View Full Version : Elemental Masters: OOC
Depending on who you place in the center of the accident, the characteristics of said accident can change kaleidoscopically. In other words, there is one accident, but there are as many stories explaining it as there are people involved in it. ~ Baccano!
Introduction
In a world unlike our own, there are also people different from us. Human beings who could manipulate elements. Magic, some people call it. Although most preferably consider it as a form of science. Elementalists, as they are called, are essential in this world. Since the dawn of mankind, they helped build airships, constructed roads and buildings, provide food and water, ease damage of from damage natural disasters and even defended kingdoms from invaders.
Their influence and power had grown over the centuries. As their numbers grew, despite every countries' and various organizational efforts, it became impossible to regulate every elementalists' activity. Quite a number went over the other side of law, committing crime and joining the mafia. There are also those in positions of power, exploiting the law itself to gain power.
However, power for an elementalist means something different from the normal human being. They can carve mountains, call tsunamis, but every single of one them is restricted to only one element. The only way to break this limition would be to obtain the Eye of Odin, an artifact that would grant its user control over all five elements as well as immortality.
Our story tells of various individuals and their goals, as they seek out this fabled artifact.
Setting
This world belongs to Steam Punk or Victoria Futurism setting. For those unfamiliar to the term, it means that this world continues to utilizes steam and coal as its main source of energy. Most of the fashion and culture take from the Victorian era, which means no jeans, T-shirts or khaki. It is acceptable for women to wear pants. There's suits tailored especially for them. Transport wise, the most common land transports are steam cars which has the same capacity as our cars, although they look old fashion. Trains are the main transport for long distances, and these can be comparable to Japanese bullet trains. Airships serves as transport in air. Even though they are slower than our airplanes, they have accommodations similar to cruise ships, and are quite comfortable.
Elements
Each elementalist has the ability to control one of the five elements. Elemental talent manifests between the age of three to ten, but cases of manifestations on a later age are not uncommon. There are special schools around the world that caters to children with elemental powers. Once they have mastered the basics, there is an option for some to specialize in the refinement version of their element, often called the Secondary Elements. This does not mean they're superior to the basic elements. Specialists compensate complete mastery of the basic elements for a different form of the same element.
Fire
Secondary: None. Fire is the only known element without a secondary. Instead, they go through an evolution. The more skilled a fire elementalist is, the more efficient they are in burning oxygen or hydrogen in air, the hotter their flames become. This can be told by the colour of their flames. The following line up goes from the coldest to the hottest:
Red > Orange > Yellow > Blue > White
Water
Secondary: Ice/Steam. Water Elementalists has the ability of changing liquid matter into both solid and gaseous forms.
Air
Secondary: Sound. Manipulates the vibrations in air.
Earth
Secondary: Metal. Ability to mold and shape pure metal.
Electricity No more Electric eles thank you, there's enough of them.
Secondary: Magnetism Magnetizes metals, but cannot shape or mold them like Earth Elementalists.
Ranks
The following ranks are graded by the Aether Society, an organization which regulates all elementalist examinations. Unlicensed elementalists could still use them, as they are an estimation of skill and strength.
Student – A learner in the arts of elemental manipulation. A student's life starts once his or her powers start to manifest(Typically age 3-10). Familes with a long elementalist line has the option of homeschooling their children, but most are sent to local academy where they would be taught by Masters from the Aether Society. There is no age limit for someone to take the Graduate exams, but the average passing age is around the of 13 – 20 that's 10 years of study.
Power Scale: G - F
Apprentice – A graduate is a person that has completed the elementary studies and passed the certified examinations. Studies do not end at this stage. Apprentices would be assigned to respective Masters and learn how to apply their skills in real life situations. It is also in this stage that people start to choose whether they would expand their abilities in basic elements, or move on to secondaries.
Power Scale: F - E
Graduate – After at least two years as an apprentice, the young elementalist would be eligible to take the Graduate Exams. Once they passed, they will become fully-fledge elementalists and would be free to act on their own accord without supervision. Graduates are able to fluently use their elements in most situations.
Power Scale: E - C+
Master – Although a graduate would have sufficient skills to work in most areas of available profession, some elementalists still continue their practice to expand and refine them. If the fruit of their studies were ripe, then they could take the Master exams. Masters are noticeably much more powerful and efficient than graduates, and they are allowed to take apprentices under their wing. These individuals are usually deemed as worthy experts in their field.
Power Scale: C+ - A
Note: I will only allow a certain number of individuals in this rank. Applications for this rank is now closed.
Grandmaster – There is no formal exam for a grandmaster. These are usually exceptional individuals with power and experience far greater than their peers. Grandmasters are named through reputation and evidence of their prowess.
Power Scale: A - S
Note: This rank is restricted.
Virtuoso – The highest level of power which any elementalist could achieve. People in this catergory are said to only appear once in a century. It takes a special combination of talent, knowledge and experience to create such an individual. They are said to be half an elemental spirit. There is no barrier between them and their respective element. Their control over it is seamless, easy yet the effects are tremendous at the same time. Legend has it that the split between the two Elathan continents is caused by an elementalist at the level of a virtuoso. There is only one recorded virtuoso alive today.
Power Scale: EX
Note: This rank is restricted.
Constructs
Constructs are elemental spirits that are summoned by an elementalist. A construct and the elementalist that summoned it are connected through telepathy. Elemental spirits are the sentient voice of the physical elements. They are passive for most of the time, following only the order of their natural states. When they are summoned by an elementalist, they become known constructs, under the influence of their master, elemental spirits are able to have a more active role in the physical plane. Constructs can be use for spying, combat aid, and for just sheer companionship.
Once summoned, a construct would be binded under a contract to execute any order of his master's wishes, even if it goes against their true nature. For example, Fire and Water spirits avoid each other as result of being incompatible. However, if their masters were to cooperate or mingle in a fight, they would have no choice but to comply.
The size and intelligence of a construct are one of the tell tale signs of the power of an elementalist.
Students would start by summoning wisps, spirits that look like glowing spheres suspended in mid-air. They understand only a few commands and are weakest of constructs. The next stage of progression would be constructs the size of small animals. Whatever form they'd be would be up to their summoner and they grow from there. The list belows shows the estimate of construct size according to summoner's ranks.
Student: Wisp. Dim-witted.
Apprentice: Small to Small-medium sized. (Like insects, small dogs/cats, faeries.) Intelligence of a parrot.
Graduate: Medium sized. (Large dogs to tigers and horses) Intelligence of a two year old.
Master: Large sized. (Elephants) Intelligence of a ten year old.
Grandmaster: Extremely large. (Twice elephant size) Intelligence of an adult.
Virtuoso: Humongous. (Size of an airship.) Intelligence of an adult.
Constructs' colour appearance go according their element:
Fire – Red/Orange
Water – Blue/Sea-green
Air – White/Light Blue
Earth – Brown/Dark Green
Electricity - Yellow
Zeurium
Zeurium is a kind of metal that cannot be influenced by the five elements. It originates from large asteroids that are scattered throughout the world. Zeurium is used to counter elementalist powers in the forms of weapons and restriction devices. Since it is rare, Zeurium were only used by government organizations and individuals that were lucky enough to obtain it from the black market.
65 million years ago, a large asteroid fell onto the earth and caused the extinction of dinosaurs. This asteroid still remains on an isolated island in the Skavessa Ocean. It was discovered 250 years ago by explorers. Exceptionally noted for a strange island with nothing but a crater, and bears no life on the island. Not a single plant or animal thrive there, in contrast of islands around it.
For years, it was thought the crater island had nothing, until 60 years ago, when man named David Crane discovered that the rocks that come from the crater can't be affected by elemental manipulation. A further investigation discovered the cause was due to its alien origin. Its substance different from anything found on the planet. Later, other sites containing the same alien rocks were unearthed. Most of these sites were claimed by various governments immediately after their discovery.
Eye of Odin
For many centuries, people have attempted ways to control more than one element. Experiments conducted so far have failed in doing. Yet, there accounts in legends of various mythical figures that are capable of manipulating all four elements, and were supposed to be immortal. All these accounts have been traced to the legendary artifact known as the Eye of Odin. No one today knows what it really looks like, but researchers assume that it is separated into five forms, according to each element. Whoever that wishes to pursue it must collect and combine them to become the Eye of Odin.
Notable Countries
There are more countries than the ones listed below, but they wont be much of focus at the beginning of the RP. If you wish your character to come from one that is not listed, contact me through PM or IM and we'll figure out something.
Elatha Empire – The world's foremost superpower. Elatha's territories cover nearly a quarter of the world. It was established two thousand and five hundred years ago, when a king ended several warring nations and declared himself as emperor. The empire's strength comes from its condensed population of elementalists-- approximately 57% elementalists are from Elatha, and also being the most progressed in technology and science.
The Breadux Union - A union established by approximately twenty-five countries that were threatened by the empire's power. With a combination of effort, they've managed to keep their interests safe from the empires clutches. While their elementalists are lacking in numbers, they make up for it with higher quality of education. Countries under the union houses more Master ranks elementalists than all of the Elatha empire combined.
Idris – A far north country known for maintaining neutrality between its tense neighbours – the empire and union. The southern borders of Idris is surrounded by alpine mountains; the north side of the country stretches out to the open cold sea. It's capital, Amparo, is famous as tourist destination because of its easy access and rich with ski fields and resorts. The Headquarters of the Aether Society is also located in this city.
Organizations
FOMORII- 5 – An Elathan Intelligence Division specialize in Elements and Elementalist activities. Their primary goal is to prevent any elemental threat against the empire and crown, domestic or foreign. Rumors has it that they have been conducting experiments to create powerful elementalists as their agents. By the way, anyone belonging to this organization will get comfortable housing and pay, and a codename.
CORE 017 – After the establishment of the Union, the countries that band together created CORE, an organization that they combine their military power under. 017 in particular is an elementalist centered branch. They function in similar ways as FOMORII-5 and also have rumors of conducting experiments.
Briar – Idris' elementalist defense unit. Every year, Idris brings visitors from all over the world regardless of their origin. Briar's job is to check on every elementalist that enter the country, and arrest any suspicious individuals. They have agents stationed at borders, ports and various international transport.
Czerchekov Family – It is hard to trace an illicit crime without the connection to the Family. They are the most influential criminal organization, with branches in every corner of the globe. Their successes comes from their high recruitment of rogue elementalists. It came easy for them as the founding family is also a prominent elemental line. There are also rumors for this organization in the subject of experimentation. It would be not be a far-fetched idea, since there have been reports of their ownership on secret laboratories.
Platino Reyes Cartel - Apart from the Czerchekov Family, the Platino Reyes Cartel is also a prominent gang. Like Czerchekov, Platino Reyes recruits elementalists as their members. Although the operate in smaller numbers and their movements are more secretive. They are a dangerous rival to the Czerchekov because recently, as of three years ago, they have gained control most of the illegal Zerium trade routes.
Aether Society - Two hundred years ago, the Aether Society was created as a response towards the rising incidents of rogue elementalists. With the corporation of all governments, they've established a license system for general elementalists and a teaching curriculum to foster a new generation that would be well-educated and a good stance in moral. The Aether Society has a list of licensed elementalists. Anyone who is not on the list will be deemed as rogue, and will be pursued and brought before law. Currently, the Aether Society is an international organization with wealth and power, and they have resources in the arts of elements that is free for their affiliates to look upon.
Note: If you are a licensed elementalist, you automatically belong this organization. There is no need to list as your affiliation, unless your character has no other.
Extra Note: Psychics
Psychic powers, or Extrasensory Perception(ESP) does exist in this world. However, their presence are often overshadowed by elementalists due to the fact that their powers are less reliable, and that psychic abilities that manifest at a young age, tend to disappear once they grow into adulthood. It is uncommon to find a full functioning, adult psychic. Also, it has been noted that elemental manipulation and psychic powers, never appear co-adjacently. You are either one or the other.
Note: Playing psychics requires special permission. Please contact me if you wish to do so.
Character Template
Username:
Name:
Age:
Gender:
Element: (Please note if you're using secondary elements.)
Rank:
License: Y/N
Affiliation: (You can belong to a maximum number of 2 organizations. N/A if your character has none)
Appearance:
Personality:
History:
Weapons:
Abilities: (Everyone uses elements differently. Explain your character's unique skills here. Maximum of 3.)
Rules
-- Forum rules regarding role-play applies here.
-- PM your profiles to me before posting it here.
-- You are allowed to choose only 1 element. Any profile that has two or more will be immediately rejected.
-- Please post a minimum of 1-2 paragraphs. If you're stuck, contact me and we'll try to work things out.
-- Use proper grammar and spelling.
-- Read other people's posts. Do not disappoint your fellow Rpers by ignoring their work.
-- Do not spam the OOC, there's a group for that which I will invite you to once your profile is approved. You can post about your character's favorite drink there.
-- The GM has 100% control of the RP.
Misuzu
07-28-2009, 10:31 PM
Username: Angel Misuzu
Name: Katsura Kamio
Age: 18
Gender: Female
Element: Water - Secondary Element; Ice/Steam.
Rank: Graduate.
License: Yes.
Affiliation: N/A
Appearance: http://i248.photobucket.com/albums/gg176/watermellonfuzz/Anime/Celea19.jpg
Personality: Quite charming when spoken to, Katsura normally keeps to herself on a regular occasion. She does not wish to affilate with others unless absolutely necessary. She is a quiet character, and a dreamer. Her thoughts are usually not within reach of reality, and can get out there. Otherwise, she is nice and sweet, but if someone were to cross her thin line, she can get very dangerous, despite the bleak signs she'd show.
History: Katsura was an outgoing, full of life child when growing up, but had a heart condition that made her somewhat weak. She was an only child, loved by both her parents dearly. At age 4, her mother had a stillborn baby, and it went downhill from there. Her mother became depressed, speaking to absolutely no one. Her father grew sick of the mother's inability to accept the fact the child was dead, and left the family, leaving Katsura and her unstable mother alone. A year passed, and 5 year old Katsura had to learn to fend for herself while her mother barely did anything to support her child. One October evening, Katsura went to her mothers dusty, dark room to say goodnight, and she walked in her room to find her mother not in her bed. Confused, she paced to the bathroom to find her mother in a bath filled with her own blood, and both wrists, and neck slit open, blood pooling out by the minute. Katsura has never been the same since, and that day has emotionally scarred her to the core. Despite how she tries to hide her true emotions with a sheer mask of a smile, on the inside she's weeping bitterly.
Weapons: Ocean-Blue Katana that she carries everywhere on her back. It has a turquoise gem at the base of the handle, encased in a silver cage. The gem was broken off from her mother's necklace she'd always wear. Aside from the Katana's strong power to slice just about almost anything, it can summon water from the tip of the blade from the humidity in the air.
Abilities:
Water Menace-Able to take water from anywhere and either turn it into a mini tsunami, or simply bend it in any shape or form, whether it be to constrict someone or temporaily cage them to suffocate them.
Icicle Daggers-She creates daggers from ice she has created or is already available.
