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Old January 9th, 2014 (02:48 PM). Edited March 29th, 2014 by Grif of Hearts.
Grif of Hearts's Avatar
Grif of Hearts
Que sera sera~
 
Join Date: Jul 2011
Location: System 32
Nature: Naive

“An innocent caress can be enough to pull at stiches and tear open scars.”
– Legate Sienn Reed, Scarlet Guard.


IC: Cross my HEART
Backstory
They say that darkness lurks in every person’s heart. It is the primordial ability to do evil, ingrained into even the kindest of beings. In turn there is light within each person representing their ability to do good despite past sins. Humanity represented a fragile balance between the two. Against all odds this balance stood strong against even the mightiest of foes.

And then world came tumbling down.

The blame for this fall… The Fall weighs on the shoulders of the figure only known as the Dark Presence. A being that has lingered in this world for an eternity, waiting and watching as generation upon generation passed it. Fuelled by the evil within the hearts of every being it gathered strength, growing stronger and more capable by the day. Yet it still waited, biding its time and preparing to strike in such a way that it had no chance of recovery. Despite how long we coexisted we were completely oblivious to its existence, content with the society that we had built from the ground up. As far as we were concerned we were invincible. The Dark Presence punished our arrogance by fracturing the Old World into pieces.

This Fall was the breakdown of the governments of the world; it was the cumulating pressure of mass rioting, economic collapse and the creeping forces of the Dark Presence on our borders. When its existence was revealed to the public, followed by the knowledge that the authorities were powerless to stop its advance, panic spread. With no control over their civilians, their military or the economy the world’s leaders clung to a planet they no longer ruled. As the Dark Presence proved its corruption had spread far further than anyone had realised nations began to fall piece by piece. The world lost order.

And so the New World was born from the bloody ashes of the Old. It bore a land of anarchy where survival was law and the people were just as vicious as the Thralls that now stalked the streets. As humanity weakened, losing more and more by the day, the Dark Presence only grew stronger. Its spawn were powerful and never lost resolve, unaffected by our frail efforts to push back the tide. As the blackened tendrils of this demon spread out across the known world there seemed no hope.

But humanity had become a trapped rat. With nowhere to run it lashed out, teeth bared and with new weapons of war that promised to change their fate. It had nothing to lose and so risked everything.

The hearts of those corrupted by the Dark Presence, Thralls, had become solid and black, pulsating with a mysterious blue energy. When treated properly these Heart Shards possessed huge amounts of usable energy, fuelling these new and extravagant contraptions that humanity brought into battle. The Dark Presence had not anticipated human ingenuity. For the first time in seven years since the Fall humanity fought and humanity won.

Their successes did not stop there.

As more of the taint was cleansed, Heart Shards could be found in great abundance. With no oil, coal or nuclear energy to provide for the people the Shards took their place, finally bringing industry and power to the world again. Cities grew on this new discovery, drawing together the remnants of humanity and civilisation. The Heart Shards would later be discovered to even be able to impart some of the power of the Dark Presence onto individuals, giving them abilities far beyond the scope of ordinary beings which. This only strengthened their cause.

As much as it tried the Dark Presence no longer had the advantage. The tables had turned, allowing the surviving men and women to stand tall in this apocalyptic world. As days whittled into months and months into years, humanity continued to triumph against its foes. Even as eventysixty years passed humanity had not faltered, standing strong. It may have been a Pyrrhic victory but the human race had advanced so far that it was no longer prey. It had become the predator.

Despite this the war was never over, even if many could live in relative peace in the New World. While humanity may think it had gained the upper hand the battlefield was merely levelled, giving both sides an equal chance. The forces of the Dark Presence, while not nearly as strong as they once were, still linger outside of the city walls and strike whenever the opportunity presents itself. Men and women dedicate their lives to fighting, utilising or studying the Dark Presence and the New World is built up around its very existence. While torn and scarred the world still lives.

But every good tale needs a twist. As the Dark Presence and its forces become more and more aggressive a great shadow has been cast over the world, clouding it in a murky, unnatural darkness that breaks only at midday. As the people grow restless and the wilds grow more and more dangerous only a few seem willing to take a stand. Old wounds are bound to be reopened.

Premise
Date: 1st October, 77NW. You are one of the Heart Stealers.

However you came to join them and how far your allegiance with them goes may vary but regardless you are working for them, fighting under the purple banner of thieves, outcasts and freaks that has become so familiar in the Marble Wastes. With the death and replacement of the previous head of the organisation, the Heart Stealers are no longer the pets of the Jadis Corporation that they once were. With new drives and ambitions the Heart Stealers became a battalion of men and women, armed and dedicated to hunting the darkness in all its forms. Unlike the other soldier forces in the Risa Eist the Heart Stealers have made the controversial decision to cleanse the world of the Dark Presence and its corruption once and for all. Entirely in secret.

With the New World built up on the Dark Presence’s existence, industry, technology and culture reliant on its wellbeing, slaying the Presence risks a Fall worse than the first. The second collapse of society and everything around it. Even the Scarlet Guard, aggressive as they are, have never made the move to slay the Dark Presence, knowing it is far too vital a being in the New World.

And yet the Heart Stealers push on. While a second Fall may be disastrous, ever day humanity is a little weaker. Every day gives the Dark Presence another chance to strike, maim and feed off of the emotions of the greedy and spiteful. Not since the Old World has a day of peace been experienced by a single being. None can guarantee a safe existence with the Presence alive and so the Heart Stealers, for better or worse, believe sacrifices have to be made.

A small number of skilled individuals have made their way to Halstana, a flourishing town along the edge of the Ivory Loch. While they have only known each other for a week, maybe even less, they have been assigned as a group, functioning independently from the organisation. This allows them far greater freedom in their goals and methods than other members of the Heart Stealers. They are scouts and investigators, the first line of defense in the brewing war. Despite this they are mostly used to take on the missions the Heart Stealers do not deem a priority, tying up loose ends where the Heart Stealers leave them.

Their current mission? Both a test of their efficiency and an investigation into the untimely deaths of a dozen important individuals in the city. With each connected to the Heart Stealers in some way it warranted an investigation. When their deaths turn out to be more than mere coincidence it triggers a series of events that snowball into a far greater catastrophe, one that risks the lives of all those living in the Risa Eist and is closely connected to the Dark Presence itself.

Lore and the World
Spoiler:
Primary Factions
Spoiler:
A brief description of the most prominent factions in the world of Heart Stealer.
The Darkness
The figure in the corner of your eye. The beast that watches you sleep. The Darkness was created from the evils of humanity many centuries ago and its spawn hold true to its cause. They may seem mindless, aggressive, and savage but the Darkness has the intelligence of a million souls and the strength of over one billion. They lack any shred of human decency, seeking only to kill and maim. The Dark Presence itself, both the figure head and leader of the hive, is an incredibly intelligent individual and this makes the Darkness one of the most threatening beings in human history. They cannot be reasoned with and they cannot be stopped. The creatures in the bestiary compose the forces of the Darkness although many forms of the Darkness are believed to exist.
Heart Stealers
Once a section of the Jadis Corporation the Heart Stealers were a group dedicated to hunting down the Darkness. Rather than killing for the sake of killing the Heart Stealers were tasked with taking the Heart Shards of those they killed and bringing them back to the Jadis Corporation for processing or research. Recently they have become an independent organisation, albeit closely tied to their previous employers. Although the other factions are unaware the Heart Stealers have been long planning to destroy the source of the Darkness, the Dark Presence, and sacrifice this new world in order for a chance at a life in the old one.
Scarlet Guard
Mercenaries, bandits and soldiers. The Scarlet Guard share their roots with the Gamayun Institute, both born from the desperation of survivors. When differences split the Initiative, one wishing to fight and one wishing to study, those who carried arms against the Darkness later became the Scarlet Guard. They are willing to take on any job assuming the pay is good and the hunt is fierce. They are known to protect places of value and organisations of power, even the Gamayun Initiative which they once despised, but will very often go out on hunting parties against the Darkness to reap the rewards. They are believed to be the only organisation with enough manpower and weaponry to be able to bring down a Balor.
Jadis Energy and Production Corporation
Formed shortly after the establishment of the Risa Eist’s capital, the Jadis Corporation was born from the remnants of an Old World power corporation. Responsible for the supply of resources and the manufacturing of dozens of products in the Risa Eist they are primarily responsible for iron, steel and the ever desired Heart Shards which they pay hunters handsome to acquire. They are also well known for their timber, plastics and weaponry industries. The Marble Railway, running from one side of the Marble Wastes to the other, is owned and maintained by them. Because of their domination of the nation’s industry the Jadis Corporation is one of the richest and most powerful factions.
Gamayun Institute
The very first faction to rise from the ashes of the Old World, the Gamayun Institute was once a group of soldiers and scientists who worked to find a way to destroy creatures of the Darkness. They discovered the power of the Heart Shards, the use of Essence and they constructed some of the most flamboyant (and powerful) weaponry ever developed. When the Institute split one half continued its research into the Dark Presence. As time passed they became more isolated and zealous in their work, only ever contacting the outside world for trade of information and supplies. Their experiments are often dark, dangerous and sometimes even inhumane but their results cannot be argued with.
A.C.R.E; Allied City-states of the Risa Eist
When the people of the Risa Eist began to rebuild they formed small city-states which bickered and fought. Soon though they realised that alone, especially if they were fighting each other, they were weak, but the whole could be far greater than the sum of its parts. A.C.R.E was created to encourage cooperation between the fledgling governments. The Allied City-states of the Risa Eist. This amalgamation of cities is a small but flourishing nation which works to absorb new cities as they are found. They are the closest thing the Risa Eist has to a unified government and puts the needs of the people first and foremost.


Bestiary
Spoiler:
Descriptions of some of the dark beasts that prowl the Marble Wastes.

Sligg: Small, amorphous creatures composed of black ooze that feed off of negative energy and emotion. They are the most common form of evil presence in the world and can appear almost anywhere the Darkness has touched, spawned directly from the Dark Presence itself. Individually they are weak, considered more like pests than creatures of the Darkness, but they crowd together in large groups which makes up for their frailty with superior numbers. Sliggs are the premature forms of Sliggoths.

Sliggoth: The adult form of Sliggs. As a Sligg matures it grows to a gargantuan size, slightly taller than a human being and several times wider. Their mucus-covered skin begins to harden into a leathery hide, even forming sharp spines that run along its body that are as strong as any metal. With new pincers that are capable of piercing steel and a lethal hunting instinct, Sliggoths are predators when alone and nightmares when in packs.

