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Old January 17th, 2017 (12:25 PM). Edited February 7th, 2017 by PastelPhoenix.
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PastelPhoenix PastelPhoenix is offline
A Princely Birb
     
    Join Date: Mar 2016
    Age: 24
    Gender: Male
    Nature: Brave
    Posts: 387
    GLACIATE
    OOC // IC
    Welcome to Dorene



    A long time ago, this world was green and life was abundant. New breakthroughs in magic came every year, technology advanced at a breakneck pace, and it seemed that all of life's questions would be answered before long. Until the Yog-ganth found us, that is.

    The came at us like a storm, seemingly from some other world and wielding magic in ways we thought impossible. The war was long and brutal, but we slowly closed the gap between us with each day. Eventually, the tides turned, we learned how they fought, and the victories stacked in our favor. Eventually, the Yog-ganth were forced to retreat, but not before leaving their mark on Dorene. They cast one last spell, like none ever before witnessed on Dorene, one that permanently changed much of our world into a frozen wasteland. Some areas are so cold that one cannot even walk outside without the aid of a magic-powered suit to retain heat.

    Eight cities are all that remain of civilization in these lands, eight cities only connected by the Grand Convoys that run between them. And that is where we find you, aboard one of the massive vehicles known as the Grand Convoys. Whether you were born here, or you joined sometime later in life doesn't matter, you're here now. Life on the Convoy can be tough, but fortune awaits the resilient in this world.

    Magic
    Old stories speak of a time when magic flowed freely, something humans could harness without the help of tools. But sometime long, long before even the Freeze or Yog-ganth, humanity found it's magic sealed within them, no longer answering their call. It took the creation of the Wands, revolver like devices designed to draw out one's internal magic and shape them with a variety of magical ingredients, to return the magic to the people. The creation of the first wand prompted a sudden surge in the study of magic itself, fueling a technological boom. Magic produced vehicles that could replace the horse, wands larger and more accurate than bows, new ways to spread news, even large war-walkers and artificial life.

    Even now, although the secrets of the old tools has been forgotten. magic is integral to life in Dorene. The few "Green Zones" where plant life grows is only due to a high concentration of magic proving resilient to extreme changes. Out in the wastes, strong internal magic has allowed various beasts to adapt to the cold, becoming fearsome predators and even the prey and plant life can prove deadly. Most importantly, magic is a means to fight.


    Gameplay
    This is a mix between a mission and sandbox RP where you are a freelancer on The Grand Convoy Resilience, traveling from city to city and ruin to ruin working with a few organizations on the Resilience to assist the residents of the convoy and the cities you're stopped at, hunt dangerous beasts, recover magical artifacts, or anything in between. At a stop all the job lists are updated: artifact, bounties, and local wildlife. A few city specific requests may pop up, as well as requests from locations not listed. You are also free to undertake your own tasks during this time, for a more sandbox gameplay. The travel time between cities is a more sandbox experience.The sections will be shorter and open more to just exploring the convoy and potentially doing minor chores for the organizations, essentially low risk times. There are currently three organizations in need of your assistance:

    - Mediators:
    The only semblance of law enforcement left in Dorene. While much of their day to day job is in solving disputes, Mediators are also the foremost dispensers of justice. Their Wanted Board is both updated regularly and open to the public. If one has the wits and guts for bounty hunting, the Mediators have the money. Job offers from them often involve bringing in criminals, recovering stolen property, and the occasional investigative task.

    - Huntsmen:
    Beasts are a pain for most of civilized life for two reasons; they tend to infest everything, and have both rare and valuable parts that aren't so easy to obtain. Huntsmen take up the task of both clearing out infestations, and gathering the valuable bits of monsters. They are also willing to buy any beast slain by non-huntsmen. It isn't top dollar, but for most it beats having to break down the corpse themselves and find a buyer. Going out to hunt on your own is perfectly acceptable (a list of native wildlife is given at each location), but certain high value monsters are often posted in their headquarters, as well as formal requests to clear infested areas.

    - The Bygone: An oddity of post-freeze society. The Bygone are an odd religious movement focused on both studying technology of the past, and their eternal cycle of rebirth. Despite how some may feel about them, their attempts to decipher the magic of the past has lead to many improvements on the Grand Fleet. They pay well for any artifact, and desire anything they can learn from, the more unique the better. Outside of their church is a small pin board with rumors of certain rare technology. The board is also where the Resilience crew members tend to post requests for replacement parts.

    In order to accomplish almost any of these tasks, however, you need magic. Spellcasting has two components for it to work: a wand or wand surrogate, and a crafted spell. the standard wand looks similar to an 6-8 round revolver. A wand is loaded with Spell Starters, small cylinders containing the necessary magical ingredients for the spell. A wand is bound to the internal magic of the caster, allowing the wand to select the correct spell with the caster's intent, negating the need to physically move chambers around (a flaw with early wands). The components of a wand can also be incorporated into other weapons (sword, crossbow, etc), however these hybrids tend to either suffer in spell capacity, spell accuracy, or both compared to a traditional wand.

    Spell crafting is done by combining ingredients from the list below, and combining their effects. Effects are up to personal interpretation from the basic description, so feel free to get creative with the combinations, combining multiple shapes and elements is both possible and encouraged. For example, combining an Arrow and Barrier with a Delay can give you a long range barrier, or a Spread and an Arrow creates a missile attack that spreads to multiple targets before impact.