Poison Water-Wherever there is a water source, she can take carbon dioxide and fissure it to take the poison out of it, entertwining it with water. She can use this to either make ice and stab someone with it, poison flowing through their veins, or simply to poison the water for her own reasons. The poison water/ice only works temporarily - For an hour. It slowly paralyzes someone, but as I said, for only an hour. The task itself is hard to do, and isn't performed often.
KH2_FinalSora
07-29-2009, 02:47 PM
Username: KH2_FS
Name: Dreyk Timber
Age: 18 (almost 19)
Gender: Male
Element: Flame (Orange to Yellow)
Rank: D+ (or C- depending) Graduate
License: Yes
Affiliation: Aether Society
Appearance: Dreyk has a slight wolfish appearance, where he hunches over a lot and has sharp canine teeth that are slightly longer than the rest. He has brown hair that looks nearly jet black at times (depends on a lot, weather, shower habits, location and sunlight) and spikes out in neat bangs in front of his eyes, and flows to a medium length of his neck in the back and a little pass the tips of his ears. He wears (unless a specific Aether uniform is required) a loose, white tee-shirt (or sleeveless if it's hot), and black jeans. He has silvery blue eyes, and a small crystal gemstone pendant around his neck.
Personality: Dreyk is a cocky moron who has more bark than bite (although he is fairly powerful and can back up more than half of his taunts.) He is a little bit of an introvert, but once he knows someone, he'll open up much more. He tends to hate those who act superior (ironic to his own behavior), and really hates injustice.
History: At a young age, he began training his pyro abilities at home. Once he mastered all he could on his own (and with what little family he had, for his parents were divorced), he went in search of a way to learn more. And he found it at the Aether Society, and that's where he's been since. He recently graduated, and is currently in the stage of deciding what to do next.
Weapons: Dreyk has several talents with weapons, but he likes using a custom made type, which consist of several sharp bones placed on metal rings around his fingers. With that, he uses his hands as claws, normally using his affinity over fire to add a slight blaze to his strikes. He also carries a hunting knife at all times, even when he sleeps. This is simply because he likes the feel of it, and usually uses the knife for no more than whittling.
Abilities:
1. Weapon Affinity: Dreyk can make any weapon in his possession burn with a bright blaze as long as he holds on to it. He is working on how to keep the blaze on it without holding it, and can manage to make it last for several minutes after he's let go.
2. [Insert name]: After studying, Dreyk learned about flammable substances, and began to look into such devices. Currently, he carries around a small flask of flammable alcohol, which he doesn't count as a weapon.
3. Although not an ability, his range extends to a 15 foot radius of his being.
Misuzu
07-29-2009, 06:38 PM
Username: Mr.Data
Name: Azure
Age: ???
Gender: Male
Element: Fire, Azure FLame (Blue Fire) / earth (if allwoed)
Rank: Uknown (Probley D+ or c-)
License: Yes
Affiliation: N/A
Appearance: http://i230.photobucket.com/albums/ee97/i_roc_duh/triedge.jpg
Personality: His Personatily is hard to describe he doesn't shw much mercy or any gultyness of killing he doesn't talk much Unless he has two
he isn't nice to anybody unless he finds some one to protect he is just a wandering ai
History: in his past he was the Protecter of Aura an Ai
he came back as an ai he is deathly and not friendly His past is complacted to understand since he never talks he never will say
he is just an hidden Ai wandering for a fight
Weapons:
Empty skies
It's his twinblades a hacked item of the goddess aura
It's effects are strong and he uses them to Pk People
Twlight bracelet
it's a bracelet that he uses for him self to help him not really effective anymore
Twlight Kantana
a hidden weapon he nly uses if the person is stronger than him
Abilities: Azure flames
his fire abilty is blue and it surronds him and his blades It Makes
him more stronger to kill anything in his way (not god Mod the esription sound like it sorry xD first time rping.)
Nature's poison
He uses earth to create poison to use as it goes on his blades
Hidden Weapons He can only acess is a kantana he only uses if he failed at Empty skies to kill the unwanted
( ihope this is good)
Did you PM this to Silk before posting this here?
He did, but he posted before I read it. It was rejected anyway.
Kaivin|Shadowhart
07-31-2009, 12:50 AM
Username: Kaivin|Shadowhart
Name: Siegfried Alexandros Blackmoore
Codename: Zephyr (The dessert. Not the wind.)
Age: 22
Gender: Male
Element: Air, Sound.
Rank: Master
License: Yes
Affiliation: FOMORII-5
Appearance: Siegfried, or Sieg, as he is usually called, is about 6’1 tall, and possesses a deceptively average build. His skin is somewhat pale, and bears no scars or traces weather usually leaves on someone who travels as much as he does. His eyes are an odd, crimson color, and look upon the world through the mane of rather unnatural looking, ash-grey hair. It can easily be told that the man does not care much for his hairstyle, usually leaving the hair to act however it pleases, which usually ends up to it collapsing over one eye more than the other, usually leading to him trying to move it away, only to have it snap back as if glued. He’d long learned that gel is a bad idea and stays far away from such products, admitting defeat to his own hair. Sieg isn’t particularly muscular, but rather athletic, if only for the purpose of dodging Elizabeth’s dog and angry maid.
His clothes are not anything out of the ordinary, and are something what one would expect an English gentleman to dress as: a white shirt with a scarf-like tie carefully folded about his neck, grayish pants and a white and silver jacket which has sleeves longer than usual, almost always covering his white-gloved hands. His wardrobe, unlike his hair, is kept in perfect order, without a spec of dust, thought this is done on a somewhat subconscious level rather then something he strives for. Finally, he wears black boots, reaching to about his knee, the pant legs overlaying them, and resulting in the illusion Sieg is wearing simple shoes. A wandering smile can be seen migrating all over his face, varying only in degrees: The elementalist is always cheerful, and always looking for the next prank he could play. The only real odd factor about his appearance is two metal strips extending to his ears from the base of his neck, one near each shoulder, the scarf-tie concealing the object upon which they were secured. These metal strips supported a pair of small devices resembling headphones, with two small, constantly revolving wind-up keys visible, one in each headpiece. The headpieces are joined by yet another metal strip, this one going around the back of the man’s head. The whole device, including keys, is colored gold.
Personality: Obnoxious, many would call him. Stupid, most. Annoying: Everyone. Siegfried has a common sense stat of 0, and combined with the humor statistic of 101/100, this often proves disastrous to anyone near. The problem is, almost as if following his Element’s teachings, Sieg is carefree, easygoing, whimsical, and an impossible, unstoppable prankster. Some of the things he does he does not even see as pranks, rather gestures of good will and help which is always misplaced, misunderstood, and never ends well. He enjoys ridiculous pastimes and tricks, as well as pointless and useless things. It would take a madman, or someone with a similar common sense statistic to truly understand him: So far, there are only two who come close to this, which results the trio often working together on their chaotic business.
Things that are physically impossible, things that normal people don’t even think about: all of these are natural to Siegfried. He does this without thinking it through or even understanding what it may end up leading to, thus confusing most everyone. He is near impossible to make angry, but his anger is often hidden; besides, people whom don’t comprehend him in his ‘normal’ state, will understand him even less when he’s angry. He possesses a very distinct diet, consisting entirely of anything sweet: Sour things, salty things, and spicy things are severely disliked and he does what he can to stay away from them. He is able to consume sweets at a rate which may seem inhuman, and not get sick, earning him the title of ‘Iron Stomach’. The elementalist possesses quite a few bad habits, such as biting his nails, loudly humming, and extreme, almost kid-like impatience.
Siegfried also does not hear anything due to his headphones, instead using air vibrations and lip-reading to see what other people are saying which, at times, leads to rather humorous situations as he misinterprets what they say. He also has a nasty habit of ignoring someone speaking to him and continuing to talk past that, as well as telling people things they might not necessarily want to hear, despite it being true. Telling his mistress: “Wow, don’t you look chubby today.” While pulling at her cheeks isn’t the best thing after all, but to Sieg, the resultant storm is puzzling rather than frightful. Intrigues, politics and the likes are lost on him, and he might smile politely while nodding, in an attempt to convince the person he is conversing with that he knows what he’s talking about.
History: Siegried doesn’t recall much of his past. The last memory he remembered is waking up in the government, wounded terribly, his documents in his pocket; the people there informed him that he’d been a victim of a large-scale explosion during his stay in a place quite far from Elatha. He’d never really questioned their claims, and had been very happy to find out his little brother, Roland, had been nearby and still alive. He’d found a very serious, humorless boy four years younger than himself, who replied to most of his questions in one-word, broken phrases as if disinterested in conversation. Back then, he’d thought that his brother hated him, but later realized it was simply the nature of Roland to be that way: Just like Siegfried was very sociable, always doing stupid things and annoying everyone, his brother was overly serious, not particularly antisocial but just lacking in interest, and having an extremely uptight attitude towards everything, treating it like an assignment.
His brother worked for the government as a scientist, often being away on missions to test the equipment that he’d created; despite Sieg constantly nagging to get his brother to tell about it, he simply cut him off, saying one phrase over and over, stubbornly: “You have no need to know”. It was then when the addiction to sweets had left the hospitalized refusing all food but those that tasted sweet, such as various desserts and confections. This escalated to the point where event he usually silent, straight-faced Roland came to check on his older brother more, attempting to find out what was happening, exactly. Even with his brother’s convincing, however, Siegfried refused to eat anything salty, sour, plain, or heaven forbid, spicy, ever again, showing the trait that united both brothers: Their mule-like hardheadedness. Perhaps it was this overload on sugar that lead to Siegfried's utter immunity to alcohol.
Though he had been on the road to recovery, many things plagued his mind still. When he woke up in the hospital after passing out from blood loss at the government building, he had been dressed in what resembled a straightjacket used to restrain violent patients, feeling extremely woozy, and under several UV drips the labels of which he could barely read as all sorts of restraining substances: it seemed like they were pumping him full of tranquilizer. When he got particularly uncomfortable, he habitually reached for the Air to remove the straightjacket, only to find he could not, the restraints being made of Zeurium. He hadn’t even truly heard anything since that day, only lip-reading what people said. It wasn’t that he had went deaf… He could still hear mumbling, but something else overwrote the speech:
Music.
A constantly looping, yet ever-changing tune that he did not recognize, but which rang of nostalgia. It was only later he’d found out about the device fixed to his ears which played this tune over and over. Of course, he’d asked them to remove it, since it had been uncomfortable; he was then told that he had to live with it, as after the incident, he had been declared legally insane. Witnessing such tragedy had had such an effect on his mind that it was scarred, and he had went completely crazy, injuring himself: the only salvation for him proved the headphones that were custom-made for him, suppressing the insanity and soothing his mind, allowing him to function normally in society. The prevention system had not been perfect, however, which is where the certain side-effects had surfaced, such as the love of sweets and pranks.
Nevertheless, Siegfried Blackmoore remained a Master-Class Air/Sound Elementalist, and such an asset to Elatha could not have been wasted. Using this, and the connection his brother had, the government officials had placed him into FOMORII-5, the division of elementalist providing protection of the Empire against any elemental threat. This naturally means a lot of work, which Siegfried was not so thrilled with, but it was interesting, which made him happy, especially the traveling. He had been given the codename Zephyr, which he had suggested because of the excellent dessert by the same name: a white, swirly, marshmallow like, chocolate covered snack he’d loved. His superiors had marked him down as ‘Zephyr’ however, the North Wind, instead of ‘Zefir’, the sweet.
He had found he already had membership in the Aether Society, which saw fit to load his already bloated schedule full of missions, on top of that assigning him an Apprentice. He didn’t mind having someone to accompany him; it only added to the fun, and provided a target for jokes. Teaching… Well, that was another story. As for the missions assigned by the Society, they did not prove to be as burdensome as he’d first thought. He’d met all sorts of interesting people traveling around, and somehow, three years ago, had become the servant – he preferred the term ‘butler’ – to a random noble-born girl named Elizabeth Ravenscroft. The whole thing happened entirely accidentally: He’d been playing a game of cards in Amparo, capital of Idris, with a large company, and, running out of chips, had no better idea then to go all in, betting his freedom. This was the one day he had been playing fair, taking a break from cheating.
The girl, stomping her foot on the table, took the bet, jabbing her finger at him, face twisted in a triumphant grin. The game ended, and so did his freedom. Despite that fact, he had been perfectly happy: Nobody actually required him to do much, not after the tryouts to see what he was good it, which ultimately could be summarized as two words: Collateral Damage. ‘Butler’ was simply the title which enabled him to do the least amount of damage and gave the maid, Patricia Lane, the least amount of headaches. The Rich Girl herself seemed to be deeply regretting her win, which forced her to drag around Siegfried wherever she went, complete with all the trouble that he caused and which gathered about him like moth to a flame. Missions had been slightly harder to fulfill now that he’d had to run around with Elizabeth, but the sheer entertainment value had been more then worth it.
The maid seemed to disagree.
Kaivin|Shadowhart
07-31-2009, 12:51 AM
Weapons:
Cane: This, in reality, is 2 weapons in one. The cane itself, which serves as a sheath for the hidden blade, and the sheath itself, which can act like a drill, both made of Zeurium. The sheathes’ name is Caladbolg, and the sword’s name is Gram. Close to a meter thirty in length.
Gram: The sword inside the cane that Sieg goes nowhere without. The blade is made of 100% Zeurium, so as to not be acted upon by the forces of other elementalists. It is an odd, imperial style sword, yet filled with many tiny holes, resulting in a howling noise when the blade is swung. It bears no guard, and it’s handle is the cane’s half-curved grip, resulting in a bit of an odd image, deceptive to many eyes. The sword, just like Caladbolg, bears several tricks, not simply being a cutting weapon in the hands of an able air elementalist, though utilization of its capabilities might take getting used to should it be anyone but Sieg using it. The handle is black and fitted with an odd grey material that seems like a kinder version of sandpaper, used on sword grips so that the user’s hand would not slip. About a meter and twelve centimeters long.
Caladbolg: This is the actual cane, or the ‘sheathes’ of Gram. It is also Zeurium-made, however, covered with normal metal on the seams between the twenty or so pieces the sheathes consist of: to an uninformed observer, it would appear the entire cane is Zeurium-made. There are small holes made in the links of the drill-like cane, headed upwards and slightly right from the central axis. The whole construction has several sets of Zeurium gears inside, ensuring that the weapon functions as it should when the user wishes it. Caladbolg is a very rarely used weapon for Siegfried, who prefers refined swordplay to the brute destructive force of the Caladbolg. Nevertheless, should situation call for it, it will be used regardless of preference. The weapon is finished with a grey tint to match the color of the handle of Gram and make it seem the two are really one odd looking cane. The length of Caladbolg is around meter twelve.