Thrall: When a human being succumbs to the evil within themselves, giving their minds and souls to the Dark Presence, they become a Thrall. A Thrall is shrouded in black ooze but their form is still humanoid. They possess the same skills and abilities of a human being, although they have since turned feral and are impossible to reason with. They are not intelligent, however, and possess very little drive to do anything unless a threat (or a meal) appears. They will obey the orders of a Witch blindly though, turning them into lethal and surprisingly organised soldiers.

Witch: Unlike Thralls whose connection to the Dark Presence is limited, a Witch is usually born from a prolific Essence user. Use of Essence allows the Dark Presence to take control of the human far easier. This lack of resistance allows to the newly made Witch to have retain some of their intelligence, sanity and power while still being enthralled by the Dark Presence. Because of this, Witches are all powerful and uncontrollable essence users. While some Witches are solitary, most take advantage of their power by leading large tribes of Thralls on a war path. Physically like those they lead, humanoids covered in a murky blackness but they can be distinguished by the glistening blue light which spills from their eyes and mouth.

Balor: The Balor are bizarre but terribly powerful creatures, making the other forces of the Darkness pale in comparison. They resemble Witches in many ways, a dark figure spilling blue light from their eyes and motuh, although lack their prowess with Essence. Instead the Balor are several stories tall, giants among their kin. With this size comes incredible strength, capable of destroying entire cities singlehandedly. They are not incredibly intelligent but like Thralls they can be commanded by powerful Witches or more often a Valkyrie. One of the most feared sights in the modern world is a pair of Balor.

Valkyrie: A creature as deadly as it is cunning, Valkyries do not often show themselves to mortals often. Rather than rely on brute force like most, Valkyries lure in mortals with promises of power, success or any of their deepest desires. They latch onto a host, slowly twisting them and guiding them towards their cause. Unlike the dramatic physical changes seen in Thralls and Witches a human manipulated by a Valkyrie is almost indistinguishable from one who is not. Valkyries themselves resemble skeletal torsos and heads, lacking anything but a thin spine-like tail from the ribs downwards and possessing long clawed hands. Huge skeletal wings sprout from its back, often portrayed as being wrapped around those they have completely enthralled. They are also skilled essence users, far more proficient with it than any Witch.

Dark Presence: A theoretical although likely very real manifestation of negative emotions and traits. The Dark Presence is responsible for the desecration of the Old World, bringing the people to its knees by allying the previously warring Valkyries. Its corruption spread across the world, breeding Sliggs and forcing many to turn into Thralls. It speaks to users of Essence, a force which the Dark Presence itself is part of, whispering in the back of their minds and slowly corrupting them. It is the one true evil left in the world, determined to plague humanity for the rest of its existence. While it is believed the Dark Presence was far more aggressive during the Fall, rumours of it activity have dwindled in recent years. Most believe it is hibernating, waiting before it can lash out for a second time.


Key Terms
Spoiler:
Common terms used in the New World.

Heart Shard: When a human is converted into a Witch or Thrall their heart is the first piece to change. The muscle solidifies, turning into a thick black stone. Thin patterns mark the stone in an ivy design, glowing an eerie shade of blue. The Heart Shard is incredibly potent in its raw form and is dangerous if not treated or contained. When processed into a form that is easier to handle though it has a variety of uses, primarily as a fuel source for weapons and equipment. Treatment in specific ways can create new effects through the Heart Shard which is often applied to weaponry to make it function differently. When a raw Heart Shard is implanted into a human being, either near their heart or replacing it entirely, after a period of adjustment the individual will gain the ability to harness Essence.

Essence: Through the use of Heart Shards, individuals can gain access to the powers of Essence. Heart Shards allow a somewhat manageable level of corruption within the individual, bringing them closer to the Dark Presence. This also imparts some of the Presence’s power on the individual in the form of Essence, a magical force which allows the user to perform feats impossible to an ordinary human being. These powers range depending on the individual but can be incredibly powerful when fully trained. Unfortunately this internal source of corruption, when combined with extended contact with the forces of the Dark Presence, leaves the Essence user incredibly susceptible to full corruption. This creates a Witch. Replacing the heart with a Heart Shard increases this chance when compared with one who simply has a piece planted inside of them. Essence users are often called Warlocks.

Depending on the process that is used to gain access to Essence or the creature from which the Heart Shard is taken from the powers can be subtle and barely noticeable or incredibly vivid and powerful. Planting a small piece of a heart shard in the individual’s chest usually allows for very minor abilities to manifest, enough to compliment ones abilities and weaponry but not enough to replace them entirely. In most cases, replacing the entire heart with a Heart Shard imparts stronger abilities on the patient.

Warlock: A human being capable of accessing the powers of the Dark Presence in the form of Essence. They either have a Heart Shard implanted in their chest or they have their heart replaced with a Shard. This allows them to access their abilities. While the abilities of Warlocks vary and the term is usually used to refer to those who specialise in the use of Essence, Warlock technically applies to anyone who has gone through the implantation process.

Corruption: A fate that befalls most who dedicate their lives to fighting. When a person is exposed to the Dark Presence or its forces for an extended period of time they slowly take on a kind of sickness that is often called Corruption although it takes many names. Typically these effects are minor and do not impede an individual in any notable way. However by spending greater and greater amounts of time in proximity to the Darkness they can accumulate to such a degree that the individual must be detained as they are considered too much of a risk to themselves and others. Corruption is associated with a growing connection between the individual and the Dark Presence, a condition that will cause the inflicted to succumb completely, becoming a Thrall. If in their past life the inflicted was a particularly potent wielder of Essence then they risk becoming a Witch, something which is far more deadly.

Symptoms of corruption include but may not be limited to the following; migraines, severe heart burn, blurred vision, black outs, hallucinations, paranoia, panic attacks, heightened aggression, hearing the whispering voices of the many minions of the Dark Presence and psychosis in all of its other forms.

New World/Old World: Used to distinguish between society before and after the fall. Because of the Dark Presence's interference, destroying any and all records of the Old World that it could find, much human history and culture of the Old World was destroyed, what was left carried on in the memories of those who survived. To signify this change a new calendar was introduced, starting at 1NW to signify the start of the New World. Currently it is 77NW.

Essence Motor: A device that finds a place in almost all modern technology, an Essence Motor is powered by Heart Shards. While the specifics of different Essence Motors vary they are used to transfer the energy of a Heart Shard into the connected device. While their simplest use is as a port for the device to be charged they can also be used to apply bizarre effects to the object all too similar to Essence. For example, an Essence Motor attached to a sword could cause it to burst into controllable flames or if it were attached to a pistol it could cause the bullets to electrocute those it hits. The applied effects are near limitless and it is rare to see a weapon without one.

Mythem Network: An advanced network composed of computers, processors and all sorts of other technological devices the Mythem Network is in every way the spiritual successor to the Old World internet. It allows for communication over long distances, usually through text although vocal conversations via the network are also possible, and access to possibly the largest store of information in the New World. It has become vital in reconnecting the scattered pieces of the New World and ensuring that the connected nations can trade information freely.


Geography
Spoiler:
A list of locations such as countries and cities that may be of importance.

Risa Eist: Also known as the Marble Wastes, the Risa Eist is a nation once composed of a dozen city states. It was unified in 60NW, now governed by A.C.R.E. and taking in any settlements it could find While the city states occasionally bicker they are now a combined fighting force, eager to bring back flavours of the Old World. Now a large number of cities are considered part of the Risa Eist, as are many smaller towns and villages that stand against the Darkness.

The Risa Eist itself is composed of two primary terrains. Mountains and highlands stretch along the edges of the region, both a blessing and a curse as they provide great shelter from the Dark Presence but also shield the nation from contact with the outside world. This is where the majority of the Risa Eist's population is as the Darkness is less prominent and the conditions are more comfortable to live in. In the centre of the Risa Eist is a vast wasteland filled with everything except society. Bar a few small towns these wastes are barren, dangerous and filled to the brim with criminals, dangerous wildlife and evil monstrosities. Great lakes are situated in the south where it is warmer and more comfortable while ice creeps along the northern regions.

Halstana: A town in the southern Risa Eist, Halstana is a lake settlement surrounded by low cliffs and almost endless woodland, every inch of it rotted and snow white. Despite the Thralls that creep just outside of its borders, Halstana has remained mostly untouched by the Darkness and is a well known resting spot for travelers because of this fact. The clear lake waters and abundance Old World architecture make it something of a tourist attraction.

It was the hometown of PC Bernadette Westerveldt prior to 70NW and a important location through Chapter 1 of Cross my HEART.


Character Sheet
Spoiler:
Feel free to colour this as you wish. It can make it a little more vibrant and suitable to the character.
(Also white doesn't show up on the default Pokécommunity post background!)




Cross my HEART
ハート泥棒
"Insert Character Quote Here"

Name
A full name for your character.
Age
Age and date of birth. Likely, although not necessarily, between 00NW and 77NW.
Gender
Male or female, etc.
Title
Sum up your character's role in a few words!


Appearance
A description of physical traits; eye colour, hair colour, height, etc, combined with a description of your character's clothes or, potentially, battle suit.
Biography
A description of your character from birth to death, their significant problems in life and how they have overcome them. Any key information in their past that's noteworthy.


Equipment/Weaponry
Anything your character is armed with or wearing that serves some other purpose than simply being worn. Remember that Heart Stealer is far from a serious roleplay and you're free to be as flamboyant with this section as you wish.
Abilities/Combat Style
Many in Risa Eist fight not with weapons but with their body or with Essence. That, along with any useful skills they might have, should fit here. If the character uses an interesting or unique fighting style then that should be mentioned here as well.

Musical theme
A musical piece that suits your character. Not required.


Accepted/Reserved Characters
Reservations are currently closed but may be opened at a later date.
  1. Grif of Hearts - Bernadette Westerveldt
  2. Retro Bug - Almira Koury
  3. Lord Sephear - Gerard Karrol
  4. heretostay123 - Genesis Hunter
  5. Songbird - Kallen Brandt
  6. Nakuzami - Ophelia Young & Ian Clorman
  7. Colony - Δ (Delta)
  8. Geras32 - Meredith Taylor

Rules
  • All PC rules and PC roleplaying rules apply.
  • Rated [M] for Mature - you don't fight Thralls without getting a little blood on your boots!
  • No Godmodding or character Bunnying without permission.
  • I won't put limits on the number of characters you have assuming you give them all adequate representation.
  • The number of reservations/accepted characters is theoretically unlimited. It is not first come first serve and if I happen to be sent one hundred well made character sheets then I suppose we'll have to power through with one hundred player characters.
  • If the roleplay has already started but you're interested in joining then message me. We'll find a way to fit you in.
  • Feel free to suggest subplots and ideas for future events. This is a combined effort after all!
  • Romance is a-okay. In fact I will be personally responsible for the majority of the shipping in this roleplay. Now kiss.
  • Try to keep appropriately active. All roleplays have their highs and lows and everyone has personal matters to attend to which might take priority over posting. Speaking of which if there's ever a reason you need to take a hiatus off of the roleplay then please let me know. Time off can be arranged.
  • It's entirely possible that player-on-player combat could occur. If this does, discuss it between yourselves and anyone else involved. I trust that you'll be able to come to a sensible conclusion to it (and if not I'll have a Balor squash ye'!).
  • Have fun. Or don't. It's up to you.
  • In short, just be mature about things and I'm sure we'll all get along. Any issues or questions you have we'll get sorted out.