    Spoiler:

    Arrow - Cannae Root - A concentrated blast of magic that flies away from the caster

    Barrier - Ironbark - The magic hardens into a translucent shield

    Whip - Formine Vine - A long concentrated strand of magic from the source, very flexible

    Slash - Iron Shards - A rush of magic with strong cutting properties

    Spread - Ground Darkmantle Hook - Magic spreads forth in a cone shape

    Wave - Wavestalker Shell - A wide spread of magic that travels in a wave pattern

    Blast - Saltpeter - A powerful burst of magic extending in all directions from a single point

    Flame – Salamander Flower Petals – The magic takes the form of intense flames

    Freeze – Crystal Leaf – Magic takes the shape of extremely cold ice

    Storm – Chargestone – Magic becomes charged with electricity

    Gale – Highstrider fur – Magic gathers strong currents of wind

    Hydrate – Aquamarine – Ambient moisture is collected and gathered in water form

    Psudoearth – Pyrite – Magic hardens and solidifies into a substance similar to stone

    Corroding – Slime residue – The magic takes a form similar to acid, breaking down most non-magical materials

    Recovery – Brightpod – Magic begins to bind together wounds, mending bone, and can even repair non-animate objects with enough focus and energy

    Delay – Corvis Feather – The magic activates some time after it’s casting

    Linger – Floatstone – Helps draw in ambient magic to fuel spells until they are dispelled

    Arrest – Stirge Venom – Magic clings to the target, restricting and impeding movement

    Enhance - Hydra Blood – Magic assists movement and senses

    Levitate - Fogdrifter Antennae - Lifts an object in the air (Thanks Tigelreaf)

    Weightless - Null Crystal - Lowers the restriction of gravity, producing a near weightless feeling (Thanks Tigelreaf)

    Center - Iridium - Pulls physical objects towards the spell (Thanks Tigelreaf)

    Light - Spark Salt - Creates a bright flash of light (Thanks Tigelreaf)

    Growth - Sulfur/Sulphur - Causes the target to grow in size, can induce organic growth but the object returns to normal size when dispelled (Edited from Tigelreaf, explanation of changes below)

    Muffle - Breezeswoop feather - Blocks the creation of noise (Thanks Birdy)

    Cacophony - Bell-flower - Creates a shrill noise

    Difficult Components: Requires two ingredient slots to use

    Twin – Prism Glass – Two copies of the spell manifest from the same source at the same time

    Overload – Draconic Blood – The intensity of the spell increases, potentially creating a spell strong enough to overpower other spells

    Cloak - Chameleon Scale - Magic clings to the target, making it invisible to the naked eye, fails on targets larger than human sized (Thanks Birdy)

    Lost spells: These effects are known, but the knowledge of what created them was lost to the Freeze

    Drain - ??? - Draws all magic towards itself, nullifying active spells

    Overwhelm - ??? - An incredibly intense flare of magic that overpowers almost all known spells


    Starting off you can mix 4 ingredients per spell. Over time, as the RP progresses, you'll be able to mix more ingredients per spell as your powers grow. However all spells must follow the two main laws of magic:

    1) Magic cannot create organic life, nor can magic cannot restore the dead. Any organic material created by the growth component, or a similar spell, will slowly revert back to magic, leaving the object in it's original state.

    2) Magic is not permanent, it is constantly degrading back to ambient magic. Spells can persist so long as they are fed magic. The linger component runs off of ambient magic, and once the magic has been consumed, the spell fails. A bridge built with the help of magic must stand on it's own as a bridge, or it will fail when the spells end.

    Have an idea for a spell effect not listed? Just let me know. I'm fine with expanding the list.


    The Grand Convoy Resilience

    The Grand Convoys are miracle of both engineering and magic: large, tough, and magically self sustaining. A mix between trains and battleships, the convoys were built during the war as mobile shelters and self defense weapons, the convoys can hold an entire village comfortably and packs enough firepower to give most beasts a run for their money. Resilience is perhaps the largest of them all, hosting a population of a couple hundred souls within it.

    Locations on the Resilience:

    Crew Quarters:
    Located at the front of the convoy, this sections is restricted to all but technical crew and convoy leaders. The engine rooms, steering, and crew quarters are in this section, as well as the building the council leading the Convoy meets in for emergency matters.

    Admin District: Clean and proper, this section of the convoy is home to important businesses and houses the council outside of emergency meetings. This is where one goes to work out a business deal, bring up concerns to the council, or for general high end shopping. The Mediator main office is located here, located in a tidy white room overflowing with both paper and bustling Mediators. A bored looking Pre-Freeze synthetic mans the front desk, just in front of the bounty board.

    Hightown: The city of the relative rich. Hightown homes are both sqacious and some even have attached gardens. Mediators are a common sight, and crime is one of the lowest on the convoy. Being able to buy a home in Hightown is a sign that you've made it.


    Market Town: The largest chamber of the Resilience is crowded with stalls selling a wide variety of goods. Restaurants, Scavenger shops, and homemade goods are some of the most common sights in this area, but a dedicated shopper can find almost anything here.

    The Docks: To the right of Market Town, the docks consist of a massive warehouse with many rafters, original or otherwise. The entire right wall opens for easy access, and all loading and unloading of goods is done here. Mediators presence is high, as well as the security crew of the Resilience to deter theft.

    Residence Hall: While Market town is the largest single chamber, residence hall is the largest district. A large multitude of hallways split the chambers into decently sized rooms. The rooms were built with the Resilience, making it one of the most consistent areas of the Convoy. Most citizens live here, living a modest life. Strangers often find this the hardest area to navigate, with its twisting hallways and endlessly similar rooms.

    Greenhouse: the walls and ceiling of this segment are created out of thick glass. Most of the food is grown here, as are the plant based magical ingredients. This area is restricted to all but those with legitimate business reasons to deter theft or sabotage.