Trench Knife: Despite the monstrous appearance (http://www.toledosword.com/im/SZ210641TS.jpg) of this weapon, this is usually used to spread chocolate on toast, or cut cake. Zeurium-made
Gleipnir: A rather simplistic weapon compared to Gram and Caladbolg, this is a simple storage of Zeurium wires stored inside bracers, and able to be projected out of small half-sphere like devices fixed to the top of Siegfried’s gloves. Again, usually not put to any more use then Caladbolg is, though it can be used in a variety of ways, including making music. Siegfried controls these using air and sheer skill, and the wires can extend a maximum of ten meters, though such lengths are usually not required.
Gjallahorn: The Gjallahorn is a megaphone, typically seen strapped to Siegfried’s belt. This isn’t exactly weapon so much as it is a natural amplifier for Sound abilities and thus an important part of the elementalist’s arsenal… and his prank collection. The Megaphone itself is a pure white with a black mouthpiece and handle, with one ornate picture carved into it: that of a lone rider atop a strange horse, sounding the horn to call for someone, or announce something.
Extras
Headphones: Fixed to his ears by means of metal strips connected to his neck and the back of the head, these take shape of a pair of golden half-spheres with a vertical groove in their side, with a small clockwork key revolving in each, giving a bit of a comical appearance to their bearer. The ‘headphones’, in reality two tiny music boxes controlled by the wind-up keys, serve a grim purpose which is known to most Siegfried associates with: They keep him sane, playing the same tune over and over again, soothing the nerves and calming his mind, preventing outbreaks in which Siegfried could become potentially dangerous. This had been one of the restrictions placed upon him by the Government after he’d joined FOMORII-5. The amount of insanity allowed to slip past increases or decreases depending on how much the keys are wound up.
Armor: Predictably, this is Roland’s creation, and yet another thing Siegfried dislikes to lose, citing that its clumsy looking. The ‘armor’ is in reality a suit fully consisting of a network of plastic tubes with a zeurium covering, mimicking the muscle system, only outside the user’s body. The whole point of it is for Siegfried to channel air into the suit using his elemental powers and gain some power and speed through pneumatics. Fortunately, the suit is rather thin, so it doesn’t give Sieg the appearance of apro wrestler, on rare occasions when he does wear it.
Abilities:
Phantom Form: By some unknown twist of fate, proving that Lady Luck does have a rather cruel sense of humor, Siegfried possesses a unique ability to turn his whole body into the element he has most proficiency with: Sound. In reality, the process is a bit more complex, and dematerializes, or phase shifts, Siegfried’s body and possessions, giving it a transparent look, while adding the overlay of constantly moving soundwaves, creating an odd, crackling effect similar to electricity. To normal people, it might seem that the man has become a ghost, which is where the name comes from. While in Phantom Form, movements are accelerated to the speed of sound, due to the nature of the element and the lack of air resistance. It is possible to walk through solid objects while this form is active, but some are more resistant then others, and will not allow any sound to get through them, thus making them impossible to cross. Simply put, a sound-insulated room with a locked door is impossible to leave for him while in Phantom Form. The ability can be used for a maximum of seven minutes, but typically, it sees little use beyond pranks, such as terrifying Elizabeth’s maid by popping out of the floor.
Weapon Skills:
Caladbolg: The point of this weapon is to channel air into the cane, then amplifying the air that moves between the links, and channeling it into a drill-like projectile which can be varied in size and shape: A torrent of air akin to a tornado, compressed into a far more damaging form. An added bonus is that each link revolves in the direction opposite of the other, creating a double layer vortex, which inflicts even more damage, usually ripping apart the target if it fails to drill through it. Should the first layer of the tornado be blocked, the opposite-revolving walls of air will be the next to hit the unfortunate target: Caladbolg is more akin to a spear then the mythical sword it is named after.
Gram: Gram, the weapon of choice for Siegfried, has four real variations on its attack, with the first being rather automatic while the second and third a more activated type of ability. The passive variation involves channeling air through the holes which are placed all around Gram’s blade, making the blade howl, whisper, and scream depending on the force used to swing. This is somewhat of a disadvantage when fighting a skilled opponent who can tell where the blade is coming from by the sound it makes, but then again, blocking Gram’s blade doesn’t mean you blocked Gram; you will still be assaulted by the severely compressed air and sound waves, which usually leads to damage of the inner ear and a loss of coordination as well as vision problems. The second, activated use is using the blade’s swing to send a rippling projectile looking like a scythe’s blade, consisting of compressed air, in the direction of the opponent or opponents. Typically, these are used alone but it is possible to craft a web out of them, though it would take much strain.
The third is a sharpening ability used to give Gram the ability to slice through even the hardest of substances: Siegfried simply makes the blade of the sword vibrate at an extreme rate, making the sword separate matter rather then cut it, interfering with particle structure. Finally, the fourth ability is akin to the second: It’s a different version of sending out the slashed air wave. Where the second makes use of a slice, the fourth makes use of a thrust, lengthening the blade by means of compressed air. There is only one, unlike the air bullet barrage ability, but this one projectile is extremely hard to see or dodge, making it an invaluable addition to the arsenal of Sieg.
Gjallahorn: There isn’t much to be said about it: The megaphone is simply a support weapon used to amplify the sound waves emerging from Siegfried’s mouth – as he can send them out of any part of his body – and use them to produce a highly destructive wave of sound, typically making use of resonance, but at times using Terrify. It doesn’t have any attacks of its own, instead using it’s master’s elemental abilities to vary them. It is only using Gjallahorn, however, that Resonance is able to achieve a new high and be called the Call of Heimdall.
Gleipnir: The wires that Siegfried bears are mostly used for their grappling values, but, when they are needed to cut things, all it takes is wrapping the wire around the object and sending a light wave of resonance through the wire for the object to cleanly fall, sliced in two. Again, there isn’t much to describe about the wires save for the fact that they usually aren’t used except in the most desperate of situation.
Elemental Skills:
Besides possessing a typical array of skills befitting of a Master Air/Sound Elementalist, Siegfried possesses several key abilities that make him different from the rest.
Resonance: Possibly the most widely used ability in terms of combat, Resonance makes the particles of the structure it is affecting to vibrate, creating heat, or slow down their movements. Should the vibration be accelerated beyond a certain point, the substance being affected falls apart, molecules unable to hold together. It has varying degrees of power, depending on amount of sound and power poured into the weave. It is also this skill that, used on Gram, allows for cutting just about anything: Gram is made of pure Zeurium, so while it vibrates, it cannot break down from it, allowing for a much keener edge then any normal viroblade.
Resonance can not only destroy: It can also soothe and confuse, like using the vibration of air waves, reaching a certain amplitude, to produce illusions and induce fear. There is a certain sector in the brain which, affected by the sound waves, sends signals of panic to the brain; this can vary from low, a kind of sense of worry, to very high, which is mindless horror where you are unable to reason or move. As for the illusion part of it, that, too, can vary from odd, grayish shapes that swim before the target’s eyes, a result of sound upon the eyes, or a more refined version, which makes the person see pieces of their memory, ultimately confusing them.
Finally, blending in Air, it is possible to influence the brain by creating sleep-inducing waves which in reality are simply calming tunes, with the amplitude just enough to influence the brain into relaxing. Of course, the same rules apply as to normal hypnosis: The target would have to remain still, though not necessarily staring at Siegfried. Putting someone to sleep using Resonance, however, is much simpler, and only requires a sharp blast of the weave without continuous channeling of the ability.
Air Bullet Barrage: A typical release of compressed air bullets, employing the air as a weapon. The trick is as old as the elemental profession, but Sieg’s precision in it is uncanny: He is able to juggle an object continuously via shooting it over and over. The bullets themselves can become as large or as small as needed.
Choke: It takes too much effort to utterly deprive someone of air using elemental powers and hold them that way until they die, but knocking out all air in their system for a second or two is quite simple and provides an indisputable advantage which can be used to end the fight without major implications.
Spade
08-02-2009, 01:23 PM
Username: Spade
Name: Chthonius Coeptus Solom (thAW-nee-us)
Age: 24
Gender: Male
Element: Earth
Rank: Master
License: Chthonius is a licensed master of the element of earth.
Affiliation: Chthonius, as a licensed practitioner of the earth element is a part of the Aether Society, and is also a part of the governmental group FOMORII – 5.
Appearance: Chthonius is a rather tall man. He stands at a height of 6’3’’, and has, quite literally, sparkling blue eyes that radiate his kind and gentle nature. A smile is most a most common sight to grace Chthonius’ face, especially in times of great need and sacrifice. His skin is always lightly tanned, much like that of a farmer that had been out working on a hot day. He could be considered a light-hearted happy man simply by appearance. His long, blue hair reaches the base of his spine, as he has never cut it in his life, and lets it grow naturally. There are times when he wears it up, to keep it out of the way. His frame does not match that of what one would think of a farmer, though. Chthonius is tall and lanky, not lean, but somewhat defined muscles.
His clothing worn at home is normal to that of someone who works with plants all day. He does not wear any fancy robes when hard at work. A simple white shirt and a pair of jeans are good enough for Chthonius when in the greenhouse, working on his plants. But inside his household, he is usually in his long, green robes, relaxing, reading a book; usually about plants, elements, or just for leisurely reading. When reading, half moon spectacles are placed upon his face, for ease of reading.
Personality: To sum Chthonius up in three or less words (Guaranteed to be accurate, or your money back!) He is kind, wise, and understanding. Chthonius loves plants, and has cared for them all his life. He always had his roses to take care of, before, during, and after his training as an elementalist. He likes to be strong for everyone, especially in times of crisis and hardship. A frown is rarely seen on Chthonius’ face, as he is an optimistic soul, and always feels that there is a way throughout any hardship if one would simply just not give up.
Chthonius is also a simple man. He requires little to thrive on other than his plants and readings. He lives on his plants, rarely eating meat himself, preferring the fruits and vegetables he grows in his own backyard and greenhouse. Apricots are his favorite.
Patience is a virtue, and it is one that Chthonius has learned, and has learned well. To be understanding is to be patient. Before he acts, he thinks, every time, gathering any and all information he can before acting upon anything. Calm and cautious, he will wait for the perfect time to do what needs to be done.
History: Chthonius was a simple boy. He grew up with his aunt and uncle on a farm when his parents, who are also elementalists, decided that they would have their child raised away from the dangers of being the son of an elementalist. For their enemies as elementalists working for the government was great, and they did not want their child to be in danger before he could protect himself.
Though his parents did visit young Chthonius every so often, he did not see much of them, and knew nothing about their profession. His first eight years of life were spent on a farm, working with soil, a plow, and a cow. He didn’t mind though, his labor helped his aunt and uncle in many ways, and he got to taste the sweet apricots every year.
His first plant, however, was a winter rose, a rose that was genetically altered to be so resilient to the cold that it would bloom in the frozen tundra. He cared for it then, and still has it to this day. It was the first plant he ever could call his own.
It was once when Chthonius was eight years of age that his parents finally told him that they were elementalists, and that he could have the potential for working the elements like they did. The earth element always seemed to speak to him, and so, getting his aunt and uncle’s permission, he attended a school so that he may learn the art of bending elements to his will.
He was in school for a very, very short period. His teachers were proud of him, and his peers were jealous of the way he excelled. He never gave up, however, and he got out of the school with top marks, and started an apprenticeship with an earthen elementalist master named Gerard.
He only apprenticed with him for a short period of four years, when he became a graduate and joined FAMORII – 5; Mostly to gain money for his greenhouse and funding for his research. He was only eighteen, and had parents in the organization. It was not hard to gain a position.
Six years went on, and he honed his skills with both experience gathering rare and exotic flora from around the world and from reading about techniques to continue to refine his powers. He then applied for a master’s license, and passed. As a master, he could take on an apprentice (Or three) and impart his skills upon a lucky student (As the practitioner put it).
He went directly to his old school and looked upon many of the students that had graduated and were simply waiting for an apprenticeship, and his eye was directed at a young, oriental male wearing some peculiar armor.
“Him,” he said with a smile. The teacher seemed confused, but Chthonius insisted on taking him on as an apprentice. It was then, that their relationship would seed.
Weapons: Various plant seeds. Mostly vines, but always carries a few of his most deadly creations with him, as well.
Ivy – Basic vine. Short, weak vines that can grow fast and entangle someone if they are not well physically versed, even then, they can give anyone trouble, or trip someone if caught unawares.
Brambles – Thick, Strong vines with thorns that spiral around the vine. Can hold down even the strongest of foes with a combination of pain and strength of vine (e.g. - Digging your nails into someone’s wrist in an arm wrestling tournament will cause them to ‘weaken’)
Other seeds will be added when they are revealed in the RP.
Dagger – A simple dagger whose blade is made of Zeurium, so when used it does not get contaminated by the elemental magics, so it will not contaminate the many projects that Chthonius is working on.
Abilities:
Heightened Potency – Chthonius can use his magic to enhance the potency of the herbs he uses through two means. First, he can maximize the substance extracted from the plant that actually cures the related disease or wound. He can do this with just a leaf or root that holds the curing substance without any harm to the actual plant. The second way he does this is by manipulating the herb to focus on how potent it is. By doing this, the plant reaches its highest healing potential. Unfortunately, because the plant focused all its energy on making itself more potent, it cannot seed for three years.
Overgrowth – Using the nutrients of the soil beneath him, Chthonius speeds up the gestation rate of the seeds he focuses on. Using the soil and water naturally trapped in the ground, he causes the plant to nearly instantly grow in seconds, creating a fully mature plant within a minute. Unfortunately, because it requires nutrients to do this, unless the soil is extremely fertile or he uses two different plants that will give each other the nutrients that they absorb from the soil, the ground will almost always become infertile and dried up. It is not something Chthonius enjoys using often, and usually only uses it when forced to.
Genetic alterations – Chthonius can take a plant and make major changes on its physical form and needs. It could be from something simple as to make a rose grow so it has no thorns, or as dangerous as making a venus fly trap feast on human flesh. This takes time, patience, energy, and a lab to complete the magical experiments that are required to get everything just right. The main limitation is that he cannot alter the plant once it has started growing, it must start out as a seed, or the genetic alterations will simply get passed down onto the next generation.
___
Hoooooooooooo mah gawd, finally.
Little Red Pepper
08-06-2009, 07:57 AM
Username: Little Red Pepper- Call me LRP, Pepper, or Red Pepper or whatever the hell catches on the most :P
Name: Kestrel Bjornhalt
Age: 44
Gender: Male
Element: N/A
Rank: Engineer
License: Y/N
Affiliation: The guild of Master craftsmen (Engineering branch) & member private assassin for hire group known as “The Privateers” a branch of the large export and import giant: “The East Continent Trading Company”
Appearance: 6ft 1, Is a well built for his age and despite his constant habit of getting into more trouble than he’s worth is well preserved and has managed to keep all his limbs intact.
Growing up as a miner has allowed Kestrel to develop rugged mountainous features pairing well with the dark hair and eyes typical of his region. If one were to look at him the only fitting description would be to say that his face was chiseled from a very hard, and very tough rock. He is not handsome man by any measure and his sharp features and prominent nose and jaw only impose rather than charm. Years of experience glow in his deep brown eyes and every wrinkle, scar and crease on his face tells a story of its own.