Author’s Note
Cross my HEART is a post-apocalyptic roleplay drawing inspiration from anime and fantasy sources. For those planning on joining expect it to be flamboyant, action packed and colourful with a darker undertone that should grow more and more prominent as we progress. Hope I’ve managed to intrigue a few roleplayers with my idea. If not then thanks for the read and I’d love it if you could let me know what turned you off from it so I can tweak and improve the concept.
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  #2    
Old January 12th, 2014 (04:02 AM). Edited January 30th, 2014 by Skymin.
Skymin's Avatar
Skymin
part time demon hunter
 
Join Date: Sep 2006
Location: AU
Age: 21
Nature: Quirky


Cross my HEART
ハート泥棒
"This is everyone's fight."

Name
Roran rí Teagh.
Age
Twenty-five years old. Born July 3rd, 52NW.
Gender
Male
Title
The King of Soldiers! The Soldier of Kings!


Appearance
Tall, dark and handsome could be used to describe Roran, but it's not like he wants anyone actually calling him that. Roran stands at around 6'2"/189cm with 190lbs/85kg of muscle to back him up. His skin is slightly darker than olive, his eyes brown and his hair also a deep brown, with the sides of his head shaven to create a mohawk. The only other form of colour on his face is the red tattoo on his cheek: a triangle leading up to his left eye, ending in a dot. His face is long and angular and his body is fit and defined. He was born and raised a warrior, so he certainly looks the part.

When it comes to clothes, Roran is most often seen in "uniform", usually of the red variety. He likes to be dressed appropriately when seen in public, with his coat neatly pressed, shoes shined and his shirt tucked in. His weapons are usually on him as well, sword cleaned and tight on his hip. He wears a glove on his right hand (his sword hand), keeping his left hand clear for magic. He always wears a golden sleeper on his left ear, regardless of whatever else he is wearing.

Off duty, Roran looks rather plain and out of place. He wears t-shirts and pants, nothing out of the ordinary. His necklace, usually concealed can now be seen; a red and gold stone on the end of a string; a symbol of his family given to him when he became a man.


Biography
Roran was the only child to military father and a strict mother, born in the seaside town of Carth. Though the town was usually peaceful with only one brigade of townspeople, Roran's father insisted that a child that was brought up amongst the Dark Presence had to be tough, like his father had raised him. Both his parents were part of this guard of Carth and as soon as he was able to run and learn to keep his mouth shut, his parents would bring him along on patrol. They taught him how the Dark Presence had ruined humanity and, eventually, how to remove one from existence.

Along with his own family, Roran often associated with another family of Carth, the Kourys. The family also had most of the family in the townsguard, albeit the youngest and the mother, and had been part of the rí Teagh family's life for several generations. As he grew to know the rest of the family, he created some silent resentment towards the youngest. The mother, perhaps had to organise the family perhaps but this girl? Why wasn't she fighting? Was she scared? Even if she was young and small, why wasn't she trying? A young Roran couldn't at this point understand the complexity of the situation, only that there was a problem and she was not helping to solve it.

When Roran's father deemed him old enough, he insisted that his son should begin to train on his own. Roran practiced on logs and trees and scarecrows, pretending they were Witches and Sliggoths and Thralls that he could end in a single hit. For his age, his swordplay was rather good but of course, practicing against trees weren't really going to get a ten year old boy anywhere. Despite this, he improved and with each improvement he grew more confident, excited to show his father his progress. After some time, he noticed someone had come to watch him, the Koury girl who did not fight. At first he ignored her, pretending she did not exist. She would not interfere with his training.

Roran's father began to up his training, making it more rigorous and straining (hours of running and hours of practice, leaving no time in between for anything else), the Koury girl approached him and his father, gear in hand, proclaiming she too was training to become a soldier and demanded that she join him in his training. Roran was at first wary and resisting; surely she was playing a trick or trying to interfere. But after a few lessons together, her determination was certain and Roran's past judgement of her had been wiped clean. But she could not call him her friend yet.0

He rarely spoke to her during training, other than a few short words of proper posture or technique. It was not until one afternoon, when she had dared him to come past the wall with her, to challenge the real thing. He refused, not about to risk his life for nothing. She was smart though, using his pride to get the better of him, goading him with words of "you're scared" or "you just think I'll be better than you." Furious, he ran ahead and outside the gate, ready to prove that he was as strong and skilled as any of the townsguard. He challenged a Thrall, a "easy opponent" but was very much outmatched and quickly overwhelmed. He would have died if the girl had not jumped in front of him to take a blow that would have ended him, slashing and ending the Thrall then and there. He took her back home, upset she had bested him and upset she had willingly sacrificed herself, but glad she had come to his aid. Promising they would never tell their parents, they were suddenly friends. He had not properly spoken to her until now, until she had made him laugh. Rory, she now called him, much to his dismay. And Almira, he called her.

They spent many years training alongside eachother, taking part in the townsguard when they could. Though, when Almira was 16 and Roran was 18, Almira expressed her interest in leaving Carth, and moving on to bigger and better things. The word 'heart stealers' popped up every now and again, but she would have to be in the capital to have any part in it. Almira's father was at first very much against this decision, but Roran promised to protect his daughter and soon were in the Marble Wastes.

They soon found the Heart Stealers and joined as beginners. Early on, they were given the decision to have Essence embedded into their body. Roran was against the decision, as the idea of having the enemy inside your body, and a chance to corrupt, completely against all he believed in. Almira though, insisted on having her heart replaced and despite his original decision, Roran joined her. She was his best friend and he would never let her feel alone or abandoned on anything. Besides, he had promised to protect her and perhaps if he could control his Essence, he could do it better than with just his sword.


Equipment/Weaponry
Roran is adept with most weapons as he was raised around combat and war, but the ones he is most adept at is the ones he uses the most. He carries a one handed sword (infinite cruelty, but less spines), either by his waist or back (usually waist, and on the back when travelling long distances). He also carries a shield on his back (middle right) which doesn't get used a great deal, but is mainly a 'just in case' item when it comes to a heavier foe. The shield carries his family's crest (not pictured on the shield but just use your imagination. His name means 'family of kings'). Only his right hand holds a glove, as he wields with that one, leaving his left free for essence (or a shield).


Abilities/Combat Style
Being a weathered and skilled swordsman, Roran primarily uses his sword in combat. His Essence is quite often support and often of fire, making his blade consist of fire or shooting fireballs from his hand. When he does use his shield, that too can be cloaked with fire to make an opponent back off.

When pushed to the limits, Roran uses a two sword combo, one being his own cloaked in fire and the other a sword made entirely of fire Essence. The more Roran is pushed, the more he dedicates his Essence to his armour and weapons.


Musical theme
You Wanna Know - Don Broco (subject to change)
[/SPOILER]
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  #3    
Old January 12th, 2014 (04:04 AM). Edited January 30th, 2014 by Classical Insect.
Classical Insect
Fight 'til you win.
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im done:



Cross my HEART
ハート泥棒
"Rory, the heels or the boots? Rory!"

Name
Almira Koury
Age
Twenty three. 54N.
Gender
Female
Title
Elemental Enchantress

Appearance
An expert fashionista, anyone who has dared to challenge on it hasn't won, Almira never looks anything less than stunning. If it isn't her marvelous outfits that stop them in their tracks it's usually her top of the line accessories, which always compliment her. A dazzling necklace hangs down low, it was a gift from her mother, something to remember her parents while she's saving the world from the Darkness. This is why she hardly ever takes it off and if she does it never leaves her direct line of sight. Five golden stars are attached to a golden chain, each star made from various stones that come in different sizes, shapes, and shades. An ancient relic is what Almira has always assumed it what's, because it currently has that look to it. Depending on her mood there could be a wristlet her or a few rings involved. Shoes, though they are typical of most outfits, Almira tends to treat them more so as accessories than anything else. As far as she's concerned the only options are heels or boots, everything else is just plain tacky. Sometimes Almira asks Rory for help, when someone has such bland tastes as he does it forces Almira to go with the opposite.

Dresses are a must, they represent a certain effeminacy that appeals to Almira's fashion sense, plus they can make her stand out immensely. She's never wears colors that don't go well with her tan-colored complexion. Purples, blues, and greens are amongst the top color choices while she tends to shy away from reds, yellows, and oranges. Sparkles, glitter, and sequin are all to die for and one, if not all, is a must. Some wonder why would Almira bothers when she is just going to end up with blood/gut stained clothing... and, well, she still does not have an answer to this day. While not exactly skinny, nor overweight Almira is promptly in the middle, a healthy weight for her above average height. The only bland detail about her is her brown eyes, honestly Almira wishes she could describe them as the color of a chestnut or the bark of a young tree, but they're just plain brown.

Life for Almira may be about fighting savage creatures that could potentially rip her to shreds, but that's never an excuse to have a bad hair day. Her hair is normally just black, or as she sometimes likes to joke, as dark as the Dark Presence itself! An odd (but what isn't counted as odd these days...) occurrence happens whenever she uses Essence, well, whatever elemental cast dyes her hair into it's basic color. A fire cast will start fading her hair from its original black color into a red that could rival any flame, the more intense and long-lasting the spell the more vivid the coloring. It becomes an ombre hairstyle of sorts, a neat party trick if Almira needed to make an impression on another person. A new hairstyle each day was how Almira liked to do things having since matured (and has taken to denying those past actions) she has learned to stick to one or two (maybe three...) The most likely one she'll wear is have a few strands left in front of her face long enough to reach the base of her neck and wide enough to cover at least half of the right side of her face. The rest is cascaded over her left shoulder some of it covers her (left) ear in the process.

Biography
Life for citizens in the lakeside town Carth was normally peaceful except for the occasional appearance of the Dark Presence's creatures. The people took it upon themselves to come up with a townguard, a group of people whose sole duty was to protect the town from the Dark Presence's subjects. Most families had one or two who were apart of the group, almost everyone in Almira's family was except for her mother and her. Living in household with loads of elder siblings, or at least it felt that way to Almira, was a bit boring. All of her siblings were at least five years older than her and thus this made for a gap that eventually they no longer wanted to play "childish" games with Almira. Mother and father both seemed to want her to grow up as fast as she could.