    The Vehicle Bay: Several Magical tanks and War Walkers are stored here, as well as a massive armory. Wand crafters set up shop here, as well as the blacksmiths and repair shops. The areas storing weapons are off limits, but the rest is open to the general public. This is where the Bygone Church is located, located along the leftmost wall, in a bubble free of stalls, if one didn't know better they could completely overlook that this is supposed to be a church. Built out of an old warehouse, the church always appears to have to many pews for the amount of dedicated followers, and their symbol, a sprout growing from a snowflake, is painted all over the walls. The request board resides just outside the church itself, which many scavengers are thankful for.

    This is also home to the hatch that leads to the massive magical cannon mounted atop the Resilience. The cannon hasn't been fired in decades, requiring nearly ten pounds of ingredients for a single spell, and only capable of arrow spells. However, the knowledge it can still fire is usually enough of a deterrent for most bandits.

    Slums: The unfortunate end up here. Poorly constructed shacks litter the back of the Resilience, and crime festers here. Most citizens want nothing to do with this segment, however a few valuable businesses spring up around here. Slum scrappers are resourceful, and while most they sell is trash, they do tend to pick up things not immediately valuable. Most importantly, a ruddy looking bar called the Trapper's Trove is where the Huntsmen has set up shop. Surprisingly quiet, the wall next to the barn is littered with papers for current buying prices for beats corpses, individual beasts that are currently causing a problem, and known pests. Behind the bar is a list of known Huntsmen and their rank, in an eternal game for the prize to call oneself the top huntsman.



    Rules
    • GM word is final. I will work with you on some things, but I do reserve the right to put my foot down.
    • All RPT rules apply. This is M rates, but no excessive gore, don't turn this into smut, etc.
    • Do not god mod or bunny. General RP rules, don't make yourself invincible and don't interfere or otherwise play someone's character without permission.
    • Be respectful, let in character stuff stay in character. Don't be rude to other players.
    • I get posts can take time, I'm in college so I know, just try to post somewhat frequently. Once every weeks or two is cool, once every few months can drag everyone down.
    • Please stay with the Convoy. Wandering into the wasteland isn't a smart idea, and detrimental to survival. Staying at a city is essentially retiring the character, the focus is on the Convoy, it stays there excepting very rare situations.


    Sign Up Sheet


    Name:

    Gender:

    Age: (Most novice freelancers tend to be younger. around 16-25, but younger and older novices have been seen)

    Appearance: (Pictures welcome, but still at least have a paragraph of text.)

    Personality:

    History: (Something must have shaped them into who they are, no matter how minor. Why did they become a Freelancer?)


    Weapon(s): (You don't have to stick with them the whole time. Just remember the disadvantages of hybrid wands. Also feel free to take a side arm, either in the vein of a dagger or a small 2 chamber wand)

    Spell List: (you can always craft more later, but let's get a taste of some sample spells. Aim for at least 4 for now.)

    As always, feel free to contact me for help or clarification, or if you have an idea. I want to work with you guys as players to tell a better story.




    ACCEPTED CHARACTERS:

    SongBird as Senka
    Orx of Twinleaf' as Borrix Toroflung
    Godzil as Viktor Khorek
    Fen-Kun as Genevieve Bohneur
    Ice as Argo Salt
    Ech as Malbee
    Pastel Phoenix as Priam Endres
    Foxrally as Mr. Baimai Wèrs Myun
    Gimmepie as
    Dina Weber
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      #2    
    Old January 17th, 2017 (4:55 PM). Edited February 8th, 2017 by Songbird.
    Songbird's Avatar
    Songbird Songbird is offline
    Is Unicorn a good girl?
       
      Join Date: Jul 2013
      Gender: Female
      Posts: 513
      I'm hype. You're hype. Everydboty's hype! Can we get a hype roll call?

      Spoiler:

      Senka ♡ 20

      The Ghost of Leywood


      Appearance


      A delicately small young lady, Senka stands five feet and two inches, in her cloudy red eyes an innocence she probably doesn't deserve to have. She has straight raven hair that ends just above her shoulders, bangs cropped so she can see without brushing it aside. Senka holds herself up on a slim frame lacking any real resistance to the cold, raised in an area that could be considered tropical compared to the rest of the modern world; this extends from her modestly small bust down even to the tips of her fingers, her slightly more respectable thighs being the only things of note when she's not bundled up.

      She does like quite a bit of clothing she finds, though, thus her closet and drawers are filled with outfits and winterwear of all kinds, some of which she's never worn. Lastly, there are a few long red scars running up the outside of her left arm in contrast to her light cream-colored skin, the byproduct of a surgery she went through two years ago. She doesn't go to extra lengths to hide it, but she's rarely been asked.

      Personality


      Senka is a very kind and relaxed girl, happily helping others with a smile on her face. She's always desiring to learn new things and improve on old things. However, she's just as scatterbrained as she is curious. Add onto that a clear risk of abrupt exhaustion that she can never seem to shake, and she's been caught in the middle of workplace accidents and sleeping on the job more times than she can count. Senka is also oblivious to many personal interactions. She can recognize different emotions and tones, but doesn't seem to care in her response, especially if it's from someone she isn't already interested in listening to. Regardless, she's never turned away from being friendly, offering advice, or taking a shot at something new. She's particularly affectionate with people she's taken a liking to, likes making them happy, and finds some degree of joy in being useful to those around her.

      Digging under the surface, Senka happens to be veritably insane. Her obsessiveness and impulsiveness are only matched by unrivalled determination and ability to see things through. She's by far earned the claim of surviving more hazards than most men would believe, and the only thing she seems to learn from her mistakes is more ways to make them. There's no crossing her and coming out unscathed, either, carrying with her a strangely skewed sense of morality that lends to violence and outright taking what she wants or needs as she sees fit, fearlessly spoken with the same fatigued and flighty tone as always.