Personality: A quiet man, often childish despite the years on his back and his profession. Life has not treated him well but he still smiles everyday and doesn’t hesitate for a second when on a job. He has only one policy: He doesn’t kill children and people old enough to deserve to die peacefully. He doesn’t hit women either, but they can still end up on his target list.
History:
When you’re born on the roof of the world, you learn to live with reality. Kestrel was no exception. He was born in Idris, in Tarsin a small village of fur traders and miners in the far north. It was a simple life up there; with long winters and short days. Kestrel would have enjoyed it had it not been for the poverty he often had to face every morning. He starved often as a child, forced to give the lion’s share of the food to his father who toiled from sunrise till it was too dark to see.
When he was old enough, Kestrel chose not to follow in his father’s footsteps, ignoring the life of a skinner for the life of a miner like his grandfather. Despite the disapproval of his family, every morning he would walk the 3 or 4 miles in order to join the countless other children in the ore mining shafts. It was a treacherous job, and many of the deep, unstable shafts were too small for grown men requiring small boys and girls to crawl on their hands and knees with small chisels to search for rich veins of ores. It was here he took part in repairing broken drills, fixing steam engines, all while learning the different properties of wores and their uses in everyday machinery. It was also here where he learned what being alive truly meant. During a wet cold day, just a month before his 13th name day, after standing in the frozen rain for 2 hours Kestrel was lowered into the level 43 mineshaft; the deepest at the time. He was instructed to find exploratory tunnel 224 and aid Moira and Toothless Sooty in excavating a rich vein of Silver ore. Four and half grimy hours of picking later, there was a mass cave in of levels 35 and below. Kestrel was stuck for 8 days, and had to help a Toothless Sooty sever his broken leg with a blunt slab of granite and Moira die of pneumonia, hypothermia and starvation in his arms- she was only 12.
On the 5th day both the survivors, facing death from starvation began eating the raw flesh off Sooty’s rotting leg, refusing to defile Moira’s corpse. By the time the other miners got an elementalist down to remove the rocks both of the boys were on the brink of death and incoherent and suffering from severe hypothermia. Moira was buried with a small hasty ceremony at a mass grave just a few hundred paces away from the mine entrance, Sooty hung himself a few months later with the thick bandages from the miserable stump where his leg used to be. Kestrel never recovered from his encounter with desperation his light humor and childish antics are a remnant of that harsh past, where the only way he could keep hope and sanity at the prospect of being buried alive was to smile and think about better times.
After a week in bed Kestrel returned to his work in the mines, only this time he went down with a purpose: To get out and leave this life behind forever. At the age of 16 he left home, joining an ore merchant as a strong hand and engineer’s assistant. He spent a few years lifting and bullying people into paying overdue debts and when he wasn’t doing that, he’d be maintaining steam engines, cleaning guns and repairing them. It was during this time he got involved in being a smuggler for a big time black market dealer “Some products” as his old boss used to say “are too expensive to be traded legally”. This of course meant high quality ores, drugs, weapons, and even people. Most of which ended up in the hands of the crime organizations anyways. It was here he first acquired Scarlet, although the pistol had no such name then. Kestrel soon moved on from smuggling to full blown assassinations.
He was 24 going on 25 when he killed for the first time. The incident took place after local source leaked information about a government inspection headed by a local official being planned to take place just when an important shipment was arriving. Kestrel was paired with another smuggler member of his to break into the man’s home and intimidate him a bit. It was a family home, and despite it all Kestrel had no intentions of truly harming a man married and with a newborn daughter. It became another burden to for him when the man he was paired with turned out to be a violent brute with a passion for destruction. At the end of the night, two bodies were found near a baby crying alone in her crib. It was simply assumed that the official had put up a fight and both him and the assailant had killed themselves in a knife fight, a second intruder was suspected but no one ever found out who he was. To this day Kestrel still carries the heavy mountain knife that his partner used to drive into the official’s heart, the rest of the event he refuses to think about anymore.
Of course the result was different, with news of the official’s murder the inspection was delayed and Kestrel was well praised for his “good work”. Soon he was asked to move into higher risk jobs intimidating local mob bosses and extracting money from warehouse masters. It was not until he was 35 did he truly get his first challenge. It was an official operation funded completely by the Bredeaux Union Core 017. An operation involving over 15 trained and well-known assassins and enough money promised afterwards to live a comfortable life anywhere. The target was an old grandmaster elementalist who was defecting to Elatha. A call was sent out in every city till even the great crime families were mobilized. Either way, Elatha anticipated an attack and had the grandmaster well protected for any assault. Even today the incident is still considered a grand screw up. Despite the target being eliminated, so much was destroyed in the process that it would have been easier to let Elatha have the Grandmaster. Kestrel was one of the 5 remaining assassins to return alive and free from that ordeal. From then on Kestrel was hired often, his name often mentioned with approval for completing his tasks. Now he goes to the Elathian port town of Bridgeston to pick up an unknown assignment and meet a partner for his next job.
Weapons:
Scarlet:
His favorite gun: a steam-powered handheld pistol with a scarlet leather grip. Cable of holding up to 12 rounds of custom made bullets. Doesn’t use it most of the time, but a man can never have enough guns to protect himself.
The Idris Mountain-Runners knife:
As its name clearly indicates: It is a well-made heavy bladed elementalist-forged knife. The handle has been replaced so many times Kestrel himself can’t recall what it first felt like when he bought it. The blade has been wiped clean as many times too. Carries it in his boot-sheath all the time.
Little Irene:
The pinnacle of Kestrel’s engineering, 212 different pieces to make a mounted gun with 3 different pieces. Takes less than a minute to assemble and 4 minutes to ready. Fires one round every 5 seconds at a range 3 or 4 times the standard long-range rifle. Weighs over 25kgs (although originally weighing over 40kgs). The Little Irene has a barrel about as long as an average man is tall- at 1.72M (5ft5- 5ft6). Loaded with up to a 100 rounds (although only capable of firing 10 before having the water tank re-filled), the Little Irene is a high-pressurized steam-powered rifle (or canon depending on how you want to see it). Built originally from copper the parts have been replaced with stronger and lighter alloy. Due to its recoil rate (which Kestrel has been trying to fix for the past 12 years) is too large for the rifle to be fired from a mobile or un-mounted position. Is usually mounted on a tripod or fired from being prone on the ground in a prone position.
The gun has been engraved with very little; just the name and its manufacturing date, over 24 years ago all on a small gold plate near the butt of the gunstock. The shoulder mount is made of stout rosewood with a high polished finished. Very little of the metal work is exposed in order to avoid glinting in the sun and drawing attention. In addition, Little Irene has a large adjustable scope mounted on it, starting at the comb and going all the way to half way down the forend of the gun. Most of Kestrel’s work is done with this weapon.
Abilities:
Steady aim:
Countless jobs, countless bullets shot, Kestrel Bjornhalt is a master with long range sniping and it is said, his aim never wavers. Very few people have escaped an encounter with Little Irene,
Skilled Engineer:
Not exactly a master in the field, but certainly nimble and well experienced in the maintenance of machines. His weapons are well kept and there is very rarely a malfunction in any of the machines he uses.
In Idris the boys fight with knives:
Kestrel is no noble man, and as a result, has no affinity for swords- but he is nimble with a blade. He won’t bring one into a gunfight though.
Little Red Pepper
08-06-2009, 08:14 AM
THIS IS THE BIO FOR AN NPC CHARACTER WHO WILL BE IN A SUPPORTING ROLE TO MY OWN CHARACTER:
Name: Ainea Grimwald
Age: 25
Gender: Female
Element: Fire (Yellow)
Rank: Graduate
License: YES
Affiliation: Aether Society, East Continent Trading Company
Appearance: http://artgerm.deviantart.com/art/Pepper-Smile-73438385
Personality:
A more serious individual than Kestrel, while she prides herself on good manners and her “decent upbringing” she is quick to anger, and keeps her temper on a short leash.
Despite this though, she is very passionate with her emotions and loves or hates with an intensity that burns everything else to a cinder.
History:
Much of Ainea’s history is unknown. Not because she is a mystery but because she refuses to talk much about it. After graduating with exceptional grades from an Elementalist academy in Maylene (a small coastal nation renowned for its seafood and ship building industry) she chose to find her own way, refusing the invitation to join the ranks of elementalists in the Breadux Union of which Maylene is a part. She chose to turn her back on being a government-employed elementalist and embarked on her own independent journey. No one knows what she is looking for but she is clearly searching for something or someone. She is a small time mercenary, only to pay the bills and lodgings and a few daily comforts, she has only recently join the East Continental Trading Company and has been ordered to meet one of their more prominent assassins. She carries orders to him of his next target.
Weapons:
Carries various knives on her person all the time. She’s still practicing with them though.
Abilities: (Everyone uses elements differently. Explain your character's unique skills here. Maximum of 3.)
Pressure Cooker:
Ainea is very well trained in the uses of fire, but her advantage comes from being in very closed and cramped places. Pressure cooker is when she burns every scrap of moisture in a small closed space very quickly. The pressure of so much steam attempting to escape creates an explosion often destroying everything inside.
Dragon Lance:
Impales enemies with a 6ft spear of liquid fire. She summons it to fight in hand-to-hand combat as well. Its head is in the shape of a glaring dragon.
Do you like your tea Hot or Cold? :
Her favorite ability uses it to control the temperature of liquids, small solids and closed spaces by either heating it up rapidly or transmitting the heat to another object such as the small cast iron necklace around her neck.
Kaivin|Shadowhart
08-06-2009, 06:08 PM
Username: Kaivin|Shadowhart
Name: Roland Alexandros Blackmoore
Codename: N/A, but nickname is "Arsenal"
Age: 18
Gender: Male
Element: N/A. Psychic.
Rank: Graduate
License: No. Psychic
Affiliation: FOMORII-3 (FOMORII-3 is another branch of FOMORII, dealing with Research and Development of various devices, including but not limited to weapons. They also do field testing on the prototypes, but overall rarely see frontline combat. Roland is a special case.)
Appearance: Roland is unlike his brother in every way possible, the only common trait they share being their stubbornness, and their eyes. Even his appearance is radically different from Siegfried’s: He has short black hair which tends to remain uncombed and sticking all over the place, giving a messy, unkempt look to the whole image of the scientist. His eyes are, just like his brother’s, of a crimson tint, the blood of the noble Blackmoore family which had long ago collapsed, it’s status gone along with its wealth and influence. Roland stands at 6’1, but this fact is rarely seen, as he spends the majority of his time inside the Avalon, which stands at about seven feet tall. He has an athletic build with some muscle, and, outside the suit, is quite agile and quick. His skin is pale, and his face always serious, without a hint of humor; the rare times he does smile, it is usually because of the success of his latest brainchild – some new weapon.
When out of the armor, Roland is most frequently seen in a filthy white shirt, a greasy maintenance jacket with the FOMORII-3 logo on it, draped over it without fear of stains, combined with black pants and boots. The suit he wears when he is inside the armor is more akin to armor: a Kevlar, electric insulated suit made specifically to withstand heat, thus not causing the user of Avalon discomfort due to its systems. The suit is painted in camo colors and is also employed as a skeleton structure to protect the user inside from harm while outside the armor. It also has a few fastenings which the inside of the armor attaches to, for example at the gloves, shoulders, legs and torso. Roland’s skin, though pale, is weather-beaten, unlike any normal scientist, who spend their days in the lab, and tanned. He possesses a large amount of dirt under his fingernails and in some places his hands bear burns, cuts, and spots from machine oil that hadn’t been washed in ages.
Personality: The brother of Siegfried possesses a non-existent sense of humor, though he still has the ability to smile; the absence of commons sense is also quite disturbing. He takes things too literally and adheres to orders to the point; asked to go ‘blow shit up out there’ he will grab a grenade launcher, and silently head outside, where he will personally detonate every outhouse and bathroom in sight, then report back to the commander. He does not question what he is told to do, and will not complain no matter what the order is. Typically, he doesn’t get much ‘orders’ besides requests to construct specific weaponry, and the only time in the field is when he tests them, which he insists on doing himself. He is very quiet, and very inventive, never accepting ‘impossible’ as an answer unless he is 101% certain that there is no way to solve a problem, and even then, he has difficulty letting things hang like that.
He is a very calm and collected person, always thinking things through, and because of this, might seem a little distant, though not to the point of appearing cold, simply indifferent. Not particularly difficult to get along with because of this, since he has no disregard or negative emotion for other people, but also does not express himself much positively either, unless something he strongly agrees with is mentioned. He is slightly paranoid, seeing danger where there is none, and may go to absurd lengths to eliminate such ‘threats’. This once included him suspecting a certain dish in being poisoned, and taking medicine to throw everything up, then set the entire cooking crew though a questioning while on a lie detector to see if they know anything about it. On the notion of food, he is very particular about what he eats and absolutely refuses to eat anything remotely unhealthy, such as fats, sweets, and other such meals.
Roland also actively encourages, or rather forces, all his subordinates, to sleep 4 hours a day, exercise for 4, and eat for 15 minutes, and work the rest of the day; he is a real task-master to have as a supervisor. Has a tendency to find the strangest things funny, though not get most jokes, and utterly oblivious to subtleties. Finally, he possesses a photographic memory, only requiring to see something once to memorize it, and reads extremely quickly, a combination rather unnerving to most people. But to Roland, who possesses an insatiable thirst for knowledge, it is a very valuable asset.
History: Roland Alexandros Blackmoore had always been a very serious, even spiteful child, who acted on whim and was spoiled rotten by his brother before the incident. Being spoiled, however, didn’t mean he had been lazy; quite the opposite, he had spent much of his time reading and studying. Whatever research materials he needed, he got. Whatever, he wished for, he had received. He had never gone to school, studying only at home; all conditions were created for him. On the other hand, he paid little attention to ethics or etiquette, growing up whimsical, arrogant, and impatient. Though he held himself as higher than anyone and had high standards for everyone, his standards in regard to himself were higher still. He had been a perfectionist and workaholic, demanding the best from both himself and others. In short, a natural-born prodigy, yet unlike most bearing that title, refusing to be lazy.
He had followed his brother for much of his life, and, though growing up in the Noble, yet poor, house of Blackmoore, had not interacted with Siegfried that much over the years. His attitude towards him was accentually polite and respectful, but the chill that his words carried was not there when he talked to other people. To people who did not know him, he might have appeared the same indifferent brat to no matter who he had conversed with; to those that did, it was obvious that his he did not find much pleasure in meeting or talking to his brother. When these people pointed it out to Siegfried, he simply smiled and laughed it up, explaining that his little brother must have been pouting again, and to not take a kid too seriously. Whatever Roland felt towards his brother, Siegfried’s had always felt free to display how much he cared about his little brother.