The Koury's and the rí Teagh's had been family friends for generations, perhaps since the Old World. When her older siblings began endlessly rejecting her presence altogether Almira sought out another person and this time she wouldn't take no for an answer. Roran, a boy who she had seen on occasion because of their father's friendship, would fit that bill. The more Almira went outside to find friends the more she would see Roran out and about. For the next few days she just kind of watched him in secret (well, she hoped so), he was always training, and most importantly always by himself. Determined to make this boy her friend Almira went up to him and announced (more like demanded) that he was going to be her new friend and they would play lots of games together. As much as Almira wanted that to work, it didn't, Roran didn't pay her the slightest bit of attention.

An undeterred Almira found out through her father that Roran's father was putting him through rigorous training to become a soldier. This only left one option for Almira, which was to find one of her father's old weapons and set her plan into motion. With the weapon in hand Almira marched up to Roran and his father and told them that she too was training to be a soldier, an obvious lie. Time passed and Roran, who Almira immediately nicknamed Rory once he spoke his first words to her, appeared to be tolerant of Almira's intrusion as long as she didn't hold him back. He even taught her how to properly wield a sword. The seriousness of Rory was matched by Almira's need for fun and excitement. There was a cost of such fun was almost too high for them to pay, it was Almira's idea to leave the town hoping to see some Sliggs in action. If Rory was going to be the best soldiers she believed he needed an actual challenge, he agreed.

Common knowledge had it that the Thrall hid in the forests that lay just beyond their town boundaries for obvious reasons no one was allowed beyond a certain point. Once they made it into the forest (Almira had learned the guard's schedule, specifically their breaks) they searched all day for a single Thrall, but there wasn't one to be found. They had ventured far and upon Rory's request it was time to go back after all they were both hungry. Unknown to the two of them they had walked right into the middle of a Thrall's territory. The creature looked way different than what Almira imagined it to be when they came upon it. Rory was fearless to a fault; Almira had never seen anyone so brave. Toughness was instilled in Rory, though he was no match for a Sliggoth. All of it happened so fast, the creature was a blur and frozen in place with fear Almira was only helpless to watch as it got a hold on Rory. It wasn't easy for Almira to move, to get her muscles working, but once she achieved it she used it to free Rory by offering herself as a new target, a sacrifice. Using tactics that they had learned early on they managed to lure the Thrall to a place where the townguard could rid of it.

Many stories and incidents happened as Almira and Rory grew up in the town in Carth. It wasn't until Rory was eighteen that they left together. Almira's father wasn't willing to let his sixteen-year-old daughter go out and fight the Dark Presence, but he trusted Rory and more importantly the training Rory had received from his father. Their adventures on the road were exhilarating and almost endless, but then they joined the Heart Stealers and the rest is history.

Equipment/Weaponry
Dual rapiers and a small blade are the only weapons Almira carries on her. The rapiers' blades are gold instead of the silver that everyone expects. Two intricate, golden swirls of metal branch off from the top of the hilt giving it a fancy look to it. A backpack with all the necessary supplies is usually kept slung over one shoulder, but never both.

Abilities/Combat Style
Undergoing the Essence process was the only guaranteed way for Almira to gain the necessary power to defeat the Dark Presence and the minions that follow its lead. The Essence gave Almira the ability to enchant weapons with a bolt of Essence, which strengthens the weapon in unique ways. Right now, she uses it to enchant weapons with elemental properties. It took a few years to get the proper amount of control and to expand her Essence to the state that is is today.

Years with Rory has given her formidable weaponry skills. Able to scrape with the best of them and take down some of the baddest beasts, Almira is a seasoned fighter indeed. In combat there is no time for jokes, only action, something she learned from Rory very early on. As a duo, Rory and Almira have learned to fight together, some of their best battle strategies is when they team up. She'll use as much Essence as it takes to defeat a foe and win a battle, Corruption isn't something that frightens her, as it is something all Essence users have to worry about.

Musical theme
A musical piece that suits your character. Not required.
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  #4    
Old January 12th, 2014 (04:20 AM).
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Lord Sephear
Hello Ladies!
 
Join Date: Apr 2011
Location: Nevada...ugh
Age: 20
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Nature: Relaxed
I need to pass out right now with a kitty to cuddle nearby, but please reserve me. I intend to put up an SU after I wake up :D
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Old January 12th, 2014 (04:53 AM).
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adventure
impossible girl
 
Join Date: Nov 2007
Location: Skaia
Gender: Female
Nature: Naive
Sounds really cool. What kind of society is there though? Is there refridgerators, laser guns, holograms and mobile phones? Or is the world more like the one in Book of Eli where everyone displays a lack of personal hygiene, money doesn't really exist and everyone wonders what a bible is?
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Old January 12th, 2014 (08:07 AM).
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Grif of Hearts
Que sera sera~
 
Join Date: Jul 2011
Location: System 32
Nature: Naive
Glad y'all have shown interest. Fingers crossed this goes well.

Quote originally posted by Red's Hawt Chibi Pelippers:
Sounds really cool. What kind of society is there though? Is there refridgerators, laser guns, holograms and mobile phones? Or is the world more like the one in Book of Eli where everyone displays a lack of personal hygiene, money doesn't really exist and everyone wonders what a bible is?
Technology's rather hit and miss but for the most part allows for a comfortable existence if you have the ability to pay for it (hint: money exists). In the long run there wasn't a lot of structural damage, just a significant loss of life, and so a lot of Old World technology has been salvaged, rebuilt or repurposed and fits quite comfortably into modern life. So refrigerators and mobile phones (or at least personal communicators) would exist.

And so would laser guns and holograms to a certain degree. As I said, weaponry is a mix of rugged and efficient with the flamboyant and often times ridiculous, including laser weaponry. Would probably be rarer but not completely out of the ordinary.
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Old January 12th, 2014 (11:24 AM). Edited January 15th, 2014 by <Challenger>.
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<Challenger>
One lean, green, fighting machine
 
Join Date: Jul 2012
Location: East Coast, USA (Represent!)
Age: 17
Gender: Male
Nature: Jolly
Could I please have a reserve? This roleplay looks amazing!

Spoiler:


Cross my HEART
ハート泥棒
"THIS IS FOR MY HOME! THIS IS FOR MY FAMILY! THIS IS FOR MY OWN TEMPER!"

Name
Genesis Hunter
Age
21: Born January 17th, 56NW
Gender
Male
Title
The Superhuman Slugger

Appearance
Genesis stands at 6'2, and weighs in at 160 pounds. His build could be considered wiry, having little to no body fat, but containing more muscle than not. His pale complexion is devoid of any blemishes, except for an X shaped scar across his back. His brown eyes are roughly the same shade as his longish, brown hair. His angular face is often concealed by his hair, as he tends to look at the ground more often than not. One could define his facial expression as, "Serious," "Mournful," or "Somber." His very aura gives off that of a man who has lost everything.

Genesis normally wears a tight-fitting black tank top, topped by a thigh-length brown trench coat. He normally has the long sleeves rolled past his elbow, as to avoid them getting in the way during battle. His pants are tight-fitting black combat pants with various pockets up along the length, secured by a black utility belt. He wears steel-toed black combat boots that are strapped to his legs up to his mid calf. Genesis is never seen without his trademark "Buster Gloves" on his fists, as he is always ready to fight at a moment's notice. He normally keeps his goggles hanging around his neck down onto his chest.
Biography
Genesis was born in a shabby town located on the very outskirts of the New World's civilization, population five hundred. The small town was little more than a collection of Old World houses, an ancient gas station that hadn't been used in a long time, and various other establishments, all less than remarkable. The boy was taught how to defend himself at an early age due to the fact that the town was vulnerable to attack at all times. His mother was a soldier of sorts who served in the town's militia. She was always busy, so Genesis never got to see her. His father, however, was a martial artist. He taught his son everything he knew of hand-to-hand combat, and the boy thrived under the intensive work. He told his son stories of how the world used to be a dark and lonely place and how the use of Essence made everything good again. He also lectured on its downsides as well, saying that the more you use the more likely you're to be corrupted. Little did he know, he was influencing the boy to become a hero that the world needed.

When Genesis was sixteen, a Witch invaded his settlement with an overwhelming mount of Thralls. His mother was the last soldier to fall defending the settlement. Genesis and his father refused to let his mother's sacrifice be in vain, and fled as far as they could. Despite their experience with life in the Wastes, they had a tough time traversing the ground between them and the next settlement. After three years of wandering, they were attacked by a group of Sliggs. They squashed many of them before they could form together, but a group finally swarmed over the father and suffocated them with darkness. Enraged by his father's death, Genesis destroyed the collection of evil. He took his father's body and buried it at his very spot of death, signifying his fall as a hero. He mourned for him for several days, but on the sixth he made a vow to himself. "I, Genesis Hunter, vow to vanquish all evil from this land, even if death should overtake me." Genesis quickly made his way towards the next city he could find, and learned of the Heart Stealers and their quest to destroy the Darkness. He eagerly joined them, proved his skill as a fighter, and earned his right to be a member. Over time, he was presented with his trademark weapons: The Buster Gloves.


Equipment/Weaponry
-Hunter's main weapons are his gloves, as seen in this link here. They significantly boot his punching power, and amplify his strength to three times that of a normal human's. They are powered by tiny Essence motors locked within the bolts of his gloves.
-He has a pockets all along his pants that can hold a good majority of things, such as food, canteens, and any other equipment that's under a foot long.
-Other than that, the only equipment he has are his goggles that he slides over his face during battle, and in scouting missions. They shield his eyes from debris, and can zoom in and out using the dials on the sides.
Abilities/Combat Style
Genesis uses his gloves' strength and adaptability to their full extent. He has no real combat style, and tends to change depending on the situation. One fight he may be moving like a fluid river, and the next he may be rushing in like a mad man. His near superhuman strength is quite the asset in and out of battle, but it's relatively useless against long ranged foes. He can use his feet in combat as well, but they are only as strong as a regular martial artist's. His talent in hand-to-hand combat is unmatched in some cases, although his success is mainly because of his gloves. He has little skill when it comes to wielding Essence, but he doesn't need it as long as he can bust the crap out of anything that dares harm him.