      History


      Regarded a local prodigy, Senka was a born and bold experimentor raised by a single mother in Leywood. Getting herself access to her first wand and some materials at a young age, “trial and error” were so commonly used around her that those were her first words. (Or at least, that's the story her mother liked to tell.) She was fascinated to learn anything new, and often disregarded many risks she was taking in the process. Senka grew up with few friends her own age, but was no less sociable for it. Sort of. She could have been considered socially inept, perhaps, and rarely bothered extensively speaking with people who didn't interest her.

      She discovered the facilities of the Bygone Church around twelve years old, when she and her mother boarded the convoy Resilience. Senka's mother wanted to give her (and herself) the opportunity to see more of their frozen world and meet new people. She took any chance to follow the work of the Bygone, and learn about their findings herself. Despite a tendency to look like not all the lights were on in the attic, her curiosity, eagerness to help and generally calm demeanor got the better of many a Church member. The work she did often resulted in explosions and other various accidents, but she was capable nonetheless with her naïveté and (typically dangerous) exploratory nature that adults seemed to lack. As she got older, Senka took up her wand to hunt down artifacts, as well.

      Senka felt like she found her calling when the Church unearthed a piece of old military tech, a functioning skeletal arm-shaped device that reacted to magic like a wand. On and off over the next year, the device was examined, by Senka more than anyone else. For someone who believed handheld wands to be clunky and unreliable, she was positively enamored with it. The Church eventually concluded that it was meant to act entirely from inside the user's body, and ended their investigation, preparing it to be sent to their archives like many other artifacts. They considered it too risky to try testing, but Senka suggested otherwise.

      And they were all like, “You ****ing crazy? This is old world tech, it'll probably kill you,” and then Senka just asked why not give it a chance, ‘cause it’s not like she was asking anything wrong, but they knew she wasn't going to be deterred so they all said, “If you wanna try, do it on your own time,” so she did. The next night, she took the wand from its case along with some surgical tools she deemed necessary. Then she soundproofed her apartment with a couple ingredients she had, and started cutting open her arm. More than that, her dominant arm, because she thought it would be easier to use that way. After a long night of intense pain, a lot of blood, her entire personal stock of brightpods, followed by another long night of sleeping off the majority of the residual pain, the wand was fully fused and calibrated beneath skin and muscle. Then-eighteen year old Senka had successfully implanted the wand in her arm, successfully performed surgery on herself, and successfully tested the newly implanted wand.

      Coming back and getting to work like nothing happened soon after, the Church and its members did not take the news about the wand lightly that she had taken them seriously when they practically dared her to do it. In a majority ruling of higher Bygoners, and against an alternative judgment of assisting her studies, Senka was promptly barred from working with any technology that she didn't bring in herself. To Senka, she was effectively excommunicated. She no longer saw any reason to continue associating with the church, unable to further personally study or test any of their findings. At least to her benefit, though, it strengthened her own ambition, resolving that they would have only kept her from learning more than she wanted.

      She started working as a freelancer and treasure hunter, at every turn testing the limits of her new wand with any extra ingredients she got her hands on. Senka regularly beat other job seekers to the punch searching for rare artifacts for the Church, and always managed to disappear just as others caught a glimpse of her, garnering the nickname, the Ghost of Leywood. Adding a little insult to injury, she only ever handed the artifacts off for payment when she was no longer interested in them.

      Weapons


      Senka carries a collapsible baton in one of the pouches she uses for her spell starters, as well as a standard 6-chamber revolver wand holstered on her right thigh that she keeps out of sentiment.

      Spells


      Rapid Fire


      A spell combining Cannae Root and Iron Shards, wildly firing off a continuous spray of sharp magical bullets.


      Warp


      Iridium, Corvis Feather and two halves of a Prism Glass. The Iridium and Prism Glass shard together warps Senka's local gravity to open a wormhole, instantly bringing her to the other half of the Glass from virtually any distance. The destination shard is made to look like a small convex pad; the Corvis Feather allows her to leave it alone for an extended period of time before casting; and an optional Chameleon Scale lets her hide the pad in the open.


      Specialized Enhancement


      Senka uses Hydra Blood along with either Salamander Flower Petals, Chargestone, Highstrider Fur or Pyrite to amplify a particular effect. Salamander Petals greatly increase her strength, Chargestone allows her to walk on virtually any surface, Highstrider Fur is a much larger boost to her agility, and Pyrite maximizes her durability.


      Improved Stealth


      Mixing Chameleon Scale, Hydra Blood and Floatstone, Senka's overall physical abilities are boosted while invisible, the lingering effect letting her queue up additional spells without dispelling the cloak.


      A.M.P.


      Draconic Blood and Saltpeter are Senka's favorite combination, unleashing a massive anti-magic pulse in every direction that shorts out nearly any and all wands in the vicinity. Adding a Floatstone ensures the effects last a while, and other directional ingredients change the affected area.


      Spoiler:

      Lieselotte Rosenfeld ♡ 17

      Archer Rose


      Appearance


      Recovering from a childhood of malnourishment and struggle, 5'6" Lieselotte is exceptionally slim; much of her body is still underdeveloped, but now growing as it should. At one point her hunting jacket alone probably weighed more than she did. Her skin is pale, relying on her chestnut hair and matching brown eyes to not be mistaken for a spectre in the dark. Besides her coats, the clothes she wears are typically loose, and hide what little of a figure she has. The only piece of clothing she's really attached to is an old cloak covered in patches of various materials and shades of brown and red that she sewed up herself; and on the back is an embossed rose with a heart in place of the petals.


      Personality


      As Rose, Lieselotte is confident, outspoken and a natural performer. Striving to be seen as cool and inspiring, nearly everything she does is daring and over-the-top; and knowing she has fans excitedly watching her battles fills her with the fighting spirit to pull it off. Every now and then Rose seems to bleed through when she's not working, though, blurring the lines she's made, and making it more difficult to keep the mask on.

