, frilly long-sleeved jacket with a black waist and shoulders, plus a frilled skirt with a black top portion, and all with black thigh-high boots and a black hair-band to accent things out. Sometimes she'll instead wear a frilly black dress with a long cape to really sell a vampiric image, and a hairband with a bat wing decoration on it as well, while for casuals she prefers a dark blue sweater-dress, black sneakers, and black thigh-high socks. Her Hunter's weapon, a long, staff-Gandr, is carried at her side on a belt at all times.

Personality/Quirks: Claudette is a very energetic, theatrical young lady. She does all things with an optimistic flair and a smile on her face that she wishes to spread to all around her. Even the most mundane things are made dramatic in her presence, and she tries to liven up as best she can. Claudette has a very strong sense of empathy, especially for her team, and she generally takes on the motherly role among them, leading her to dispense some kind of insight and wisdom, however odd it may be due to her mannerisms and preferences. However, at heart Claudette is a teen girl, so she is often easily drawn to the prospect of excitement and thrills.

Talents/Strengths: Claudette is very good at acting and pretending when she really needs to. Her love of theater is no fleeting passion--she has studied the art extensively and captured the hearts of many Crossbellians on the streets in her past, with aspirations to enter the famous Arc en Ciel theater troupe. In addition, she's a powerful Arts user, swordsman, and quick on her feet, as well as having practiced a great deal with her Semblance, developing it and her into a very versatile Huntsman. Among Team KWYN, Claudette is one of the ones an opponent least wants to ignore.

Weaknesses/Shortcomings: While Claudette's Aura is powerful, her actual physical body is not particularly durable, and the Aura she expends using her Semblance or Gandr Arts is Aura that could be used to reinforce her further. Her two wings present a tempting target to opponents in that regard as well, and while she is careful to reinforce them above all else in combat, that still either leaves her main body vulnerable or simply allows one to cause a great deal of pain in a moment of weakness or distraction.

Personal Weapon:

Call of the Haunted--Despite the ominous name, Claudette's Call of the Haunted is actually a rifle-type Gandr with a heavily reinforced barrel, fully steel frame, and tonfa-like handles on either side leading to a smoothed-out stock. In its basic form, it is a gandr that doubles as a staff, which Claudette uses to cast a variety of Arts. When used in conjunction with her Semblance, her malleable shadow can be imbued with elemental properties of the Septium Dust used in the Gandr. Her personal Art is The Lantern, which lights up the combat zone and allows for her shadow to more easily reach foes and affect the battle physically as well. If Claudette feels the need to into a complete melee set, however, she can withdraw a katana from the back end of the gun, and in turn wield the Gandr as a sheath. From there, she will change her fighting style to let the Gandr's spells propel her toward and around the enemy for high-speed, stylish attacks, and also enhance her sword in whatever way she desires as well.

Bio: Claudette was born to a pair of poor faunus parents living on the streets who unfortunately died early in her life, leaving her wandering alone. While she survived on the mercy of others and of course the local church, she did not adopt the house of Aidios as her own, instead focusing mainly on the theater productions of Crossbell, in particular the troupe Arc en Ciel. At times, she'd be able to peek at the shows, and what little she saw she adopted as her own into a form of practice, focusing on a dream to one day be on that lovely stage with lights and an adoring crowd. With whatever supplies she could find, Claudette promptly did her own shows, with a little music that she could manage, and getting a little mira from that day by day. One day after a performance(and a few tomatoes from less appreciative viewers), she spotted a young girl clearly in need of help. Her name was Kuroha, and she would become from that day forward Claudette's little sister.

Kuroha, her companion Asher, and soon a young lady named Silvia Nicole, all became friends with Claudette, but more importantly all focused on taking care of Kuroha as their adoptive little sister--and Claudette was inspired to work ever harder to make her money, until one day into her teen years she discovered her Semblance--an ability to manipulate the shape of her own shadow. What followed was Claudette enhancing her performances with special effects, artistic shapes, and much better lighting... And then Kuroha expressed her desire to become a Huntsman. Claudette helped her bring the rest of the group under this umbrella of an opportunity, wherein they could finally fully improve their lot in life, and if Claudette was being completely honest, help solidify an entry into Arc en Ciel in the near future.

Claudette herself mainly took to discovering the power of the orbment, getting a Gandr made at a Crossbellian orbal factory from parts she was able to collect at a local flea market, which she further enhanced by having it act as a sheath for a katana. At this point, Claudette had fully adopted a vampire aesthetic for herself, which gave the Gandr its name--Call of the Haunted. Further opportunity would come knocking when Liberl announced its annual tournament, where they could show off their skills and make so many new friends... And coincidentally enough, when they were on their way, a Liberlian called for their assistance to escort someone to Krisna. While something of a detour, Claudette at least was glad to really give back to the world in ways beyond just entertainment.

Semblance: Shadow Puppetry--Claudette's Semblance allows her to use her own shadow as a weapon in many ways. At a most basic level she can stop someone's movement by standing atop their shadows or manipulating the shape of said shadow to connect with theirs, enhanced in a big way by bright lights increasing the natural size of other people's shadows and orienting said shadows into an advantageous position for herself. More advanced techniques include making other people follow her movements, turning them into her puppets as long as their shadows are connected, and even solidifying her shadows into three-dimensional shapes to strike at foes with enough concentration, though this takes a lot out of her to do. Finally, as with all Semblances, Dust can enhance this technique to give it elemental properties, such as flaming shadows(which she calls Necrofire), or creating ice wherever her shadow touches, encroaching all the way to her target.

6/15/2019 #30
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