Musical theme
Green Day: Boulevard of Broken Dreams
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Old January 12th, 2014 (11:45 AM).
Ozymandias
yah, you betcha
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Location: Fargo eh
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Ahh this looks so cool! Please reserve me a spot!
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Old January 12th, 2014 (02:34 PM).
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Geras32
Slightly less of a noob
 
Join Date: Mar 2011
Location: Everything's bigger here, apparently.
Age: 18
Gender: Male
Nature: Serious
I've been interested in this since it was first announced but unfortunately I'm too busy to join now. Maybe around the end of January I'll have more free time to join because I'm not going to pass this up, especially after seeing the thought that went into creating this original world.
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Old January 12th, 2014 (06:47 PM).
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Kikpanther
Not a beginner that's for sure
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Nature: Calm
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Hey I'll reserve a spot for this Roleplay. How long do reservations last?
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Old January 12th, 2014 (06:57 PM).
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The Last Sentinel
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Location: Journeying in an unknown land
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I shall reserve as well if you'll allow it. C:
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  #12    
Old January 12th, 2014 (07:02 PM). Edited January 17th, 2014 by Grif of Hearts.
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Grif of Hearts
Que sera sera~
 
Join Date: Jul 2011
Location: System 32
Nature: Naive


Cross my HEART
ハート泥棒
"Just try and stop me!"

Name
Bernadette Faith Westerveldt
Age
17 years old. August 5th, 60NW
Gender
Female
Title
The Heartfelt Hunter of Horrors!


Appearance

Slender and deceptively delicate, one would be mistaken to consider this young woman weak. Bernadette Westerveldt, usually known as Bernie, stands at roughly five and half feet and is armed with slim build and a pretty visage. Soft and almost child-like features compose her face with a slightly upturned nose and rosy cheeks, all framed by thick locks of curled auburn which would fall down to her lower back if it were not tied back into a single ponytail on the left side of her head. Bernie’s eyes, large and glistening, are a brilliantly deep aqua colour and her usually pale skin has fleshed out with a little colour from the warm sun and decorated with the scratches and scrapes familiar to any wanderer of the Risa Eist. One of the most notable bring a small scar on the right side of her chin, faint but still quite clearly there.

Fond of boots coming up to her knees, Bernie is rarely seen without a pair regardless of how scruffy and broken they might be. Her current pair, brown and steel toe capped with mismatched laces (white on the left boot, red on the right) are in relatively good condition. Short rose coloured jeans cover her legs, reaching half way down her thighs and held up with a brown belt and silver latched buckle from which dangle several cylindrical containers holding her weapon's ammunition. Bernie’s torso is covered by a low cut white shirt and a brown leather jacket with the sleeves pulled up, a yellow flower in its outer breast pocket for decoration. A long white scarf wraps once around her neck but then hangs loose, both ends reaching down to her knees. Finally a rose coloured bow holds her mass of hair back into a ponytail.

Biography

Bernadette’s history was shaped by one individual throughout her early life. This individual was her guardian her protector, teacher and guide. Despite only being five years her senior, Bertrand Westerveldt was everything to the young Bernie. They were siblings, an inseparable pair that could take on the world with a sword in one hand and grenade in the other. As far as Bernie was concerned, Betrand was the only family she knew. While she cannot deny that she has some vague recollection of her parents, fleeting images and emotions many of which she struggles to understand, Bernie never had a true parent figure in her life. Instead the two siblings clung to each other for years, a deadly duo in the bodies of two children that cared and nurtured each other as best they could.

While her current reputation portrays her as a socialite, as a child Bernie was always left in the shadow of her adventurous, exciting and intelligent older brother. She had few friends of her own and unwilling to leave her brother’s side she often found herself dragged off on his adventures with his friends. They were older, louder and more willing to abuse their freedom than Bernie was. Bertrand’s “gang” of kids and young teenagers were infamous around the town of Halstana for being tricksters; harmless but with a penchant for getting into trouble. Bernie’s young age and timid nature made her the target of many practical jokes or used as a scape goat by the older children, an easy task whenever Bertrand’s back was turned.

In their many adventures the outskirts of Halstana served as the backdrop with rolling hills, glistening lakes and forests of petrified wood that went on for miles. It was a strange mix of beautiful, surreal and completely horrifying. Regardless, drawn to adventure, Bertrand and his friends (and by extension Bernie) often called it their home when they were outside of Halstana. Bernie had even built a tree house, the perfect defense against the fictional monsters that lurked in the forests. Of course they were not always fictional. Having encountered a few Thralls in their time they knew full well the dangers of this land. Luckily with the right knowledge even a group of kids can deal with a Thrall or two, the older ones laying down surprisingly lethal traps to keep out the evil forces that stumbled too close to their territory.

Tragedy seems to befall everyone in the modern world especially the heroes of a grand tale. At the age of ten Bernie’s was long overdue. Hers came from the top of a tree house, watching out over the forest and her eyes trailing the path that her older brother made through the trees as he slowly came closer. The actions of the group had developed over the years from childish tricks into petty crimes, more heinous than before but still docile enough to be forgiven. Bernie still had little part in it, often watching from a distance but still prone to being thrown into the firing line as bait or a distraction as she always had done. Regardless, Bernie watched now like she always did, digging into half a sandwich as she looked on.

She continued to watch Bertrand and a few of his friends until they stopped in place and, after hesitating for a moment, turned around and ran in the opposite direction as quickly as they could. Curious and eager to see her brother again, Bernie climbed down from her wooden perch in the forest and began to traipse through the undergrowth of the dead forests. She pushed through empty, low-hanging branches and tore through the rotting wood that got in her way. Bernie thought she was making superb time. Instead she was getting lost, her route twisting and turning further away from the intended course. Peering past another large tree she saw a face which at first she thought might have been one of her brother’s friends. When she realised her mistake, all Bernie could do was scream.

The hollow voice of a Thrall called back, its featureless face staring at her with great intent. Its arms swung outwards, shadowy claws trying to catch the young Bernie and draw her in. For the first time in her life Bernie was pleased about her smaller build, weaving out of the way by the skin of her teeth. As she turned and ran another Thrall stumbled out from behind a tree, blocking her path. Bernie moved as fast as her short legs would carry her, slipping passed the second Thrall and picking up speed to a sprint but the trees were thick and weaving roots commanded the very earth beneath her. Bernie slipped.

When a third Thrall caught her scent, the three monsters surrounding her, she felt a hand grab her arm and pull at her. Bernie screamed again but couldn’t resist, being dragged off by what she thought was one of the Thralls. When she opened her eyes again she could see three Thralls running after her, only a few metres behind, and it had not been a Thrall that had grabbed her but Bertrand. Running with him and his friends, Bernie felt the comfortable pang of safety now that she was with them but they were far from in the clear. More Thralls spilled out from behind trees, confused but now with a group of tasty looking morsels in their sights. Scrambling through the undergrowth they followed and surrounded.

While the group of teenagers tried to fight them off with flick-knives and wooden branches, each Thrall managed to move a little closer than the last. They kicked and clawed, dragging off a few of the other kids into the woods. As their numbers whittled down, Betrand tackled one of them, creating an opening and telling Bernie to run. With tearful eyes and a heart full of fear, Bernie ran as quickly as she could, abandoning those she considered family for her own safety. Should she turn back? Should she help? Bernie glanced over her shoulder to see a mass of Thralls, more joining the group by the second. There was no sign of any of the gang and nothing she could do.

With little to guide her, Bernie followed the only sound that suggested human influence. The soft rumble of an engine in the distance, growing louder and louder by the second. She later discovered it to be a land barge owned by the Scarlet Guard, a huge vehicle with wheels taller than her and coated in thick steel. It rumbled towards her and the Thralls, running down the creatures of Darkness, incinerating them with Essence and then riddling them with bullets the size of fists. In a routine operation they had herded the Thralls into the forest with the intent of slaughtering them all in a single move. They had expected it to be clear of human activity.

They had been wrong.

As the battle quelled, Bernie found herself looking through the scene. The Thralls had been looted of their Heart Shards and the human dead had been recovered by the Scarlet Guard. Her brother was among them, a heartfelt loss that Bernie has spent years trying to forget. With nowhere else to go and nothing holding her back, Bernie climbed up onto the Scarlet Guard’s land barge and stayed there until they arrived back at the nearest outpost. In a personal quest for revenge, almost feeling as if she owed Bertrand that much, Bernie enrolled in the Scarlet Guard as an early initiate at the young age of ten.

Her time with the Scarlet Guard was eventful to say the least. Bernie honed her craft, her precision with a rifle as fine and precise as the point of the harpoons she uses. She made friends, forged rivalries, fell in love and was later heartbroken (her cancerous, cheating, backstabbing ex-boyfriend was later, mysteriously, found with four harpoons lodged in his chest. The culprit was never caught although there are rumours).

Like many the twists and turns of life took Bernie from point A to point B, rarely knowing why. She felt lost and without guidance, the idea of doing a job solely for money growing thin quickly. In an attempt to reassure herself of her own life, Bernie left the Scarlett Guard at sixteen and sought out something more suited to her tastes. With no money and few other skills though, Bernie quickly found herself in the employ of the Heart Stealers who were more than eager to allow a member of the Scarlet Guard into their ranks. They could use the firepower.

Equipment/Weaponry

Argent #3.04: Bernie’s signature and only weapon if she was not considered one herself. In its simplicity, Argent is a harpoon launcher. The size of a bulky rifle coloured silver with rose trim, Argent fires two-foot long spears with broadhead points, each adorned with three blades. They are loaded into the weapon from a cylindrical clip mounted on the side, making it a semi-automatic weapon capable of holding ten harpoons and a single one loaded into the barrel. Additional clips are fastened to the back of her belt for later use. The range of the weapon is phenomenal, harpoons slicing through the air further than any bullet and capable of delivering a much greater punch. Through the use of an Essence Motor the ammunition is not always what it appears to be either. With a flick of her finger the bladed heads of the harpoons spring outwards into hooks, transforming from a ranged piercing weapon and mimicking the projectiles of grappling hooks. In turn a thick chain constructed from raw Essence spills out from the back of the harpoon, linking the projectile to her weapon. This can be reeled in, closing the gap and bringing her closer to the impact point (or visa versa).

Abilities/Combat Style

Bernie, unlike many, does not rely on any Essence to support her combat style having never gone through the process of implantation in the first place. Instead agility and flexibility have been drilled into her from a young age, teaching her to harness what natural skills she possesses. Coming primarily in the form of acrobatics, Bernie is no stranger to dodges, flips and weaves when in the field of fire, all for the sake of keeping herself out of harm’s way. In turn her combat styles mimic this, relying on avoiding her foe’s strikes and finding a weak point when it presents itself, usually responding to this with a flurry of high kicks, trips and dirty blows. When hoping to land more lethal damage, Bernie usually arms herself with one of the harpoons she would usually use as ammunition, finding the sharp point perfect for thrusting and the optional chain perfect for tangling her opponents.