As they grew, however, the gap between them widened, and the two barely spoke: the younger was not interested in talking to the older, and the older was constantly away on unexplained errands for the House. The elder had achieved mastery of the element of air, while the younger, despite all advice, had went into the school for psychics, perhaps out of the spirit of competitiveness and wishing to be different – after all, he was only 10 then. The school itself was small, yet elite, on the outskirts of Elatha: The Tyr Academy. Five years passed, and the incident had happened; while Siegfried had been out on one of his errands, unnaturally prolonged, something happened in the general area. They said it was a gas leak – either way, Roland found himself shocked and, for the first time, afraid that he could lose his brother. No matter what went on in his head, he’d immediately enlisted in FOMORII-3, perhaps to pay for the high hospital bill of his critically-injured brother. Whatever reason the agency of their caliber had to recruit the fifteen year-old, it never made public.
After that, that chill that always had been in his voice when he spoke to his older sibling was gone as if it was never there, instead him becoming more absorbed in his work. Along the way, he achieved the rank of Graduate, perhaps because of breaking his study habits when the incident occurred. Out of the twenty on the course with him, only six, including him, graduated at all. Life went on as usual from there on, as he matured, learning to relax a bit more, and break that serious grimace into a smile. Still, there lingered something of the old Roland, something inescapable, something unknown, and the cold tone in his voice had returned after his brother had removed himself from the hospital bed, as stubborn and annoying as ever. Again, the two interacted very little, both having their fair share of work, one in FOMORII-3, the other in 5. Perhaps Roland simply couldn’t take his brother’s attitude, so opposite to his own; after all, the man managed to land himself a butler job when he was a government agent with very little free time. Such inconsistencies and derelictions of duty angered him, yet he kept his thoughts to himself, as sharing them with individuals such as his brother had been entirely fruitless and frustrating. Still, it was him who created the device restricting Siegfried from descending into madness.
Kaivin|Shadowhart
08-06-2009, 06:14 PM
Weapons: All are made of Zeurium.
1. Tesla Cannon Machinegun: Large hand-held rectangular rifle firing magnetized waves. Possesses a detachable viroknife under the barrel.
2. Razorwire: Simple wires, hidden within gauntlets.
3. Mustard Gas Capsule: A capsule of mustard gas, throwable by hand or launcher.
4. Tear Gas Capsule: A capsule of tear gas, throwable by hand or launcher.
5. Knockout Gas capsule: A capsule of knockout gas, throwable by hand or launcher.
6. Phosphor Gas Capsule: A capsule of phosphor gas, throwable by hand or launcher.
7. Viroblades: Wrist-mounted blades able to cut most anything via large number of cycles per second of vibration.
8. Steampowered dartgun: Hand-mounted projectile containing catalyst for armor penetration and destruction.
9. Anti-Oxygen Grenades: A grenade of oxygen-destroying gas, throwable by hand or launcher.
10. Zeurium Frag grenades: Typical fragmentation grenade, throwable by hand or launcher.
11. Chains: Kept inside backpack and around torso; ejected through arms and legs.
12. Railgun: Shoulder-mounted, fires a single metal spike by means of magnetism.
13. Zeurium seeker missiles: Heat-seeking missiles. Fired from back-mounted launcher.
14. Harpoon gun: Used to scale walls. Kept at back.
15. Liquid Nitrogen Gun: Tank fixed to back, exhausts on both arms.
16. Napalm Grenade: Typical napalm grenade, throwable by hand or launcher.
17. Flamethrower: Tank fixed to back, exhausts on both arms.
18. Minigun: Kept strapped to back.
19. Tazer: Strapped to belt.
20. Sonic Wave Emitter: On either arm, middle of torso, and kneecaps.
21. Psi Disrupter Missile: Missile containing material disruptive to psychic activity in area. Fired from back-mounted launcher.
22. Shotgun (AP rounds, Incendiary Rounds, Catalyst Rounds): In a holster on right leg.
23. Radio Jammer: Inside helmet.
24. Sniper rifle: Kept on back.
25. Flare Discharger: Kept under shoulderpads. Used to ward off heat seeking missiles.
26. Particle Discharger: Kept under shoulderpads. Used to stop electric attacks from elementalists.
27. Reinforced speed/strength: Function of the suit, by means of hydraulics employing mechanic oil.
28. Hydraulic Gloves: Function of the suit, by means of hydraulics employing mechanic oil. Allows for powerful punches.
29. Hydraulic Boots: Function of the suit, by means of hydraulics employing mechanic oil. Allows for far jumps and powerful kicks.
30. Virodiscs with offset center of gravity: Same idea as viroblades, except fireable from a weapon fixed to surface of the gauntlets.
31. Grenade Launcher : Used to fire grenades further. On back.
32. Flashbang Grenades: Typical flashbang grenade, throwable by hand or launcher.
33. Tissue Growth Formula: The only way to heal; it is a compound increasing regeneration rate, though has nasty side-effects such as headaches.
34. Missile launchers: Fixed to back. Used to fire missiles.
35. Hydraulic Pressure Cutter: Used to cut apart flammable substances and objects such as mines. Fixed to arms.
Zeurium Armor: Avalon (http://images2.wikia.nocookie.net/starcraft/images/6/65/Marine_SC1_DevRend1.jpg)
Avalon is 7’2, extremely broad shouldered, and possessed thick arms and legs akin to tree trunks. It is powered mostly by the psychic abilities of the user, or the motions of the body of the user, whichever system is more efficient to use, currently. The suit itself is a dark blue with grey portions, the shoulders being black. The head visor is circular and is slightly inclined forward, allowing for the face to be seen entirely: it can be lifted and lowered, and possesses an anti-flashbang filter cover. The suit is massive and armored all over, a construction made entirely of Zeurium, it is Roland’s pride and joy. It has several exhaust pipes in the back, to eject the excess matter unneeded by the suit, but the amount is preciously small, as the suit typically runs on Roland’s psychic skill instead of the on-board engine. The weapon seen in the picture’s hands is the Tesla Cannon Machinegun.
Abilities:
Armor Skills:
1. Night vision: The feature enabling Avalon to give it’s used Night vision. Inside helmet.
2. Heat vision:The feature enabling Avalon to give it’s used Heat vision. Inside helmet.
3. Motion sensors: The feature enabling Avalon to detect motion. Inside helmet.
4. Gas mask: The feature enabling Avalon survive gas attacks. Inside helmet.
5. Jet pack: The feature enabling Avalon to fly. On back.
6. Cloaking: The feature enabling Avalon to turn transparent, partially due to the psychic abilities of Roland. Inside torso.
7. Reflector Terminal: The feature enabling Avalon to put up a barrier absorbing punishment from all attacks, to a point, converting it to raw energy, and throwing it back as a kinetic blast. Amplified version of Soul Link. Inside helmet.
8. Psychic Amplifier: The device responsible for upping all psychic abilities of Avalon’s user. Inside helmet.
9. Central Terminal Impulse System: The system made to relay commands to various parts of Avalon, linking the mind of the user to the mechanical ‘muscles’ of the suit, making it an extension of the body, in a similar way a human’s nerve system is, minus the pain part. All over the suit.
Psychic Skills:
Soul Link: Soul link the ability developed for combat outside the suit; simply put, it links the state of being of two people using their minds as medium. All damage inflicted to one will be inflicted upon the other through the use of the other’s mind. It is possible for the secondary target to die if the original target dies. Soul Link requires a high amount of energy and cannot be used many times in succession.
Telekinesis: The ability known to any psychic, to move objects using their own mind: Roland’s is a bit unique because he has extreme difficulties keeping a human even an inch off the floor, while being able to throw large rocks with relative ease. Moving anything organic is a major problem: of course, it is possible to pack a small ball full of telekinetic force and throw it, which would certainly sent the person flying, should it hit him; it is no longer a part of Roland’s mind and is not subject to his limitations and advantages. It is also possible to slow down or speed up objects’ movement by moving them in another direction just slightly: typically, this is best used to slow down bullets to a crawl or alter the path of a sword.
Telepathy: The ability allowing to speak over a distance, or, in the best case, read minds – which is damn near impossible to do unless the subject is focusing on something else, and doesn’t notice. Also requires a lot of energy and concentration.
Confuse: Confuse is a multi-purpose ability. It involves shoving useless knowledge inside the target’s head in order to make it lose track of its thoughts. The target’s thoughts could also be mixed by its own, without injection of foreign ones. Used to its maximum potential, and using up all energy, the skill could drive someone insane for a period of time. Finally, it can also be used in an opposite manner, calming the target, up to the point of sleep and or hypnosis.
Anomaly: The single most powerful ability in Roland’s arsenal, and also the most dangerous and annoying one. This makes kinetic energy in a large area that Anomaly is being cast upon go completely crazy, lashing out randomly in the appearance of clumps of thunderbolts. It can only be used once a day, and is extremely exhausting, yet very powerful; not to mention physical damage from being struck by it, there are also lasting scars on the mind from just being under it, with a multitude of side effects the smallest of which is a headache and the largest assuming a vegetable state.
Personal Skills:
Martial arts: Roland is well-versed in several styles including Aikido, Judo, and Tae Kwan Do. They are typically only used for his warm-up excersises, as he rarely sees combat outside Avalon, which is difficult perform the maneuvers in, though at times, this is used.
Sciences: As a FOMORII-3, Siegfried’s brother is naturally well-read in a variety of sciences, including medicine, the study of the elements, physics, mechanics, chemistry, anatomy, and biology, amongst others. There simply would be no way for him to make it as a scientist unless he’d known all he does.
Vehicle expertise: The ability to pilot and drive most vehicles that are currently in commission, including a few prototypes that aren’t. This is not a usual skill, nor is it a particularly useful one, but it reflects Roland’s odd fascination with mechanisms and machines in general.
Sniping: Another odd hobby that came from being commissioned to create a new kind of sniper rifle. Due to the mechanic’s stubborn nature and policy, he had to field test everything he created himself, thus, to properly gauge it, he had to get some sort of skill in the art of sniping. The weapon he carries is the very rifle he’d created.
Covert ops: Operating silently, for a giant suit? It should have been impossible, but not with the cloaking feature, and rubber-studded boots, as well as its owner’s impossible stubbornness. Again, another useless skill that rarely sees use beyond accidentally sneaking up on people and giving them a near heart attack.
KH2_FinalSora
08-07-2009, 04:06 AM
Username: KH2_FS
Name: Averis Flint
Age: 17
Gender: Male
Element: Air (no sound)
Rank: Apprentice
License: Yes
Affiliation: A.S.
Appearance: Averis has a short stature, and straight blonde hair cut almost in a bowl cut (though not quite. It's a little longer and scruffy.) He has bright green eyes that seem to sparkle even in the dark. Although quite handsome, he tends to lack the posture of a confident person, therefor he always has a shadowed look on his face. He wears a white duster and blue jeans, with a white shirt. He has very few blemishes across his face. He has a somewhat normal (if not quiet) speaking tone.
Personality: Averis is a very nervous person, and is always unsure of himself. Due to this fact, he keeps his special talents to himself and tends to never show them off. Although he has the potential to be at the top of his class, he never uses it due to his irrational fear of being good at something. He tends to think no one likes him.
History: At a young age, Averis found he had the ability to manipulate the air around him, creating what felt like impacted oxygen. By accident, he blew the door off of the hinges with such impact, and wounded his mother. Ever since then, he's been afraid of his true potential, and wants to learn to control it.
As a result, he found himself in the Aether Society, learning to use his Air Manipulation. He is second in his class, almost third, but only because he doesn't want to take first. He hates the attention of second, and has almost no friends. Most people think he's too snobbish for their liking.
Weapons: At a very young age, Averis found himself fascinated with guns. So, he got two revolver-type guns.
A-26 "Fallen Angel" and the Z-44 "Guardian" are his two handguns. Each one was crafted specifically for Averis' style of gunplay. Both are six cylinder, and can carry a variety of rounds. The Fallen Angel is a white revolver with a six inch barrel. When fired, it creates such a loud sound, that most believe it to sound like point blank thunder. The Guardian, while similar in appearance, is fully black with a 7 inch barrel. This gun has slightly less recoil than the Fallen Angel, but has almost the same impact and power.
Rounds:
Regular - Regular ammunition, can be bought just about anywhere.
Armor Piercing - Made with tempered metals, these bullets are more expensive, but just as easy to find.
Incendiary - These are specifically made by Averis due to his ability to control air. By compacting oxygen into a soft, yet durable metal shell, he is able to create rounds that, when fired, explode on contact (due to the highly flammable property of pure oxygen.)
Zeurium - Very rare, and nigh impossible to make due to high demand. Averis was lucky and managed to find himself in possession of a singe round.
There are other rounds in existence, but these are the main ones Averis uses.
Abilities:
As stated above, Averis has the unique ability to create special bullets with air compression. Also, with more manipulation, he can not only curve his shots, but sometimes even refract the shots off of solidified air particles. This is a fairly difficult task, however.
Averis specializes in air compression, as it seems so obvious above. With this, he can create blasts of air that have the impact of several G's (an earth term, but relevant) and can send someone unaware flying. He has tried to make this stronger, and with much effort, can actually create a much more powerful blast.
Other than that, his apprentice rank has the potential to learn a vast amount of new techniques and styles.
Username: 2584
Name: Maria Soyuz
Age: 25
Gender: Female
Element: Electricity, Magnetics
Rank: Master (tells everybody she’s between a C+ and B- but actually is capable of A- A level)
License: Yes / Elemental User #2531 (Union)
Affiliation: Aether Society (Inactive Instructor)/ Core 017 (Lt.Col.)
Appearance: About 5’ 9” Has long light colored hair that she usually keeps down save when she’s ‘teaching’ her apprentice or engaged in activities that require elemental use. Hazel eyes that usually keep a bright turquoise color but have been known to change color based on the situation. Fair of face, exceptionally beautiful, voluptuous. It usually seen a wearing an open union officer’s overcoat with the rank and patches removed. Under she wears a close fitting dark colored top (think military and artificial materials) and shorts made of the same material. She also wears gloves also made of this material with heavy bracelets attached to them.
Personality: Lazy, greedy, self-serving, likes to drink often, doesn’t do what she doesn’t have to, makes her apprentice do all the work and pay all their bills. All of that aside, is a good teacher and has an odd sense of morals. Prefers to travel at night on trains claiming she ‘sleeps better’ then day travel even though she’s often sleeping off hangovers in taverns along her travels.
History: Maria is from a powerful industrial family from the Union’s capital. The younger of two children and the only elementalist in her generation as her older brother suffered an accident when he was a child limiting his body. Maria was raised to be a ‘proper lady’ and was initially denied entrance to the local academy because of her adeptness in mechanics. Her parents intended for her to run the company and her brother to become an elementalist. But he failed the physical part of his exam and Maria was allowed to go instead.
She entered the following year and very early showed a higher affinity to her element then most students. But this was followed by a drawback; she could do large manipulations but had extreme difficulty doing smaller finer ones. Still Maria excelled at her ability and graduated at the top of her class. Soon after she was given a commission in the military (much to her chagrin) and drafted into Core 017. Shortly after she was contacted by the society and asked to become an instructor at the head academy in Idris, she refused. After that she was asked (told) by Core 017 that she must take an apprentice or have her license and commission revoked thus loosing her ability to practice in her home nation. Begrudgingly, Maria went to the local academy and took the first apprentice level she saw.