      Off the field, Liese lives a much more docile daily life. At home, she's easily started, non-confrontational and full of on-the-spot fantasies she'd be too embarrassed to say out loud. Avoiding detection from press determined to unmask her, she spends what downtime she can spare to cooking her meals and making new clothes. Sometimes she'll bake sweets, or make accessories that she can sell in the market, and once in a while she'll play the big sister to many children in Residence Hall. However, it pains her in more ways than one to go any closer to the wretched depths of the Resilience.


      History


      From the depths of the slums to the talk of Highdown in what feels like overnight, “Archer Rose” is a hunting sensation viewed worldwide. Wielding a pair of revolvers and a fearlessness that knows no bounds, there isn't a monster this masked heroine isn't willing to take on, and no matter what, she pulls it off with aplomb.

      Lieselotte was a toddler when her parents first boarded the Resilience. No one who was asked knew where they originally came from, and they never answered for themselves, but they started eking out a living in the slums as hunters, seemingly content with cheaper or safer jobs that had less competition. Whenever they were gone, neighbors helped to teach Liese some of the things she needed to know in life. Growing up, she received what could be called a basic education, and learned a few crafting skills and how to cook by age eight. Even so, they were still just barely living within their means.

      When she was nine, her parents started teaching her how to use magic, though only letting her use their own wands for short periods of time. She took to it well enough, dreaming that someday she'd be able to pull off awesome feats of skill that would make others cheer for her. It didn't last long, unfortunately. Halfway to her eleventh birthday, the only thing that was brought back home from a mission was her parents' wands, and in the mediators' possession a respectable savings fund that they'd dropped extra money into since Liese was born. In her grief, she followed their recommendation to put her up in an apartment in Residence Hall, and started selling homemade trinkets and clothes in the marketplace to support herself. She once tried bringing blankets and coats to the children of the slums, but the adults—people she used to call friends and family—shunned her. Her parents gave her a chance to get out of Hell, from where others failed to escape; it was like they didn't want to see someone else succeed. It was pitiful, and even Lieselotte knew it.

      Soon enough, she came to a resolution, telling herself that she wouldn't grow up to be a nobody. She refused to scrape on by, living unknown, dying unknown. Not even twelve, she got to practicing with her parents' old revolvers again, and started hunting. Liese wanted to see her dreams come true, and nobody was going to keep her from them—be it the people or the life she left behind—so she donned a crimson mask that obscured all but her eyes, accepting jobs under the name of Rose. The jobs she first took weren't much, but it was more than enough for her to get better equipment and clothing for the work she wanted to take, namely a new pair of ivory revolvers with rose red accents matching her alias.

      The next two years passed quickly, and Liese got better with the support of a couple mediators as herself, and of friendly huntsmen as Rose. She was healing from the damage of the past, her body receiving proper nutrition, her abilities and skillset improving every waking moment; she was living comfortably for the first time in her life, no longer fearing the next day; and she finally found a sense of childlike wonder that brought her to creating her own flashy hunting methods. So flashy, in fact, that a huntsman and researcher who accepted the same job as her one day decided to film it. Before long, these stylish and often acrobatic feats reached the eyes and ears of a television broadcasting station. They edited together a brief pilot from the clips of the courageous young girl's battles, occasionally showing it in place of commercial breaks for the next week.

      After the short program started airing, even though the monsters fought were relatively weak, viewers were entertained by her methods, and started demanding a name. A company representative approached her after work in no time, so he would have something to bring in, and that evening they'd proclaimed thirteen year old Liese to be the masked Archer Rose. Liese received a payment for the broadcast, at the same time agreeing to have a camerawoman film her while she worked when they had the chance to do so. She felt better than ever, managing to secure a humble home even in Hightown, and was caught a few times for an autograph from a quickly growing fanbase. Production quality increased as official work was done recording her stunts, children imitated her moves, adults admired her bravery and skill, and very rarely men and women alike tried to court her while she was still masked!

      Literally styling her way to the top, four years later “Archer Rose” remains a mysterious huntress whose true face others have yet to witness. Lieselotte is living the dream—her dream—with no regrets; only an aching head when she's reminded of the pit she once called home.


      Spells


      FTL


      Shooting herself with a Chargestone, Null Crystal and Hydra Blood. Rose's next few steps can cover large distances in an instant and suspend her where she stops. A bolt of lightning follows close behind, as well, shocking everything in its path. After the Chargestone wears off, the effects of the Hydra Blood and Null Crystal remain for a while longer, boosting her athletic ability and letting her move wherever she pleases.


      Mirror Mirror


      Rose throws out a barrier with a glowing silver sheen that catches any and all magic that strikes it. After it does, it returns the same magic twice over with a Prism Glass embedded in the shield.


      Bolt Tether


      A grappling hook, put simply, using a Chargestone to attach as quickly as she pulls the trigger. Can be used to catch surfaces and living enemies, and pull either the target or Rose toward the other.


      Double Vision


      Pulling off her Prism Glass trickery, Liese duplicates herself for a short time, giving her enough to cast a spell or two from two separate locations.


      Light Raid


      An extremely wide-range barrage of explosive arrows and shrapnel. At medium and long distance Rose can lock onto targets to run them down no matter how quickly they move, and the erratic flight patterns leave behind a visible trail of light that stays about until the explosives fade.


      Super Gravity Cannon


      A complex mix of materials between both of Archer's wands fired at once, and her signature spell as a huntress and entertainer. Nobody knows exactly what or how many ingredients she burns to pull it off—a secret she intends to keep—but whenever she does, something dies, and in spectacular fashion.