Musical theme
Key Plus Words – link
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  #13    
Old January 12th, 2014 (07:04 PM). Edited March 4th, 2014 by Songbird.
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Songbird
Conductor of the POOP TRAIN!
 
Join Date: Jul 2013
Age: 21
Gender: Female
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Spoiler:


Cross my HEART
心臓泥棒
"Is it edible? I haven't eaten in minutes."

Name

Kallen Brandt

Age

Age 18; May 22nd, 59NW

Gender

Female

Title

Curious Queen

Appearance

At 5'5" and only 54kg, Kallen is probably not the kind of person you expect to freely carry firearms, but she does. She has dark amber eyes that are constantly looking for something interesting to keep her attention. Silver-grey hair flows down to the bridge of her nose, the top of her breast and down to her waist in the back, and two long scarlet ribbons stay tied into a bow around part of her bangs.

Kallen has a light skin tone and a modest blush in her cheeks, with a lean and slender figure that belies her fighting style and ability to lug a rifle around. Most of her strength actually comes from the Essence Motor in her rifle, but you can hear about that later. Kallen's regular clothes don't cover much of her skin, skirts and dresses usually reaching only halfway down her thighs or to her knees, a pair of trainers, and tops that tend to hang off her shoulders. Sweaters and jeans take over during the cold months, though. Most of her clothes have some kind of design at the hems, but overall they're rather plain.

In the field, her clothing covers her much better by comparison. Tough, durable pants that fit just a tad loosely over a pair of combat boots, with holsters strapped to the thighs for a revolver and the extra ammunition she carries. She always has a long-sleeved undershirt under various plain-colored T-shirts as well, and a pair of black gloves that allow her a better grip. Most of the time, though, she either leaves her hair alone or ties it into a low ponytail with the ribbons.

Biography

Kallen Brandt grew up somewhat comfortably, aside from a dangerous curiosity and aspirations to fight the Dark Presence, and her parents' work prompting them to move every couple of years. Even with death and destruction looming over humanity she managed to stay bright and cheery, and treat everything like it was a game. Her father was rarely home for half of her life—an employee at the Gamayun Institute named Alexander who played with the applications of Essence Motors—and her mother worked at the Jadis Corporation, working in the weapons industry and helping to supply the Scarlet Guard and Heart Stealers. With her mother's supervision throughout her childhood, Kallen was able to learn how to use a variety of weapons relatively safely. Her uncle is the one who taught her to fight, though, a member of the Scarlet Guard himself.

At fifteen, she decided to join the Heart Stealers at her mother's recommendation, partly to help the latter, and partly because she wanted to put five or so years of practice into... well, practice. During one of her father's visits, Kallen was fitted out with an Essence Motor-equipped rifle she named Charon, and put it to extensive use whenever she made little challenges with her friends. (Who can kill the most Sliggs, for example.)

It was another year before she'd gotten a Heart Shard implanted. She lost more than one friend and teammate to the Dark Presence's corruption—she wasn't the one to kill them later, but the sentiment was the same—yet she didn't hesitate when her mother finally gave up on the matter. Since everyone who had them gained the power of Essence and used it differently, she wanted to know what she could do if she had it, and eventually her parents got on board the curiosity train with her. They're researchers and such. Of course they wanted to know.

As Kallen recovered from the implants, she started exploring her new capabilities. She couldn't breathe fire (though she'd later made a friend with someone who could), she couldn't fire beams of ice from her eyes, and she wasn't able to accelerate her healing so she could get back to work quicker. Instead, the first time she tried to make something come out of her body it turned out to be a Thrall, spawned from her chest. Then another. And another. On top of it, her eyes and mouth flared with blue light, and an unsuspecting nurse screamed bloody murder, accusing her of being a Witch in sheep's clothing. It was hilarious... after the nurse was assured that Kallen was most certainly not a Witch.

Other developments during her recovery included being able to slow down and even freeze time, and soon enough the Brandt parents couldn't help themselves. They were over-the-top fascinated, and the only things stopping Alexander from taking her to the Gamayun Institute with him were his wife and the fact that Kallen was their daughter. Kallen returned to the Heart Stealers with more vigor than before, using her newfound Essence both for battle and to occasionally (not always on purpose) scare the everloving hell out of her friends.

Equipment/Weaponry

Rifle Power Gloves! With a jetpack! :D

Okay, better explanation below.

Charon is a medium- to long-range semi-automatic rifle with an Essence Motor embedded in the stock and an adjustable sight to allow for more accurate shots at range. Bullets loaded become one of two explosives, controlled by a dial on the stock. The explosions can be either concussive (with a rather small explosion radius and little to no smoke, but enough force to flatten a Balor at the right angle), or have a wider explosion used to obscure and disperse rather than cause damage.

Charon can also be split in two, wrapping around Kallen's arms and hovering just over them like a shell, and a glove-like shield covers her fingers individually. A pair of engines latch onto her shoulders, acting much like a jetpack controlled by her shoulder blades. Two small tubes grow out of the shells on her wrists, being engines with lesser power and delivering most of the strength behind her punches; a barrel and Charon's magazine are also embedded in the right wrist, allowing Kallen to fire concussive-explosion bullets.

Y'know, a picture would be really helpful here, but I'm a really crappy artist. It's best to spare you.

Since Charon only has a twelve-round magazine, Kallen usually keeps at least one extra clip immediately available, in addition to a shoulder-slung pack carrying a change of clothes, a basic first aid kit, a camera phone she uses to keep her family updated while she's out, and sometimes food. (Sometimes she uses the phone to scare the hell out of people, too.)

Lastly, when she's out working, she carries along a normal revolver with a seven-round magazine.

Abilities/Combat Style

Kallen is a capable fighter both up close and at a distance. Her mother had helped her become a skilled marksman with bolt action and semi-automatic guns, and her uncle had taught her kickboxing. Assisted in the latter by Charon's Essence Motor, Kallen could be considered a savant. However, she has troubles using fully automatic guns and most melee weapons. She can hold a sword or spear just fine and knows how to use them; it's putting them to use that's the problem.

In addition, Kallen uses two abilities granted by her Heart Shards.

Her first ability, dubbed Distortion Field, creates a three-dimensional isolated pocket of reality in which time and space are twisted to Kallen's desire. It appears completely empty on the outside, like a black hole, but on the inside Kallen is sped up drastically, and everything else is slowed to a crawl. The result is that to anyone inside, the rest of the universe seems to stop existing and Kallen appears to teleport, the power behind her attacks and the speed at which she delivers them increased tremendously. The size of the Distortion Field varies, but the extent of its power is that it can only affect up to three or four living things (humans, Warlocks, the Darkness, etc.) at any given time, not counting Kallen herself. If any more are caught in the field, the effect becomes dampened or ends outright. Any less, however, and the effects of the field become strong enough to make it feel like time stops entirely, making it devastating to use in a one-on-one fight.

Second is a power she calls Spawn. By distributing her Essence and the corruption that goes with it (almost entirely forfeiting the use of her Distortion Field in the process), Kallen can summon a swarm of Thralls and Sliggs. (She can also divide her Essence amongst existing Thralls and Sliggs in a certain range to gain control over them. She hopes to be able to control a Balor with enough practice.) Kallen's eyes and mouth emit a blue light when her Spawn are active, and she has command over her summons akin to a Witch, able to control them almost subconsciously. A similarly-attributed blackness covers portions of her body as well.

Possessing Kallen's Essence, the Spawn have abilities of their own—mostly explosive. When the Spawn are destroyed or commanded to, they explode similarly to a grenade; the explosions can be just so, or an incendiary, a flash freeze, an electricity-emitting plasma ball, or they can just spew an icky, viscous blue slime everywhere. There's nothing special to the slime. It's just really gross.

Spawn has multiple utilities, rather than existing for the sake of freaking you out, blowing you up and getting slime in your pants. Due to the nature of dividing and using the corruption in her heart to create and sustain her Spawn, the overall amount that returns from a dead Spawn is less than what she'd used to create it. However, the benefit of being able to further stave off becoming an actual Witch comes at the cost of lessening the effect of her Distortion Field.

No, wait, not that one. . . . ?! . . ? >_> . . . . Let's just use all of them.


That was one, and now the worst thing I've ever spawned you can find below.

Spoiler:


Cross my HEART
心泥棒
"Gerard! Did you see?!"

Name

Ashley Cross

Age

Age 26; August 26th, 51NW

Gender

Female

Title

A Nyaanexpected Heroine

Appearance

Due to her Heart Shard, Ashley had aged at a decelerated rate, among it causing a variety of other changes. At twenty-six years old, she's only physically aged to twelve or thirteen years old, and much of her mind has progressed a couple years slower than that; she's fluent in two languages, but her stamina borders the insane, and she acts like a child—a daughter, or little sister.

She's only five feet tall and feather-light, a very slim girl who still has yet to develop. Ashley has light, smooth skin, an adorable button nose, big copper eyes and pale brown hair that lays down to her waist in low twintails, tied there by big bows. Much of the time, felid features appear in the form of a pair of fuzzy ears colored in the same tone as her hair, and a fluffy tail pokes out from where her spine ends, showing itself from under her shirt. A faint blue glow comes off the fur when they move around, almost like an aura.

Her favorite outfit is a plain white blouse and a pleated black skirt with a pair of knee-high socks and running sneakers, sometimes accompanied by a large red bow that hangs around her collar. Other outfits include, but are not limited to, a variety of dresses and skirts appropriately fitted for her stature. Ashley also wears a thin layer of tough fabric under her clothes to protect herself from minor damage and some cutting since she can't lift actual armor.

Biography

Ashley is probably best known for her immortality, her young looks and ever-childish attitude deceptive to reality. Her uncle, guardian and caretaker Earl, however, will never let her live down the fact that she swallowed a Heart Shard when she was a little girl.

It was a lot more serious at the time—like a baby gnawing on a stick of uranium when Mom isn't looking—but Earl laughs about it when he reminisces. Ingesting a decent number of Heart Shard... shards, left lacerations in her throat down to her lungs and heart as it penetrated her body, and it took the effort of multiple medics to keep her alive; their work helped her make a full recovery. They couldn't remove the pieces, however, so the Heart Shard was left scattered through her chest, yet it still functioned. Its effects were of no concern to Earl, a member of the Scarlet Guard who had been given custody of Ashley after the death of his sister and her husband, and he just wanted to keep her safe.