After that Core 017 stepped in again and turned Maria and her charge into field agents. Something she reminds the latter of often amongst all her other complaints.
Weapons:
Soyuz Industrial Arms Company Military Grade Elemental Suppression Device (MGESD-G02 γ) – A set of large metal bracelets attached to military grade material made into gloves. They are made from a Zeurium alloy and are quite heavy equaling 2.5 kg each (roughly 5 lbs). Their construction is based on a dampening theory based off of a ratio of 1.54:1.
Basically one has to be expending at least 65% of their power level before any elemental effects are seen. The intention behind it was to allow elementalists to be able to increase control the fine tuning of their manipulation of spells. The devices were designed by Maria herself to address her own issues over fine manipulation
Soyuz Industrial Arms Company Military Grade Elemental Firearms (MGEF-P35/Z) - The 35-Z is a gun that was based on the BU-203 standard issue cartridge pistol. As such it sports some of the same features such as single action fire and box magazines. However it has some differences, such as a larger caliber being chambered at .50 and being drum fed.
But the interesting feature is its ability to be fire electrically at high speeds. But it should be noted that this feature has yet to be field tested as it was rushed through development to serve as Maria’s secondary weapon.
There is a more stable version the (MGEF-P35/S) or 35-Standard that is chambered for .376 and uses a box clip similar to the BU-203 but is only capable of spaced burst under the same method as the 35-Z. It is also cumbersome having been made of a heavier alloy.
Rapier – Just like it says. Nothing remotely special about it.
Abilities:
Advanced Magnetics - As her affinity is so vast she will often magnetize the area around her. This works to her advantage as her boots have metal on and in them which allows her to ‘stick’ to metal or repel from it which gives her the illusion of floating. It has other uses as well.
Superior Reflexes - Just as it says although a little more spryer around metal objects. Though she does have a good reflective sense and will generally avoid if she can. But remember she’s a magnetic subtype.
Experienced Electric Usage. – As it is her primary element she is good with it and is master level which means keep her away from water. Metal you have a chance but if she’s standing in a puddle or you are, you’re done.
Little Red Pepper
08-09-2009, 03:59 PM
I think the voluptuous big breasted character slot is closed now :P...
...I wonder if she comes with a whip and police cuffs? Or does she prefer a softer gentler touch eh? Silk scarves perhaps?
/clearsthroat Little Red Pepper, please keep such comments out of the OOC. We've got a private where you can spam all you want.
Username: Funk
Name: Antonio "Stone" Hwang
Age: Nineteen
Gender: Male
Element: Earth
Rank: Apprentice
License: Yes
Affiliation: N/A
Appearance:http://img.photobucket.com/albums/v309/despair_6/Antonio_Hwangcopy.jpg
Personality: He's the sort that always makes certain he is wearing the most sophisticated suits, the most comfortable of gloves, and that his hair is always slicked back. His appearance comes across as conservative, yet he is rarely one to pass a glass, bottle rather, of liquor. A frequent drinker, yet able to hold his alcohol apart from a flushing of the face while intoxicated and slightly slurred speech and jubilant mood. Despite his apparent wealth, Antonio is street savvy and easily agitated and, while he loves few things more than fighting, his sarcasm and wit win him twice as many battles.
History: Born and raised in Amparo, Antonio comes from a wealthy family, descendants of early miners from the city. Due to his inherited wealth, Antonio was awarded many opportunities in the arts, music, weapons training, and education. However, growing up in Amparo, the youth would much rather be in the company of card playing, alcohol drinking adults of the town. It was here that Antonio came of age, drinking with the city drunkards by age fourteen, rowdy and quick to pick a fight. Even with such a life style, he came to appreciate the Earth element, practicing in the mines with his uncle during a young age and eventually using this advantage in his street fights. Much to the amazement of family and friends, however, Antonio still managed to attend his studies at a local school, keeping focused with his element amidst intoxication and occasional absence due to hangovers.
With age he gained endurance for alcohol, a stronger affinity for his element, and discipline as per his own choice (and witnessing alcohol poisoning of one of his older companions). It is said that his constant companionship with adults, albeit intoxicated and often irresponsible adults, Antonio had maintained elements of reason when drinking and an overall aura of maturity. By the time Antonio had graduated, he had adopted a more sophisticated persona, attempting to reflect the wealth he had been born into yet ignored. Wearing nice suits, improving upon his appearance, and even making earnest attempts at his drinking habits have given him an imposing appearance upon new acquaintances, whereas Amparoan peers from the neighborhood recognize Antonio as a drunken, street fighter of remarkable skill. Now, Antonio hopes to improve his elementalist abilities with the aid of a master, himself now accepting the role of an "Apprentice", thinking that it will give him the impression of being "disciplined" and the like.
Weapons: Fists.
Abilities:
Sandstorm: A technique that is relatively basic for the element, Antonio utilizes the grains of sand as an optical obstacle. The sand or small stones nearby are gathered and rapidly spiraled about as to obscure vision and in some cases, erode away at an opponent. Given Antonio's skill, the velocity of the sand and stones well exceeds 70 km/hr when not inebriated.
Libations: As to better confuse his opponents, Antonio had made the fully sober and confident decision that he should drink as much liquor as possible while trying to manipulate his element. Onlookers said that the spectacle looked as though he was pouring libations for lost comrades, the youth's movements being increasingly fluid as well as his manipulation of the Earth. Contrary to popular belief, Antonio's imbibing of liquor doesn't not cause him to stagger or lose reason, only forcing him to fight more aggressively while using more fatal elemental attacks.
Hellis
08-11-2009, 12:08 AM
Username:Hellis
Name:Jonathan Keiths AKA Bass Robins
Age:14
Gender:Male
Element:Electricity secondary Magnetism
Rank:Grade A Master
License: Y
Affiliation: Former Czerchekov experiment, currently licensed at Aether, unknown relationships with CORE
Appearance: Most deceiving of all, is Jonathan's appearance. He is around 136 cm short, with a a typical boyish appearance. His body still has a little baby fat, enough to make him adorable in the wrong eyes. His appearance is put off by the extremely expensive and stylish clothes he wears. He is not your average boy and he makes it clear. His preferred clothing is black suit, made for his small stature but effectively looking like that which the highest of people wear, all black accept for the red bow tie he always wear
Personality: Jonathan is as one will notice, a utter snob. He only drinks the finest tea, wears the most expensive tailored suits and speaks with a air of supremacy to everyone around him. No matter how good you are at something, Bass will claim he is better, and many times prove it. He plays a lot of mind challenging games like chess and Shogi. But due to his intellect the opponents always seem to come up short and annoy the child genius with their inability to play at his level.
When things get serious and when in actual combat conditions, the boy becomes cold and sadistic, being quite a fan of drawn out battles and terror tactics.
History: Jonathan Keiths is of The Keiths family, notorious magnetism masters, full-blooded aristocrats back in the days that fell into poverty. The Keiths family was offered a contract and a new chance to live again by the Czerchekovs at some point two or three generations before Jonathan. The deal: Czerchekovs were to choose one woman and her partner to be, in ambitious project to breed super elementalists. Different forms of experimentation was also conducted on the women, and each first child was taken from her to se weather or not it was what they waited for. It never was, until Jonathan was born. The child, having been put extensive magnetic induced chocks and the like at as early as foster stage had somehow survived and was born to the world with eyes which Osiris contained sparks of electricity. The Family had succeeded, Project Asgard could begin.
The next step in the whole plan was to mold the boy, they believed him to be of average or low intelligence, as that had been another purpose of the experiments, to make him a thrall. Jonathan however, was the very opposite. At the age of 7 he possessed a intellect that rivaled the staff, and simply choose to play stupid. Waiting, observing, finding out exactly who he was and why he was brught to the lab. He learned about Project Asgard, the attempt to create an artificial Odin's eye.
The head of it all, referred to as Project Leader and nothing more meant that the eye had been created by it's time strongest experimentalists to give their ally or king unlimited power. And by breeding super elementalists he meant to recreate it. From what he figured, the experiment demanded complete exhaustion and death of the subject. The fact that he was meant to sacrifice himself didn't go well with Jonathan. The following days were to become a nightmare
Reasoning that he would be invaluable f he was the lone survivor of their pet project Richards set his plan in motion. The first victim was the oldest child, a Steam user that was a huge bully, He was killed with a Jonathan's toy rifle, using the metal barrel as rail gun to shoot a ballpoint pen trough the head. The other was the oldest girl, an earth and metal user. She was aware of Jonathan's treason and trid to stop him. Unfortunate her necklace was that of metal, and making it choke her was a easy task. The next one was the kid with fire powers, supposedly He had been injected with drugs to keep him from melting everything and Jonathan simply overdosed him. The last one was a air-user, with brittle bone disease. Some may argue that it was pity that drove Jonathan to kill the girl that was just to afraid to do anything. Her disease made her a subject of constant pain and despite her amazing capabilities she was unable to ever be a threat to Jonathan. Jonathan had actually cared for the girl, as he disliked the scientists forceful experiments. Jonathan stopped her earth after telling her to close her eyes and thinking of something nice.
The Scientist however, died gruesomely, and not after Jonathan had played around enough. The boy memorized every single piece of data before Starting an magnetic storm, and supercharging the power generator, making the place noting but fine metal shards.
After that the boy traveled to recruit his families last living servant before they went with the Family. The servant was of course dead but her granddaughters daughter were an enemy of the Family and joined Jonathan as his maid. She mostly goes were his age would not permit him. His second thing to do was to locate the Project Leader, an old shriveled up shell of a man named Villam Robins whom he killed after manipulating him to sign over his fortunes to a certain Bass Robins, supposed to be the old mans son but who was actually Jonathan. Next point was to register with the Aether Society so he could get access to their records and research on Odin's Eye. As late as a few days before it all starts, CORE agents decided to approached him, thinking he worked for the Family due to his involvement with so many researcher death. But Bass struck a deal after explaining he was against the family, making him unknown ace for CORE to use... if the boy felt like it.
Weapons:
Iron dust: At all time will the boy will carry around a container of compact iron sand. (deceivingly disguised as a toy rifle) This sand can be manipulated freely by him, having such a control of it that he may form it to anything he wishes and make it denser then normal steel yet to him it weights nothing..
Iron needles: Projectile weapons hidden within Jonathan's clothes, they are usually used as means of assassination. He can control their velocity and path of light as he wish.
Abilities:
Magnetic Spectrum vision and control: The one thing that really sets Jonathan apart from other magnetomancers is the fact that he can visually perceive the entire magnetic spectrum, a ability that allows him to manipulate things on a whole different level.
Complete Polar Magnetism: Completely reversing the magnetic abilities of objects is something of a specialty of Jonathan. By doing this he can stop engines and machines and have them 'implode' towards the super magnetized metal or even stop hearts. The last one needs sufficient concentration and closeness as a heart is ever changing. Basically he is only able to stop the heart of weak or sleeping people.
Magnetic storm: Most devastating, and most draining of all abilities is his ability to conjure a magnetic storm. What this means is a series of off the scale magnetic fluctuations, pulsing out and super charging anything metal and even vaguely magnetic in nature. Every singly shard of metal becomes a lethal projectile launching towards closet magnet, Thus creating a “metallic blizzard” capable of shredding flesh like tissues. During the fluctuations all things metal will be expelled away from Bass, who is free to go about as he pleases. However, to much risks putting down his vision, as the fluctuations are painful and overpowering visuals to his unique vision.
Saravelda
08-11-2009, 04:01 AM
Username: Saravelda
Name: Charlotte Felicity Astair
Age: 22
Gender: Female
Element: Fire: Yellow
Rank: Graduate
License: No
Affiliation: Platino Reyes Cartel
Appearance: [Quick Sketch] (http://smg.photobucket.com/albums/v454/chaoss_angel/?action=view¤t=DSCN2243.jpg)
Charlotte has a porcelain pale with a face dotted with freckles that she usually hides under makeup and set with full, naturally pink lips. Her eyes are a bright and light blue-grey. Platinum blonde hair forms blunt bangs and hangs to about the level of her elbows if left loose to its own devices- although it is rarely ever allowed to do so. Slightly tall for a woman, she stands between 5’8” and 5’9” with a slender frame and moderate curve. Depending on the day’s projected activities, Charlotte will dress in anything from her dresses to her suits- although she much prefers the dresses. Each article of clothing is usually comprised of some shade of blue, silver, white, grey, purple, or combination of the before mentioned colors.
Personality: Charlotte is patient, deceptive, manipulative, and constantly self-motivated. She rarely does anything when there’s nothing in it for her, and unless you happen to belong to her set group of ‘friends’, you can count on her doing her best to stab you in the back if it pulls her ahead. She possessed the ability to mask her exterior and mannerisms depending on who she is surrounded by in order to blend in seamlessly. Unless she has to blend in, she can be rude and insolent. Her main motivator is to never be poor again now that the Platino Reyes Cartel has given her a way out of that particular part of her life. For this reason, she is extremely reluctant to do anything that would badly impact the Cartel. It is not absolute loyalty- but given her personality, it is the closest you get with Charlotte.
She is, however, not heartless. Charlotte has a weakness for orphans and the homeless- which stems more from experience than natural goodwill.
History: Charlotte Astair was actually born as a bastard child to her mother, Emma Browning, and Emma’s wealthy employer, as Felicity Browning. Emma never told her employer that her daughter was his, and the two of them continued to live on her meager salary- grateful that she wasn’t dismissed upon the discovery of her pregnancy. When Emma took ill and died, however, when Felicity was age seven, her father threw her out and offered her no job, lodging, or anything of the sort. Cropping her hair and masquerading as a boy, Felicity lived on the street- practicing her lightning powers as a means of mental escape and staving off boredom when she wasn‘t trying to figure out where her next meal would come from.
Around the age of 13- when it was becoming increasingly difficult to masquerade herself as a boy- she was taken in by the Platino Reyes Cartel by a middle-aged man whom she only knew as Bart. Although she was forced to work for her money and meals, Felicity found it vastly preferable to begging, food theft, and sleeping in abandoned buildings and doorways. Because of her natural acting abilities and penchant for manipulation, she was trained to be the Cartel’s eyes into the upper class. At the age of 18, Felicity made her debut into high society as Miss Charlotte Felicity Astair- a name she chose for herself. Backed by the Cartel and masquerading as a wealthy socialite, Charlotte works to further the organization’s goals without being conspicuous. It is quite a different life in many ways than living on the streets- while being much the same in others. She knows that if she lets her guard down, she could easily be caught.
Weapons: In her years with the Cartel, Charlotte was trained with a fencing foil. Upon her new espionage assignment, Bart presented her with a beautifully crafted rapier befitting “Charlotte Astair’s” status. Bart warned her that she had better never lose it, as it had cost an ostentatious amount of money to have made. It looked like a simple rapier to her- albeit well-decorated- so she never understood why. She never argued, however. There is an attachment for it, created by Bart, that can make the sword look like nothing but a simple-albeit ornamented- parasol as long as it remains unopened.