      Spoiler:

      Ren LeBlanc 恋 24

      The Three-Tailed Fox


      Personality


      Ren loves to work with people, and does so with a smile on his face to see one on theirs. He effortlessly maintains a cheerful and relaxed disposition that's practically made to motivate those around him. Even in a team, he'll use his magic and his charms to keep strength and morale high. However, he's also a person who keeps to himself out of necessity, and worries for the day that someone sticks around him a little too long for their own good. He's found solace in the one person who accepts him as a whole, but that doesn't really help him connect to others like he used to. That said, at home and working in the sweets shop run by his friend, he nothing short of relieved in not having to hide the beast-like features he'd once struggled with for years; and whenever he gets the chance to hunt alone, he lets it loose with a fierce fire that threatens to burn all that touch it.



      History


      There are stories told of beasts so rare and legendary that they possess magic rivalling humanity, and those so lucky to meet these creatures called Phantasms without dying in the process return with their lives changed forever. They may have gained power, knowledge, or riches beyond their wildest dreams. However, only one can say they've come back feeling like another person entirely.

      One such Phantasm is known as the Great Hallow Fox, a wise class of beast that lives centuries in seclusion with many tails and fur as white as snow. Monsters of all kinds often find themselves prey to this Fox when challenging it for its home, and rarely has one lost a battle; when they do, they die as they lived—alone, waiting to find a new vessel for their diminished power. Once they have, they possess it, creating a new Hallow Fox in the process. In this way, they could be considered to have a soul, or to be virtually immortal. Naturally, though, even intelligent beasts in adolescence may look to prove their strength, expelling competition from their natural habitats.

      It is here we come to the tale of a Phantasm wise beyond her years, but immature and arrogant. Perhaps two or three hundred years old, sporting three tails, she began taking territory from other beasts in the mountains north of Grace's End, making herself known in the process, and ten hunters of the Grand Convoy Persistence made allies out of each other to exterminate it. Among them, a seventeen year old hunter named Ren Sauveterre; he only knew one other in the team, but it was enough to vouch for his reliability with healing and barrier spells. Gathering all they needed, they set off.

      He wasn't all that good at offensive spells. He was a musician. He liked to play and sing on street corners in Yerran's Hollow, not that many stopped to listen; even when they weren't all that busy, he wasn't very noticeable. Translucent would've been the best way to describe him. So when he picked up his wand the year before, and started hunting to give him the money to move out of his family's home, staying in the back to support others came naturally to him. Area-effect recovery, powerful barriers and debilitating crowd control spells were his specialty. Not that they were much to write home about, but he was good at what he did, and what he did saved lives. It wasn't enough this time.

      Of the hunters, the first to meet the beast eye to eye was seduced by supernatural magic, and turned on the rest until the sense was beat back into him. The fox was laughing. Minutes after the battle started, another was burnt to a crisp in foxfire, too far away from Ren to provide any cover. To their benefit, the monster didn't thoroughly understand human thought and coordination, and the hunters were still very skilled alone. Trading blows, they managed to deal quite a lot of damage, until the fox was shedding more blood than fur. They'd driven her back, losing two more fighters themselves, until it pulled a disappearing act that knocked the party flat on their asses.

      In the end, only two of them remained conscious, and only a few more still alive. The last comrade standing was... content, with leaving; and while he did, Ren intended to finish the job, chasing the fox's trail into the cave she called home. What he initially saw was just a bear, but pointing his wand at it unhesitantly convinced the beast to drop its guise. Heavily injured, she still had the strength to paralyze Ren before he could realize it, and her body faded away, from licked-clean fur to lost blood.

      Then all he felt was searing pain, like something was trying to tear him out of his own skin. Ren's own screams were drowned out and muffled, returning in force the more his head ached, and he used whatever ingredients he had left to assuage the burning in his body as fur grew from his skin, until his wand dropped to the ground and fell apart. The sensation of intense growing pains had him digging his fingers—then claws—into the cave floor, and it was taking everything he had to not give in. But he couldn't give up. He couldn't surrender. Ren went beyond the impossible and kicked reason to the curb. Finally, after what seemed like an agonizing eternity, the fur receded, and the pain was slowly subsiding; some parts of him returned to normal, although others not so much. Ren won the fight of his life, but the damage to his body was already done, and so, exhausted, he passed out in the frigid cave.

      Days later, he came to. He was alone and unmoved, and much to his surprise unharmed. The biting cold meant little to him, and his wounds had healed. Rather, he was hungry more than anything, and decided to look for something to eat so he could focus on more important issues. The first thing he discovered shortly after leaving the cave was a hanglion, no doubt trying to claim the territory the fox must have left behind, and Ren knew he didn't have a wand to hunt with anymore. The pieces were scattered across the ground. His body was still burning, but something inside him stirred—he didn't need it. Ren felt the fox's magic inside him—foreign yet familiar, like he was born with it and just never used it. A ball of energy gathered into his hand, and set itself alight.

      The second thing he discovered—or more accurately, looked for—was something to use as a mirror. His appearance had changed so drastically, he didn't think it was really him at first glance. What once was rather short copper hair turned into long, snow white locks, and jade eyes became wide and sparkling malachite. Ren would've admitted that he wasn't the most masculine before, but it felt like he'd lost muscle mass, too, leaving him with a slender feminine frame. Maybe he even lost a couple inches, but he couldn't tell; if he had to guess, somewhere around 5'5". There were a couple things that stood out, too, not like he didn't know they were there when he woke up. Ren now had three long, bushy tails swaying behind him, and tall fox ears instead of regular human ones. His fingers had grown razor-sharp claws over his nails, as well, but that was the only thing he could change back to normal. At least for now.