Obviously, after that incident, Ashley was rarely left alone, and Earl tended to bring her along to work—the safest place he could think of without boring the life out of her. (Really, he just brought her out to battlefields.) This continued for years as Ash's growth slowed enough that molasses could beat it in a race, and Essence-based powers started to develop from the effects of the Heart Shard pieces, and he kind of doted on her. Even as she learned how to fight, he always taught her to go around danger and stab it in the back so she doesn't get hurt.

Occasionally, when she was about 24, her uncle in his fifties, Earl had a visitor from working odd jobs against the Darkness; a man her age (and looked it) named Gerard. She'd seen him fight before, and was enamored by the brutality he delivered, and Gerard was able to see Ashley work with a knife, but they never actually met until Earl let him into their home. With Ashley enjoying having a companion, and bringing a bit of lightheartedness into Gerard's own life, the two became fast friends.

At one point, Earl wanted to entrust Gerard with her. (No, he didn't trade for a cow, two goats and six chickens.) Initially, Gerard declined, believing himself to be unfit to take care of a little girl in his line of work. Although, when the soldier was given an offer to join the Heart Stealers, he wasn't able to leave her behind, knowing it would have been safer with people who were always at the ready. Earl was old and wasn't getting any younger, either, and he couldn't leave the girl on her own.

Gerard joined the Heart Stealers with his new best friend and adopted child under his wing. Earl decided he could die happy knowing someone could protect his niece when he no longer could, and resigned himself to spending his remaining days fighting as much as possible.

Equipment/Weaponry

She has no abnormal strength, so she's unable to wield many weapons. Guns, unless it's just a pistol or possibly mounted, are pretty much out of the question. Even a sword is a stretch for an extended period. Instead, Ashley opts to create a pair of crystal daggers on command. At the end of the hilt on each dagger is a ring, giving Ashley the option to spin them rapidly, splitting the blades in two and throwing them like boomerangs. She's more accurate with them in this fashion than she is at firing a bullet. (Granted, she's terrible with a lot of weapons even if she can use them, so it's not really much of a feat.)

Aside from the knives, Ashley can also form a variety of smaller objects that are fired off as projectiles; these are almost always electrically-charged needles that act as a conduit for some of her abilities, rather than being used to deal any real damage. When she expects to go out for a day or more, Ashley brings along a backpack occupied by a pillow with cartoony tiger faces on the pillowcase, a coat and a couple snacks she likes chewing on.

Abilities/Combat Style

Regardless of how she acts, Ashley is a troublesome fighter to deal with; speedy and acrobatic, using her small body to her advantage to disable multiple targets in a flash. She relies on agility and dexterity over anything else to avoid and deal damage, rather than holding any real strength behind her strikes, and has difficulty standing back up after taking a good hit. On the defensive Ashley isn't nearly as reliable against much more than Thralls. The most she can make of her strength is momentum-related.

Her Heart Shard has given her many things, though none of them the strength to wield most of the amazing weapons other Heart Stealers have. Instead, Ashley was given incredible dexterity, flexibility and balance, allowing her to maneuver at high speed with minimal repercussions. Her Essence tends to pour out in the form of feline ears and a tail. They function and move like the real thing, and Ashley likes to think they help, but they don't particularly provide any benefit.

Ashley's first real power that emerged was one to generate and exert complete control over crystals, and the ability to crystallise liquids she comes in contact with; it could be water, beer or blood, and she'd crystallise it. Ashley grows the crystals from her body and existing ones she's already made, the limit of the former not being particularly clear. In battle, she uses this power to create her weaponry, armor, a fine powder, or a large pillar or shield, but little else is in her repertoire that isn't just for looking pretty. She can make pressure-triggered explosives with the crystals, but she doesn't think it looks very good (compared to flying around, knives and needles blazing).

Her second ability to develop was to control electricity, and she generates it to excess; she can literally become a bolt of lightning or EM waves and still have the energy to do it some more. She uses this ability for much more utilitarian purposes than her crystallokinesis, which she plays with recreationally as much as she does for actually hurting things, and she usually uses them together. For example, by charging her crystal weapons, she can expel lightning bolts and link it between them (to the level that she could create a grid to electrify everything within it made from well-placed needles) or instantly transport herself from any location to them, as long as there's open air between her and the needle in the latter case.

Ashley can also create a static tether, allowing her to swing at increasing speeds and pull herself in any direction, or charge her entire body electromagnetically to drag things in and fire them back out, or so she can run on vertical and upside-down surfaces, or even defy gravity. (Of course, she prefers running on walls and swinging like Spider-Man or electrically teleporting herself to her needles over flying, but it wouldn't be right to just dismiss the possibility.)

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Old January 12th, 2014 (07:11 PM).
Grif of Hearts's Avatar
Grif of Hearts
Que sera sera~
 
Join Date: Jul 2011
Location: System 32
Nature: Naive
Quote originally posted by Kiklion:
Hey I'll reserve a spot for this Roleplay. How long do reservations last?
Indefinitely although that's not without exception. I'm pretty lenient but if you take too long then we may start without you!

Quote originally posted by The Final Watchman:
I shall reserve as well if you'll allow it. C:
You get a reservation! And you get a reservation! Everybody gets a reservation!

I'll add you both to the list.

Quote originally posted by Songbird:
This got a lot of reserves quick. You must be doing something right, Grif. xD

That said, I am very interested as well, but may not be able to join in for a short while.
I guess so! We'll see if I can keep up the good work. I'll add you to the reservations and you can work on your character in your own time.
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  #15    
Old January 12th, 2014 (07:51 PM).
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<Challenger>
One lean, green, fighting machine
 
Join Date: Jul 2012
Location: East Coast, USA (Represent!)
Age: 17
Gender: Male
Nature: Jolly
I've worked on my SU a bit, and I want to know how I'm doing so far. Could you take a look for me, Grif?
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Old January 12th, 2014 (08:07 PM).
Classical Insect
Fight 'til you win.
Community Supporter
 
Join Date: Jul 2008
Nature: Timid
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I have a question(s), so we're allowed to have characters that use Essence, right?

If so, like what kind of abilities are they able to have if our characters have become a Warlock (I think I'm using the terminology right...) ? Like elemental "spells" or healing, basically what's allowed and what isn't allowed?

Also, are people that become a Warlock looked down upon in anyway?
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Old January 13th, 2014 (12:03 AM).
Grif of Hearts's Avatar
Grif of Hearts
Que sera sera~
 
Join Date: Jul 2011
Location: System 32
Nature: Naive
Quote originally posted by heretostay123:
I've worked on my SU a bit, and I want to know how I'm doing so far. Could you take a look for me, Grif?
Send it to me. I'll take a look!

Quote originally posted by Retro Bug:
I have a question(s), so we're allowed to have characters that use Essence, right?

If so, like what kind of abilities are they able to have if our characters have become a Warlock (I think I'm using the terminology right...) ? Like elemental "spells" or healing, basically what's allowed and what isn't allowed?

Also, are people that become a Warlock looked down upon in anyway?
You are indeed allowed to have access to Essence, yes.

Abilities vary significantly. One may use Essence to weave firestorms while another might enhance their strength to start breaking iron bars with their bare hands. Others could focus on healing abilities. So, like the weaponry, go wild. There are limits of course depending on the exact details of the operation your character went through. There are also some powers I will outright refuse and some that, while I may think are too powerful now, I am willing to negotiate over. Invincibility and time travel have a huge potential for abuse for example so don't expect them to show up frequently.

In some cases they are. Most people fully grasp the severity of their condition - that they're slowly being twisted into something far more vicious and menacing. For obvious reasons they could unnerve people. However, Warlocks are surprisingly common in the Risa Eist especially among groups of hunters. Because of this they're well established as being more or less exactly the same as regular people. Many respect them for their living-weapon style combat against the Darkness.

While a few might find reasons to discriminate against Warlocks most people leave them be (although you might expect a wary eye every once in a while).
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Old January 13th, 2014 (03:38 PM).
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<Challenger>
One lean, green, fighting machine
 
Join Date: Jul 2012
Location: East Coast, USA (Represent!)
Age: 17
Gender: Male
Nature: Jolly
I believe I've finished my SU, Grif. Could you review it? If there's anything I need to fix, let me know.
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  #19    
Old January 13th, 2014 (05:38 PM). Edited January 16th, 2014 by Songbird.
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Songbird
Conductor of the POOP TRAIN!
 
Join Date: Jul 2013
Age: 21
Gender: Female
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To anyone interested, mine character is finished.
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Old January 14th, 2014 (12:20 AM). Edited January 14th, 2014 by Swolligator.
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Swolligator
Butcher of the Sands
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Join Date: Sep 2009
Location: Syndicate HQ
Age: 23
Gender: Male
Nature: Modest


Cross my HEART
ハート泥棒
"I'm the uh, I'm the Medic"

Name
Bishop Newville
Age
22 years old. May 10th, 55NW.
Gender
Male
Title
Just the Medic


Appearance
Bishop Newville, standing at five foot ten inches tall and weighing in at sixty-nine kilograms is only slightly smaller than the average male. His shaggy blonde hair has grown out quite a bit since his departure from the Scarlet Guard last year and he has even gone to the effort of dying two tips of his hair a mousey-brown colour. Quite often he has thought about returning to the regimented military-style short cut, but enjoys the length his hair is at the moment. His eyes are dark green in colour and not very intriguing. As for his facial features, his jawline remains fairly angular with a small distinction of his cheek bones showing and very thin lips. Due to his time in the Scarlet Guard, Bishop is rather physically fit. While not bulky muscular, he is rather lean and defined; perfect for mobility and allowing him to travel quickly and in long distances. His thin, nimble fingers allow him greater precision when dealing with medical tools and open wounds. His skin tone is relatively fair despite being outside in the sun for much of the day; Bishop finding it hard for his skin pigment to tan which he chalks up as a side effect from the Heart Shard in his chest.

Slung across his back is Bishop's large travel bag which he carries with him from town to town, city to city. When he stays at an inn however, he is privy to leaving the bag while he wanders around; only carrying money and a water bottle around with him. Much of his clothing is remnants from his old Scarlet Guard days; so the typical light desert-camo boots, utility pants, and jackets. This outer clothing shows visible signs of excessive use and fraying; Bishop refusing to get it fixed on the terms that, "if it's not broken; don't fix it". If it does need fixing however, he uses his medical expertise to sew patches and seams together. He finds it all comfortable to wear as well as enjoying the nostalgia of having been a part of the Scarlet Guard despite his rather abrupt departure. Aside from this, he often wears varying single coloured t-shirts beneath his jacket and the only accessory he wears is a blue stone shard hanging from a leather necklace.