As more of a safety precaution than anything, Charlotte keeps a stiletto strapped to her thigh for moments where she cannot have her rapier handy.
Abilities:
Chameleon: Charlotte, as mentioned above, can manipulate her mannerisms and appearance (clothing, hairstyle, accessories, ect. Not to be confused with shape shifting or anything of that nature.) to fit in almost anywhere without being conspicuous. This stems back as early as her childhood years masquerading as a young boy in order to make herself that much safer on the streets.
Red Steel: Charlotte can heat up the blade of her rapier to make it exceedingly hot to the touch. This works best with her own sword, but can be used against other metals. The more familiar she is with a metal or object, the faster it heats up. For instance, a silver hairbrush that she owns would heat up faster than one she didn’t.
Firewall: As a means of defense, Charlotte has the ability to create a wall of fire at will. The longer it burns and the larger she makes it, the more energy and concentration it takes. Because of this, the firewall is generally kept as small as she can safely manage it. The wall may be expelled outward as an offensive technique, but to do so leaves her vulnerable.
Valantine
08-11-2009, 11:04 PM
Username: Valantine
Name: Fei Lien
Age: 23
Gender: Male
Element: Electricity (Magnetism)
Rank: Apprentice of Lady Maria Soyuz (Presumed power scale, D).
First Lieutenant of Core 017 (Field Officer).
License: Licensed by the authority of the Aether Society, registry number 5381.
Affiliation: The Breadux Union, under the orders of Core 017.
Appearance: Fei is descended from an ethnic group found to the very east of the planet, his features are unusual to those of the inside either Elatha's or the Union's sphere of influence. He sports long raven black hair which he keeps on a pony tail at most time. His skin the odd shade of pale of someone who was once a lot more tanned, it contrasts heavily with his black hole like eyes and his more girlish features. His body looks small and feminine at a first glance, only to prove itself very elastic and toned to the touch. Standing at 5'4", Fei usually dresses very modestly while not under official orders or donning his military uniform.
Personality: Fei is usually a walking contradiction. One of those few people in the world who seem to be unable to stay in character long enough for people to really grasp his true personality. His actions usually reflect the situation and ambient he finds himself at, as an example, he will appear to be an exemplary officer while in official business and a true slob when under the care of his master's maids.
History: Fei is grandchild of illegal immigrants from the far east, they established themselves in a rural village far-off the main cities of the Union. Fei was raised amidst the poverty his family were under, all he would eat when growing up was the rice they grew and the odd fish he managed to catch, his body showed signs of not fully developing itself due to his hectic eating habits. His grandfather, being a master of kenpo, instilled the boy with his teachings from the day Fei managed to stand up upright, he would train every waking moment not spent on his studies or working to improve his family's budget.
A certain day, just before a summer storm, Fei ran outside his house to recover a tool he had forgot out in the fields, his mother soon followed him, worrying about his safety in the brewing thunderstorm, the very moment she caught up to him and took the boy on her arms, they were both stricken by a lighting that seemed to have grown from their very feet instead of falling from the sky. She passed away on that day, charred beyond recognition, but the boy they found in her burnt arms had only his clothing damaged, not a single burn mark or wound. It was then that his family understood what he really was, as soon as they could make the travel, he was delivered in one of the government buildings and directed to one of the Aether society.
The boy worked as hard as he could on developing his abilities without forgetting the teachings of his grandfather. While his electricity projections seemed to be poor at the best, his short-ranged and magnetism skills were second to none among his peers. He would always spend his free-time working of whichever job he could put his hands on to send the money back to his family in the country-side. Day after day he would slave on his studies and practice and then on his works to avoid thinking on something he concluded after that life changing advent. Was it really a lighting that killed his mother, or was it his own power that charred his most beloved person?
And one day it all changed, his eventful and yet peaceful days came to an end. His nightmare started the very moment she walked inside the academy and pointed at him. Yes, it was the moment he met and were assigned in the charge of Lady Maria Soyuz. That both of them had similar powers and the same element, it had all been dumb luck, she never ceased to tell him how he was randomly picked and did not deserve such a kind master, and how her life got a lot messier for having to teach him (something she almost never did) and for having to go for field mission with him (he always did pretty much all the work for himself as she was usually to drunk on with to heavy of a hangover to do anything).
While Maria certainly liked the boy as her personal toy, they developed the most confusing student/master relationship ever to face the earth. It has hard to decide who was taking care of who when outside of his master's mansion, and when at home, she often left him alone to attend to her duties as an important and upstanding member of the society. Those were the days he loved the most, that place was paradise without the lady at his side, he would sleep, eat and drink until he got tired of it and then he would chase after the maids. The sheer duality of his new life made him forget his past traumas and even his hard working nature was somehow overwritten (Maria's bad habits were contagious), though he would never forget to train and try to improve his abilities, after all, the better he was, the further he would advance on the Core 17 ranks, and that meant money, the kind of money he loved, the good and plentiful kind.
Three years flew by, he was expected to take the graduation exam several times, but he would either skip it or purposefully fail, his powers could easily be ranked high even around normal graduates. Maria was his gold mine, and he would not leave her care while he could profit from being her student and servant. Or at least his mind told him so, truth was that he found himself a new family and did not want to part from them, after all, he had lost a mother before, and he was not going to lose another...
Weapons:
Yin and Yang : A pair of composite fingerless plated demi-gauntlets. Unlike his master's (in which they were conceptually inspired) they serve the purpose of amplifying his latent electrical abilities and make the amperage and voltage of his melee attacks to pack an extra 'punch'. It is also very effective when used as a medium to release short bursts of electrical current in his adversaries body. They are made from black leather and silver colored alloy plates that cover the back of his hand and part of his arms. The alloy itself is a creation of Soyuz enterprises weapon development technology for the sole reason of his use, they are incredibly resistant and work well in both attack and defense (it can act as a shield of sorts), but the best trait of said material is the high conductivity to electricity and the ease it can be used to maintain static electricity in very high levels. Needless to say that Maria made him pay every penny she used in the development and assembly of this weapon.
The Myriad : Fei carries a large pouch full of round small hollow bullets made from the very same alloy as his gauntlets. They carry liquid mercury, or quicksilver as most people call it, of the cyanide variation (Hg(CN)2) on their core. They usually break on strong impact releasing the poison metal. The injury caused by such bullets may cause both severe cyanide poisoning and mercury poisoning, therefore a wound caused by them might be deadly regardless of the area it hit (and ruptured) into. The deadly effects may take over 5 hours depending on the amount liberated withing the body, but it hardly ever comes to that since the more immediate effects such as minor brain damage and motor debilitating effects act much faster. Needless to say that Maria charges the cost of supplying him these bullets by making him carry her stuff all the time and do every possible humiliating chore she can come up with, and she is pretty ingenious when it comes to teasing Fei.
Nyoi Bo : A dual purpose weapon, it is a long hollow staff made from zeurium in the outside and alloy in the inside that can be used both as a melee combat weapon and as a long barrel for the shooting of a myriad bullet over long distances with exceptional accuracy. Being basically a melee weapon made of zeurium, it is his counter weapon of choice for the fight against the few elementalists that can tamper with the use of his gauntlets, such as other electricity and magnetism masters. The inside mesh exists for the sole purpose of enhancing the ability shot use his magnetism as a propulsion device for the myriad, and to provide the aim for the distances his magnetic guidance cannot reach. It is reasonably heavy and it measures around six feet when assembled (it is usually carried as two pieces of 3' each, tied together and carried in Fei's back, the pieces can be used separately, but their maneuverability suffers greatly from it as it gets hard to balance it's weight). Other people would have severe issues with using this weapon if they do not dominate martial art skills advanced enough to use it's balance to control the weight and impact. Needless to say Maria made him carry her (and her luggage) on his back for several missions as a thank you act for providing him this weapon.
Abilities:
Trance and Disruption : By using electricity to accelerate his neural system at synaptic levels, Fei is capable of reacting and moving at much higher speeds than your average human. While a high level of concentration and focus is required for optimal use of this ability, Fei is capable of handling lower levels without even noticing, thanks to his constant martial arts training since early childhood. As most of his skills, it can be used in both defensive and offensive stances as he is able to project it on physical contact on his adversaries, numbing down and debilitating the moves and reaction time of his targets. Needless to say Maria studied this ability of Fei by shocking him to near-death several times.
Starfall : Fei is capable of controlling the flight path and propulsion of his Myriad bullets at short and mid-range. He can simulate a gun shot by manipulating the magnetic attraction and repulsion of the small metal bullets. This ability can be used in a 'myriad' of different ways and the limit number of bullets used and controlled at the same time is inversely proportional with the difficulty degree of the maneuvers he wills them to follow. As an example, he can force a single bullet to follow a complex movement pattern, but a few hundreds of them to follow a very simple movement if extremely close to his body. Needless to say that Maria often takes him to 'cheat' of prize booths at festivals, as a result she always goes back home with her belly full, plenty of booze under her arms and Fei carrying the most humongous mountain of random prizes.
Ryuusui Seikuuken : The skill to sense even the smallest of disturbances around him instilled by the years of training he was forced to undergo and he ability to sense any movements on the static electrical field that surrounds his body culminated in this unexpected side effect. Fei is capable of understanding the path and power of any blow against him and evade or counter if possible. It makes sneak attack against him practically impossible, be it from short, mid or long range. The moment said attack enters his Seikuuken aura's radius, he will notice it and act accordingly to protect himself and those with him. Needless to say Maria tested (and still does it) this ability extensively by shooting him with her pistol (for her own sadistic amusement).
Username: Silk
Name: Elizabeth Ravenscroft
Age: 20
Gender: Female
Element: Water - Ice/Steam
Rank: Graduate
License: Y
Affiliation: Aether Society
Appearance: Elizabeth is a young woman with a thin frame and height of 165cm. She has a wavy, chocolate brown hair cut across her back, usually styled in some way by the hands of her ingenious maid, Patricia. Her face was heart-shaped, with prominent cheekbones, and dark grey eyes set deep in the sockets. Her skin was fair overall, slightly tanned on the exposed skin such face, neck, arms and hands, which made her look cream rather than her default pale white.
She has a large wardrobe and hardly repeats the same set of clothes in a week. While her collection was plentiful, she had a certain set of rules to wear on occasion, such as suits for meetings, formal dresses for private functions and parties, and casual/trendy for a day's out, shopping etc.
Personality: Coming from a wealthy family, Elizabeth exhibits some of the worst traits associated with rich children. Spoiled, arrogant and thoroughly vain. While she is an exceptional elementalist, and considered to be one of the leading forces of a new generation, she spends most of her time in frivolous activities that have nothing to do with her work, such as clothes, polo games, going to theaters, gambling, drinking. She's a person that likes to have things her way, and does not trifle with social standards if they're obstacles to her desires.
Elizabeth has a lot of curiosity. She takes an interest in everything and anything, from politics to geology to cooking, but is scarcely an expert of these things. However, they come in handy when conversing with others in different topics. While the media thinks she's a hot spot for gossip, people that comes across her personally will get an amiable impression. At least, when they disregard some of her less conventional actions. She was notable for being extremely heartwarming towards those of the servant class despite her position and tendency to be aloof.
Even under the veil of an extravagant noble lady, Elizabeth knows her priorities, such as running her family's automobile company, and her studies in water manipulation.
History: Elizabeth was adopted by the Ravenscrofts at the age of eight. Unable to have a child, Lord Gerard and Lady Isabel Ravenscroft were delighted when a phone call came by one of their distant relatives, saying that she was ailing with poor health and unable to take care of her young daughter. The Ravenscrofts immediately took up the offer to adopt the child. It was also a blessing when they discovered that child had water elemental capabilities, like the couple themselves.
When young Elizabeth arrived at their mansion, she was shy and hesitant in most instances. In order to make her comfortable to them, the couple freely granted anything of the child's desire. The girl never asked much, only books and the best teacher in water manipulation at most. And it did not help with the coldness she constantly behaved around them. She was never rude or demanding, but her relationship towards them was civil at most. The couple then assumed that she might just needed some time. It was understandable, since the poor child had just been separated from her own family. Her distinct aloofness, made Lord Ravenscroft nickname her 'Kitten'.
They took great care not to create any pressure on her, as the child suffers from Congestive Heart Failure. A young girl named Patricia Lane had been assigned as her personal maid. Elizabeth didn't give much objection, in fact she was much comforted to know that she wont be alone in the long hospital stays. Elizabeth had to go through several operations throughout her life-- two that were major, a doctor's visit every month or so and medication everyday.
It became evident that young Elizabeth was used to being in the lap of luxury. The role of being the daughter of a Duke and Duchess came on her like a glove. Her mannerisms and speech in public could only be described as perfect, and she was well-educated in both academic knowledge and elemental arts. Instructing maids and butlers come easy to her, although she never overstepped her bounds in that regard. There was hardly anything for the Ravenscrofts to worry in terms of fitting her in with their circle of society.
Tragedy came to the family when Elizabeth was thirteen. The Ravenscroft run a prominent automobile company. During the test run of a new model, Lord Gerard was caught up in a crash and died shortly after. Isabel Ravenscroft was stricken by the news, and suffered depression for some months before she recovered. It was then for the first time when Elizabeth ever showed any concern or sympathy towards her adoptive mother.
The bond between Isabel and Elizabeth blossomed over the years. Two years ago, at the age of eighteen, Isabel allowed her adoptive daughter to run the company in her stead, as she was getting old and her health has derailed in recent years. Elizabeth had been a devoted child and takes her responsibilities seriously, but she was far from being perfect. In the process of opening up to others, she also developed some unsavory habits, such as sneaking into casinos while underage, bringing home a strange man(which she won in a poker game), flirting with undesirable suitors. Most of antics were accompanied by Patricia, and whether she'd like it or not, her butler, Siegfried. For the past three years, Elizabeth had been a favourite target of gossip magazines.
Weapons: N/A
Abilities:
Mistify – Collects water vapour in the area and uses them to create a fog.
Black Ice – Black Ice does not create 'black' ice, it's just named after its appearance on black asphalt. Black ice, in reality, is transparent ice which looked like glass. It's cause was due to Elizabeth's precise control over water vapor, and removes air bubbles inside the water, hence its transparency. If Elizabeth isn't being serious, she creates normal ice instead, because those take up less concentration.
(One more to come)
Shinpaku
08-18-2009, 05:17 PM
Username: Shinpaku
Name: Marcus Stenbeck
Age: 16
Gender: Male
Element: Air - Less proficient with sound, but not completely inexperienced.
Rank: Apprentice
License: Y
Affiliation: Aether Society
Appearance: Marcus has neck long, messy brown hair and blue eyes. He stands 170cm tall, and is usually seen wearing brown cargo pants and a regular white shirt as far as clothing goes. He feels a lot more comfortable in these clothes, as opposed formal wear, which he finds constricting. Slightly tanned, he's neither muscular or athletic in appearance, but rather somewhere in between.