      Ren spent the next two or three months in the mountains at the Hallow Fox's grave, befriending a mountain breezeswoop, learning how to use the fox's magic, and teaching himself a few skills to deal with the remains of the creatures he crossed so they (and he) didn't draw scavengers or hunters. The biggest thing he figured out was hiding the ears and tail with illusion magic, which felt stupidly simple to him after he wasted some days on it. Eh. Hindsight is 20/20. Unfortunately, it was a choice between keeping up his illusion or conjuring fire. He wondered if the fox was restricted the same way, but it was a rather easy choice for him at the time. Neither would have been received without far too much surprise, be it the beast's features or wandless magic, and he was quickly getting how to relax or hide his ears and tail on demand. He believed he was ready to go home, or at least onto a new convoy, and headed down from the mountains when the Victorie passed between Grace's End and Torfen. The mountain breezeswoop, which he so creatively named Breezy, made the cave its permanent home in case Ren returned.

      Soon after finding a temporary residence in the care of the mediators, Ren searched for news of the fox, not entirely aware of why he was left to die, or the fate of the others, and got into some radio records from past weeks. Four dead, six injured to various degrees; his name listed under the former, and the fox gone without a trace, as if it disappeared into thin air. He knew he wouldn't have been recognized, either, opting to change his name instead of going through the hell of anyone noticing he shared the same name as a dead kid, and stayed on the Victorie for a short time.

      At first, he worked with the mediators, getting back into using wands so he could suppressing the fox features. Some months later, when he was comfortable on the convoy and made himself thoroughly familiar with others, he started feeling like he could pick up a guitar again, too. Of course, Ren couldn't help himself—old habits die hard—so he bought one in the market and left the convoy while it was docked in Revival, thanking the mediators as he departed. He found a cozy street corner, stood with his guitar slung over his shoulders, and started playing; and in his little trance, he didn't totally register that people were paying attention—stopping, to listen. He didn't realize just what a crowd he'd drawn that day until he was already finished.

      Following his performance, an attractive girl about his age named Cassandra approached enamored with him, giving him a place to stay in exchange for working in her brand new shop, Casey's Confectioneries. He stayed there for over three years, playing again on the street corners or outside the store, and pulling in an audience every time. Being Casey's home, she eventually found out about the fox, as well, and agreed to keep his secret... as long as he wouldn't hide them. Half of him was very uncomfortable wearing the various women's clothes Casey kept making for him, much less being made to present his fox-like features like he was wearing them as clothing. The other half admittedly enjoyed it to some degree, and was perhaps hiding from a lust in her eyes that was only otherwise sated by the outfits she put him in. At some points it was clear she was restraining herself more than he was.

      Ren and Cassandra celebrated her twenty-third birthday before she let him leave, a month after his twenty-fourth, and he looked like he hadn't aged a day since he encountered the fox. In fact, he hadn't encountered many beasts since he left the Victorie. Only times where local hunters and mediators were called did he have to hold his wand for more than practice, and every time he felt a little more of an urge to be a hunter again. He didn't know if it was his short time the better half of a decade ago, or the fox blood boiling whenever he smelled fresh meat in the air, but he was struggling to calm it down. So, he boarded the Resilience, getting himself an apartment in Hightown, and took on jobs alone to soothe his aching blood in solitude, in addition to helping others when he could with his old healing and barrier skills. Sometimes he took work from the mediators, too, to help pay forward the kindness he received from the department on the Victorie.

      Of course, Casey wasn't going to let him go forever without a fight. The next time the Resilience stopped in Revival, taking for herself an apartment next to his own; she set up her sweets shop in the market, and employed Ren once again so he had something to do when he wasn't hunting. (Not that she was going to let him live alone all the time anyways.) Ren is still working on fully embracing his body, and more so mastering the ins and outs of the powers it gave him, but he'll be damned if he says he doesn't like it sometimes. And once in a while, when the convoy passes through Grace's End, he leaves for a bit to visit a friend in the mountains.



      Weapons & Spells


      Brought on by the possession of the Great Hallow Fox, Ren is capable of using its magic without the need for a wand, and can use it as a substitute for certain ingredients. However, he carries a standard revolver wand for barrier and healing spells.


      Burning Heart


      Foxfire and illusion magic are the forefront of the Hallow Fox's—and by extension Ren's—abilities, though his illusions are primarily to disguise his fox features. He's forced to drop this glimmer when using his foxfire, beastlike fire magic deserving of the class of Phantasm.


      Captivating Soul


      Ren's eyes and voice to enchant those around him, able to draw the attention of and seduce virtually anyone who can see or hear him. He can even exert this influence on monster, paralyzing them with fear or taming certain types to follow his whims.


      Stalwart Vanguard


      A variety of barrier and healing spells that load up Ren's revolver, good at any range. His favorites are a healing rain combining a Brightpod with Aquamarine, and a Hydra Blood + Ironbark combination for empowering allies.


      Spoiler:

      Aster ♡ 10

      Electric Angel



      Personality


      Incredibly quiet and shy, Aster is a girl with a big heart and an empty brain. Lacking her memories, she has an eagerness to learn; but she's terrified of most things bigger than her... which is a lot, so she often ends up trying to hide, relying on others to guide her. If she feels threatened, she might even tase whatever made her feel that way. Most importantly, Aster is very simple, conveying her emotions and thoughts through expression more than words.


      History


      Once upon a time, far in the depths of the Crystal Forest lived a family of gátastra; medium-sized felid predators sporting slender-structured frames and dirt brown-stained silver coats that helps them blend in, in addition to a long and bushy prehensile tail they use to cover their faces for warmth at night. Light, quiet and quick on their feet, they possess the power of lightning in their bodies to defy gravity, and use it to paralyze and kill their prey before they'd know it was on them, and large paws so powerful they can punch through solid stone. Observers have reported that gátastras even have wings made of pure electricity. However, unlike larger beasts, they harbor a healthy fear of humanity, and it's easier to find evidence of their prey than it is of the gátastras themselves.