If not travelling, however, he is privy to wearing civilian clothing; albeit only in large cities. Due to his wish to travel light, these clothes are often bought from a clothing store within the city and left behind in his room when he leaves. Quite often these tend to be shorts, dress shirts and flat soled shoes in hotter weather with jeans, long sleeved shirts, maybe a sweatshirt and boots in colder weather. He's privy to plain shirts, but he does enjoy the occasional graphic t-shirt.

Biography
Bishop Newville was born in Mesa Verde; a relatively medium-sized township nestled against the western alpine range of the Marble Waste. While the mesa's shear cliffs make it difficult for travel between the township and the bigger cities, it also worked as a vanguard against the minions of the darkness that often passed by below. And so, for the first few years of his life, Bishop lived in safety and without tragedy. Being an only child, he often spent time outside with the other children when not in school or helping his parents run their supply shop in the middle of town. Working in the supply shop, he met many of the couriers whom often brought supplies form the larger towns up the rocky terrain and into their nestled mesa. If was from these couriers that Bishop learnt of the buildings that touched the skies, the fantastic contraptions people in the city had to make daily life easier and also the constant struggle with the darkness.

When it became time for Bishop to finish his schooling and help around the town, he asked his parents if he could further his study in one of the bigger cities. At first they told him that his place was in the safety of the mesa and his duty to the town. No matter what points he brought up, they continually refuted him. One day he began talking with the courier whom was dropping off a new shipment of supplies when she mentioned a city nearby renown for it's higher level of education. Asking the courier to help him, Bishop and the courier managed to convince his parents to let him study abroad in the city for no more than three years. Agreeing to this proposal and accepting the term that he would return after three years, Bishop thanked the courier and began packing for the big city.

A week later and Bishop soon found himself in the bustling city of Kah'tor. As soon as he got off the train he was captivated by the buildings that stood larger than two stories and the technology that surrounded him. He walked along the street admiring the street vendors selling their wares and the strange weapons people often carried. As much as he enjoyed the city and it's people, it scared him quite a bit. When he arrived at the school, he found it hard to make friendships with the other students as their tastes, upbringing and sometimes even language varied greatly compared to his. In a way, he felt quite out of his depth, but had fought tooth and nail to get to where he was. Bishop wasn't going to give it up so easily.

A year later, and Bishop was on his way to a small township near the heartland of the Marble Waste. The goal of their journey was to establish how such a community could thrive in the barren wastes of the Marble Waste. When their bus neared the town, they students in the front pointed out the thick, black smoke rising in the distance. This was Bishops fist meeting with the Darkness. Arriving, several students began quickly setting up a medical area in a restaurant that hadn't been attacked; moving the chairs and tables to the side. The rest of the students scoured the town for any survivors and bringing them back while the teachers called for aid. Bishop and a few of the others that knew basic first aid began bandaging and wrapping tourniquets to the best of their abilities until the medical units came in and took over. As his heart raced, Bishop could feel his insides curling over at the destruction that surrounded them and felt overwhelmed.

When they returned to Kah'tor, Bishop began looking into how he could help. At first all he could find were promotions to join the Gamayun Institute as either subject or scientist; both of which Bishop wasn't willing to become. Or soldier requests needed for the front line of defence against the darkness; he knew basic defence from being taught back home but nothing on holding a gun; even the act turned his stomach. A few days later and he stumbled upon a man handing out pamphlets for the Scarlet Guard. At first he turned it down, but then something caught his eye. Giving the pamphlet a read, he soon discovered their requests for medics and opted to train as a medic under the Scarlet Guard.

However, this caused problems back home as his parents were waiting for him to return in a year's time. When he told them of his decision, they both became angry; not wanting to lose their one and only son. Cutting off communication with them to make it easier (or so he thought), Bishop soon joined the Scarlet Guard and began training with them. After a couple of weeks of being accepted, he was approached about having a Heart Shard implanted in his chest to bolster his medical practice. Unaware of the full extent of the Heart Shards, he agreed and soon found himself with the glowing blue hands which would allow him to heal wounds better and faster. He trained with the Scarlet Guard for a year before he managed to unwillingly acquire a title.

It occured during training where his battalion was running through a scenario. Having stayed up late the night before practising to control his magical ability to a further extend, he fell asleep; waking up well after his alarm had gone off. When he had arrived late, the commander asked him who he was and his role, to which Bishop replied, "I'm just the Medic." Sarcastically, the commander referred to Bishop as "Just the Medic" for the rest of the day; eventually it stuck with his fellow soldiers and became his ongoing title. While not overly happy with it, the title didn't bother him either and so he continued on; often adopting it's use himself.

Bishop joined the Heart Stealers not long after. Finally out of training, Bishop was being despatched all over the Marble Wastes to help the fight against the vanguard when he first came across the band of men and woman. Many of his fellow soldiers jeered and called names as the Stealers, yet they kept their head held high. When he asked about them, he was told of their separation from the Jadis Corporation and how they were essentially bandits and misfits. That night the town they were in was attacked by a small army of Thralls. Many of his fellow soldiers fled not having faced the darkness before and soon Bishop found himself in the town with a few members of his battalion and these bandits called Heart Stealers. Refusing to join the social stigma against them and admiring their courage in battle, Bishop began helping them out; healing as many of his soldiers and their bandits as possible. Once the fighting was over, he asked blatantly if he could join them; happily accepted for his medical expertise.

Equipment/Weaponry
The most important items he carries with him are medical packs. Usually carrying around five, he won't leave a town without restocking his kits in prudence and keeps at least one close by in a pocket. In the side of his bag is a holster carrying a small handgun which he only uses in emergencies to defend himself. Other than that he usually carries spare clothes, rations and water; travelling as light as he possibly can.

Abilities/Combat Style
Infused with Essence, Bishop uses his abilities not for harm, but for aid. Conjuring a calming blue glow around his hands, he can repair damaged tissue to a certain degree. For greater wounds, he utilises it to help stem blood flow or to bring tissue together in order to make it easier for him to stitch or bandage someone up. His time as a medic in the Scarlet Guard has taught him a lot about wounds and healing making him rather experienced when it comes to healing.

As much as he shies away from combat, Bishop has picked up a few things here and there to defend himself. If given a sword, he can wield it albeit maybe a little haphazardly. A gun he'll hold out at arms length and close his eyes before firing. His greatest fighting strength lies in hand-to-hand combat, which while he isn't proficient in, he is able to pull off without much difficulty. His hand-to-hand combat training consists of punches, and kicks along side grapples and throws with greater emphasis placed on the later ones.

Musical theme
Starve The Ego, Feed The Soul by The Glitch Mob
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Old January 14th, 2014 (01:10 AM).
adventure's Avatar
adventure
impossible girl
 
Join Date: Nov 2007
Location: Skaia
Gender: Female
Nature: Naive
Okay. There are still many question marks in my head and I'm not completely sure I can make a character I'll feel comfortable with in this universe, but I can't resist and would really like a reserve. Please :3 I'll try to get a SU up before the weekend, but not before friday likely because exams.
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Old January 14th, 2014 (08:43 AM).
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Grif of Hearts
Que sera sera~
 
Join Date: Jul 2011
Location: System 32
Nature: Naive
Character looks promising, firelordyago. I was wondering if we'd get any characters running support. I'm going to assume that the biography is a work in progress because it's plenty short. I'm interested in learning about Bishop's past life!

Quote originally posted by heretostay123:
I believe I've finished my SU, Grif. Could you review it? If there's anything I need to fix, let me know.
Send me it! I'll take a looksie. I've done it for a few people already anyway.

Quote originally posted by Red's Hawt Chibi Pelippers:
Okay. There are still many question marks in my head and I'm not completely sure I can make a character I'll feel comfortable with in this universe, but I can't resist and would really like a reserve. Please :3 I'll try to get a SU up before the weekend, but not before friday likely because exams.
If you have any questions, please, do ask. I'll answer to the best of my ability and try to clear anything up. The problem with original settings is that apart from what I've written, everything else is a mystery to you, so I understand some confusion. I'll add you to the list!
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  #23    
Old January 14th, 2014 (01:18 PM). Edited January 15th, 2014 by Daisuke Mitsuharu.
Daisuke Mitsuharu's Avatar
Daisuke Mitsuharu
Decisions, decisions..
 
Join Date: May 2013
Location: Somewhere, over the rainbow.
Gender: Male
Nature: Relaxed
Ooh! This looks interesting Mind if I reserve?
Spoiler:


Cross my HEART
ハート泥棒
"It may not be much... but I do what I can, for the sake of those I hold dear to me!"

Name
Katheryn Albright
Age
25 years old. March 12, 52 NW.
Gender
Female
Title
Saint's Sword

Appearance
A description of physical traits; eye colour, hair colour, height, etc, combined with a description of your character's clothes or, potentially, battle suit.

Biography
A description of your character from birth to death, their significant problems in life and how they have overcome them. Any key information in their past that's noteworthy.

Equipment/Weaponry
Anything your character is armed with or wearing that serves some other purpose than simply being worn. Remember that Heart Stealer is far from a serious roleplay and you're free to be as flamboyant with this section as you wish.

Abilities/Combat Style
Many in Risa Eist fight not with weapons but with their body or with Essence. That, along with any useful skills they might have, should fit here. If the character uses an interesting or unique fighting style then that should be mentioned here as well.

Musical theme
A musical piece that suits your character. Not required.
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  #24    
Old January 14th, 2014 (02:02 PM).
adventure's Avatar
adventure
impossible girl
 
Join Date: Nov 2007
Location: Skaia
Gender: Female
Nature: Naive
Will unspoiler and notify when it's complete.

Spoiler:


Cross my HEART
ハート泥棒
"My tools have lives too, you know!"

Name
? ?
Age
His 20's or maybe 30's.
Gender
Male
Title
The Mystic Mechanic


Appearance
A description of physical traits; eye colour, hair colour, height, etc, combined with a description of your character's clothes or, potentially, battle suit.
Biography
A description of your character from birth to death, their significant problems in life and how they have overcome them. Any key information in their past that's noteworthy.


Equipment/Weaponry
He's got loads of tools, rather than straightforward weapons. Imbued with essence. Yadayada.
Abilities/Combat Style
Sneaky.

Musical theme
Corkscrew Sundown (likely to change as I develop the character)
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  #25    
Old January 14th, 2014 (07:11 PM).
<Challenger>'s Avatar
<Challenger>
One lean, green, fighting machine
 
Join Date: Jul 2012
Location: East Coast, USA (Represent!)
Age: 17
Gender: Male
Nature: Jolly
Just gonna let you guys know, I'm probably going to be changing my character quote and title a bit before the roleplay starts. Will stop when it does...Perhaps.
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