Personality: The best way to explain Marcus would probably be that he's easily led astray. Partially because of his upbringing and his little sister who would usually boss him around at her leisure, Marcus will often go along with other peoples demands, no matter how crazy they are. He found out that doing so will result in less yelling and bawling, at least as far as his sister is concerned. He's very prone to daydreaming and can do so in close to every situation. When ever this happens, a strange, dopey like expression appears on his face, as if he's in a far away place. He has great compassion for others and loves to experience new things, even if he is somewhat of a coward on the inside. Easygoing and with a bright outlook on life, he's not exactly what you would expect, being the son of a wealthy noble.
He doesn't do too well in formal social situations, as he's always had a dislike for such things, but he's been raised as a noble by his father and mother and as such he knows the proper etiquette and customs surrounding these events. He feels formality in any situation makes the participants less human in a sense. He associates formality with the need to outwardly look good in they eyes of others, and dislikes the air of hypocrisy it creates. A strange way for the son of a wealthy family to be thinking, but this is a side of himself he keeps hidden to others. He only ever lets loose when he's alone, and free to pursue his own goals.
History: Being born into a wealthy family, Marcus has since birth carried quite a few burdens on his shoulders, much to his own dismay. Loving parents is something he's never truly had. From a very young age, his father would teach him his own golden rules. All of them were business related, and were mostly comprised of the importance of honoring ones family name and working hard to increase its reputation at whatever cost necessary. When it was discovered that Marcus had potential as an Elementalist, his father was astounded. Yet, he only saw business opportunities. He made arrangements for a very accomplished teacher within air manipulation to tutor him. His tutor would become more of a father figure to him than his biological father ever did, teaching him not only the skills needed to be an elementalist, but also a whole lot of other things concerning life itself. That is, life outside the walls of his home and all the formalities that came with being a noble.
Marcus had heaps of questions, most of them being about the "outside world" as he had come to call it. About the people there, how they lived, how they worked, everything. His face would always light up when ever his tutor started speaking of these things. Under the pretense of doing work outside in order to get an increased learning experience, his tutor was allowed to take Marcus into town on a few occasions in order to see with his own eyes what he had heard about for so long. Butlers and maids trailed not far behind though, and trying to escape them was just as much fun each and every time, both for Marcus and his teacher. He felt he learned a lot more here than at home, or maybe he just felt more at ease, being able to just be himself. The townspeople didn't care for your social standing in the same way nobles did. They were people living together, supporting each other in order to live good and ordinary lives. Over time, he befriended quite a few of the shopkeepers in town, due to his honest and bright face and good manners. Marcus truly loved this part of the world he lived in, and at some point he vowed to one day become a strong elementalist, for the common peoples' sake. The years passed, and Marcus continued to excel in Air manipulation, now also working on sound manipulation on the side. He'd often offer to help people, going out of his way to do what he could. Being something of a klutz though, he often created more of a mess than anything else.
When his father caught wind of what he and his teacher had really been doing in town, he became furious, saying that this would in no way help him become a true noble, and that he shouldn't concern himself with common rabble, referring to the townspeople. Marcus felt anger boil inside him, and for he first time in his entire life, he spoke up to his father, he actually yelled at him, telling him about how much he loved the town and the people living there. His father blamed his tutor for polluting his mind with such nonsense and immediately had him reprimanded and fired. Marcus had recently become an apprentice at that point, and in order to learn more, it was necessary for him to work directly under a master. He knew however, that his father would probably never allow this, as he wanted to keep his eyes on Marcus, making sure he didn't do anything he deemed useless to the family name. Realizing the situation he was in, Marcus left a note in his room, saying he was leaving, and that his father was free to not view him as his son anymore. A noble life was not for him, that's what he had decided. And on that same night, he left his home behind, and left for parts unknown, hoping to find a master that would take him in under his wing.
A few days after this he got an answer from the Aether Society, saying he's been appointed to a Master, and where he would meet him. Marcus could hardly wait, having great expectations to his new Master. If he was anything like his former tutor, Marcus would be overjoyed. The reality he was faced with when he met his Master was quite different however. His Master, Siegfried, was the complete opposite of what he had hoped for. Even so, Marcus would stick with him. As strange as he was, Marcus felt comfortable around Master Siegfried, maybe because he didn't seem to care much for formalities either. His Master Was some girls butler, because of a bet that had gone wrong, or something along those lines. Even worse, the woman they were following around was his little sisters' idol. She used to read all of the gossip surrounding her, and Marcus figured that's where she got her bossy attitude. Having been under Master Siegfrieds tutelage for a couple of months, Marcus still works on his Air and Sound manipulation each and every day.
Weapons: N/A
Abilities:
Wind cut - As a substitute for not carrying or having any skills with weapons, Marcus had to think of other ways to defend himself, should the need arise. Through concentration, Marcus can shape the air close to his fingertips into razor sharp objects, be it a needle, a blade, basically whatever the situation calls for. He can fix the air in such a fashion, that he has pinpoint accuracy with which ever size of blade he decides to use.
Sound thrust - Having learned quite a bit of the human physiology from his tutor as well, Marcus knows the effects that sound can have on the body. To be more specific, he's learned to use it to his advantage in a possible combat situation. By focusing sound waves and sending them into another persons ear, he can mess with their inner ear using that sound. This can make people lose their balance, or in severe cases, make people throw up.
(More to come as he learns more)
Lasci
08-20-2009, 03:25 AM
Username: Lasci
Name: Adéle Capet (Rougeaux)
Codename: Phoenix
Age: 19
Gender: Female
Element: Fire, Yellow
Rank: Graduate, C+
License: Yes
Affiliation: FOMORII- 5, Aether Society
Appearance: With both an alluring countenance and enticing curvature, Adéle was the sort of woman who required more than just a single look over. Blonde curls framed a pretty face, the centerpiece of which was a pair of vibrant sapphire eyes. A set of high cheekbones meshed with a partially bronzed complexion to add a touch of flavor and an exotic taste to her overall demeanor. Adéle was rarely found with any marginally unkempt aspects of her appearance. She seemed the sort that could spend hours laboring in front of a mirror just to ensure that she was presented as nothing less than perfect. She was short in stature, standing at an unintimidating 5’4. However, what Adéle lacked in height she made up for with confidence and audacity, moving with a proud stride and her head held high. The occasional and subtle mispronunciation of a word would suggest that Adéle is originally from somewhere foreign.
Her choice in clothing was somewhat peculiar for a woman. Adéle was constantly found garbed in a selection of finely tailored suits, which, like the rest of her characteristics, portrayed an uncannily well-groomed demeanor. Rain, snow, cold, hot, windy—temperatures and climates didn’t particularly matter to Adéle—she was always caught in some sort of exquisitely crafted suit, along with an sporadic inclusion of a tie. Her colleagues would even occasionally jest about her dress code by making jokes about whether or not she actually slept in one of the things. There was little uncertainty on whether a dress or skirt would make any onlookers gawk at her toned physique, but Adéle deplored the idea of wearing something so girly and proper. Nonetheless, her sense of fashion only seemed to accentuate her other, more important aspects. She was easily identified as a self-assured individualist who was undoubtedly an interesting person to be around.
Personality: In a word, fierce. Adéle is the sort of person that likes to have things done her way and isn’t too subtle about enforcing such. Add this to her professional demeanor, unwavering confidence, and oftentimes arrogant attitude and most find the woman to be more than just a little intimidating. Only dishonest when absolutely necessary or laying down a healthy dose of sarcasm, one never has to wonder what Adéle is thinking about them at any particular moment. She’s not hateful, but instead competitive and critical of those around her. Adéle is usually put in an awkward defensive position when she meets with new people. Having not indulged in a very social lifestyle for most of her life, she finds it exceedingly difficulty trying to be anything more than cordial, especially around those of less stature than her. However, though she might be the first one to scoff at another’s poor idea or foolish comment, she always seems to be the first to lighten the mood with a smile or joke. If there’s anything that people have learned from spending time with her, it’s that she expresses a great deal of loyalty and dedication to those that have enough patience to put up with her. A favor never goes unreturned, a debt never unpaid. If only people could get past her wild tendencies and offsetting attitude…
History: Adéle was born a Capet, a high-class family filled with prestigious water elementalists. She should have been promised a great future, but she only seemed to promise the demise of her family. When her mother died due to complications during Adéle’s birth, her father was spotted with a new woman almost immediately afterward, suggesting that he wasn’t being entirely faithful to his wife. The scandal tore the family in two – part of the Capets rushed to the defense of Adéle’s deceased mother, while the others tried to justify her father’s actions. Squabbling began and Adéle was identified as the source of all the problems. The majority of the family blamed her for all the conflict, though there were a handful of individuals that flocked to her aide.
Her father’s sister, Cecilia, was the one such individual. The woman, along with her son Alphonse, took it upon herself to raise the girl. Hardships were endured, but the three of them persevered. It took a while for Adéle’s elemental powers to manifest; the longer it took, the more disdainful her relatives became of the ‘useless’ child. The Capets were none too happy when the girl’s powers finally did surface at age eight; rather than having an affinity to the family’s trademark element, water, she showed the ability to manipulate its rival: fire. The family seemed hell bent on disowning the poor girl, but Cecilia refused to let such an atrocity happen. Instead, Adéle’s relatives were convinced to support the expenses of her schooling, which would certainly pay to keep the girl out of their hair.
Before Adéle could celebrate here eleventh birthday, she was attending Cecilia’s funeral. Having been stricken by an ailment for several years, the girl’s mother figure had met her end. The Capet jumped at this opportunity. Without anyone but her young and inexperienced adoptive brother to take her side, Adéle could easily be disposed of. Alphonse left with Adéle, refusing to leave her to fend for her own. He was offered a job at FOMORII-5 and given a salary that could easily pay for the rest of her schooling. Taking up the weapons of his mother – a golden kusarigama and katana – he became an agent of the imperial group for the sake of Adéle’s well being.
While Adéle loved and cared for her adoptive brother and appreciated his hard work, she didn’t have similar feelings for her schooling. A mixture of arrogance and an innate ability to control her element left Adéle bored and restless during the school day. Her troublemaking tendencies convinced the teachers and staff that it would be wise to rush her through apprenticeship and graduation. After sufficiently aggravating every teacher and Master she came in contact to before graduating, Adéle was immediately pressured to move onward towards her Master exam. She never hid her disdain for the idea; the last thing she wanted was to be labeled a candidate for baby-sitting an apprentice.
Tragedy would strike once again; this time shortly after Adéle had become a graduate. Alphonse had been terminated while carrying out a mission for his employers, FOMORII-5. Enraged and heartbroken upon hearing the news of her foster brother’s death, Adéle found herself surrounded by several associates of FOMORII-5, all of which offered kind and consoling words. They graciously offered to continue to pay for her housing and provide the money and support Adéle needed. More importantly, though, they gave her a chance at revenge. Knowing who killed Alphonse – a group related to the Family – and where to find them, they wanted Adéle on the job. She agreed.
The fabulous success of her first job convinced FOMORII-5 to permanently hire her. She was given the codename ‘Phoenix’ due to her notable attachment to her bird-like construct and the way that her fire took the form of a bird’s wings when she conjured it. She was given the weapons her adoptive mother and brother used, offered a beautiful home, and provided a job where there was naught a limitation but her imagination. The only condition was that Adéle Capet was never to existed; her troubled past would forever be behind her.
Weapons:
Kusarigama – Otherwise known as a chain and sickle, this weapon consists of a kama attached to a spiked ball via a chain of thinks. Inherited from her adoptive brother Alphonse (whom received it after his mother passed away), this is on of Adéle’s few prized possessions. It is her primary weapon due to the way it complements her unique style and wild use of her element. The entire thing gleams with a golden shine, accentuating the exquisite attention to detail that seemed to be characteristic of whatever blacksmith crafted it. The kama consists of a handle fashioned as a golden Chinese dragon, with a straight blade that protrudes from the side of the dragon’s tail. Affixed to the other end is a long length of chain that protrudes from the dragon’s open mouth. The chains leads to the aforementioned spiked ball, colored in a similar hue to the rest of the weapon.
The entirety of the weapon – chain, kama, and spiked ball -- serves primarily as a long ranged grappling device. Requiring two hands, one for the kama and the other for the chain, the user keeps their opponent at bay by swinging the chain and then entwining one of their weapons or appendages once they come into range. The kama is typically used to administer a killing blow, though it can be used to parry, slice, or stab at the opponent until a suitable opening is found. This typically only works in wide-open areas; crowded streets or small alleyways usually assure defeat for even the most skilled Kusarigama users. To avoid being at a complete disadvantage, this particular weapon allows Adéle to detach the kama from the rest of the weapon in order to have it used without the hindrance of the chain, though the kama is used mostly to disarm one’s opponent and create an opening for the final blow.
Adéle wears this weapon numerous ways. The most common is by sheathing the blade of the kama in a scabbard the is situated below her breasts, with the chain wrapped around her torso. This small size of her weapon allows her to keep it concealed if need be, but the entire process is mostly uncomfortable and unsavory unless absolutely necessary. On rare occasions, she’ll wear the weapon in a somewhat awkward and likely inefficient fashion about her waist, with the chain wrapped around her and the kama dangling dangerously at her side.
A makeshift example found from wikipedia. (Clicky!) (http://upload.wikimedia.org/wikipedia/commons/c/c3/Kusarigama.jpg)
Katana – Adéle’s katana is crafted with similar splendor as her kusarigama, but is mostly used just for show. Her proficiency with the weapon is lackluster, which makes the sword used only as a last resort, when the kama and kusarigama are going to be more of an obstacle than a help.
Abilities: Adéle uses her abilities in a very wild fashion. There’s relatively little fire manipulation done when she uses the element. Though she may summon flames and direct them towards a certain path, you will very rarely find her doing more than watching as they run whatever course the element feels like taking. Where as most would prefer to concentrate their fire or manipulate their surroundings using the element, Adéle only nudges the destructive substance in the right direction or encourages it to burn fiercer and lets nature’s vicious offspring do the rest. Adéle would rather watch a building burn to the ground than try and quench the flames unless absolutely necessary. To her, fire is not an element, but an entity – a living being that should be free to chose how it acts or whom it assists.
Adéle has a couple of unique traits and techniques when it comes to being an elementalist. The first is the way she effortlessly engulfs her weapons in a fiery coat without burning herself. Whether using her kusarigama or, less likely, her katana, the process of wrapping her weapons in flame takes little concentration and is easily started or ceased by merely willing it. The flames bellow and sway wildly, though to Adéle, the weapons feel no different than usual. To others, however, the flames are opt to burn and scar. Her second trademark use of fire is the fact that she usually evokes it out of one of her weapons rather than her hands or other body parts. Though she can conjure flames from her arms and the like, she seems significantly more powerful when she summons the flames from her weapons
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