      This little gátastra family had only a single kitten, and just a year old she was learning to hunt for herself for the first time, so she could take territory for herself when she was older. You can probably see where this is going, right? The kitten had gotten herself caught up in the midst of a battle between huntsmen and a pair of crystallic feathercages, venturing too far from home chasing down groundhawks for her dinner. She bore witness to a bloody fight, amazed at the power these humans had killing beasts she could only dream of fighting, and unfortunately ended up as collateral damage. Thankfully for her, though, as the fight concluded one of the huntsmen had taken pity on her, and healed a portion of her injuries before taking her back to the Resilience.

      It seemed like the hunter wasn't the only one, either, as the kitten recovered in the huntsmen's medic bay. By the grace of a phenomenon the Bygones could only call “the will of the world”, and with little explanation as to how “the world” operates, the little gátastra had woken up human. Well, mostly. At a glance, anyone looking would've said she was just a prepubescent little girl. She had a slim and tiny body standing just 4'6", with light skin, hands an adult could hide in their own, and silver hair nearly long enough to reach her knees. What set her apart was the long tail, and feline ears sticking out the top of her head instead of a human pair on the sides.

      At first, they tried to get some kind of information out of her, but she barely understood them despite already looking like an older child, and she could hardly talk back, much less articulate what happened to her—she didn't remember anything, and it hurt her to think about it. She did retain her magic, at least, and quickly taught herself how to use it to communicate as an instinct, conveying her emotions and understanding others' with electrical pulses.

      A week or so has passed since, and after Day 1 they started calling her Aster. She didn't dislike that name. She's picked up quite a bit of the humans' language, as well, although she remains mostly silent besides a few choice words.


      Abilities


      Packs a Powerful Paw-nch


      Aster is exceptionally strong for how small she is. Much like the cat she once was, her fists are strong enough to break down large rocks, and she can effortlessly carry things well over her own weight.

      Électrique


      The power of lightning is at Aster's fingertips. Literally. She generates electricity to excess, can store even more, and her entire body is so conductive she's considered a living lightningrod. She uses it to communicate, sending electrical pulses through skin contact; walk on anything as if it were a floor; and tasing people who frighten her. When she generates more than usual, or drains electricity from an external source, it's expelled from her back in the shape of bird-like wings.
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        #3    
      Old January 17th, 2017 (8:47 PM). Edited January 17th, 2017 by ANARCHit3cht.
      ANARCHit3cht ANARCHit3cht is offline
      Call me Archie!
         
        Join Date: Sep 2008
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        This is no longer a spot holder because I made a new post paying no attention lol. You might want to set a color for the text, though. The bulk of it is uncolored and on my theme the text is white and thus unreadable.
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          #4    
        Old January 17th, 2017 (9:03 PM). Edited February 5th, 2017 by Ech.
        Ech Ech is offline
           
          Join Date: May 2016
          Age: 98
          Gender: Other
          Nature: Quirky
          Posts: 240
          tasty fried breezeswoops

          Spoiler:

          MALBEE
          Thirty-One Year Old Female Freelancer
          "Daddy's Little Girl"


          Skills: "Singing, Winning starring contests, Making kitchen utensils somewhat fashionable, Being a devoted mother"


          APPEARANCE
          Malbee's petite figure features an exemplary case of neoteny as she still resembles a prepubescent female despite having past her thirtieth birthday and even gaining the accolade of being a mother. Standing at only five feet three inches or one-hundred nine centimeters, her dainty figure combined with her icy pale complexion leaves a rather anemic impression. Her snowy platinum hair is deliberately styled in an asymmetrical fashion, with one side stretching out to a rather unkempt chin-length bob while the other is delicately braided. She has accentuated eyelashes and her pupils have a soft tint of blue
          Her wardrobe is tacky, to say the least. While she likes to be vibrant, she also wants to adequately prepare herself for the frigid world. She dons a dark blue coat, her peplum extending out to a rather poofy shape. Underneath her coat is a red hoodie to reinforce her layers of warmth, along with matching mittens. She also wears leg warmers which match the color of her coat.


          PERSONALITY
          Having adapted to an excessively pampered lifestyle, Malbee retains a few traits of an unhinged woman-child and has difficulty adjusting back to the social conventions outside of her class. That said, Malbee is a bold and punctilious woman who is always seeking enlightenment in hopes of bettering her insight of the world; due to her stubborn sense of pride, she takes initiatives to self-educate through extensive trial and error rather than rely on the tutelage of any professional and her own knowledge can seem somewhat dubious thanks to her unrefined experience. She maintains a deadpan demeanor and seldom emotes, even when her impassive countenance becomes outrageously inappropriate. While she may act tepid and aloof, Malbee can be incredibly garrulous with an uncontrollable urge to think her thoughts aloud; this is especially evident whenever she becomes excited or stressed and her otherwise articulate diction degrades into a barrage of flippant comments and snarky quips
          Though she isn't quick to antagonize others without provocation, Malbee can be abrasive in her approach and she firmly denounces assistance from anyone. This often leads into unnecessary complications, especially when she's forced into a predicament that demands cooperation with others. While she can be head-strong and defiant, she also does not hesitate to put her own life on the line for the sake of others. Whether her innate maternal instincts are urging her to redeem herself or this is just some smarmy attempt to coax strangers with benefits, she is adamant about assuring the safety of those who seem helpless; this constitutes practically everyone in the world from her point of view, though she is notably more inclined to nurture children as opposed to adults close her age.


          HISTORY
          Having been born in the underground shelters at Grace's End, Malbee was an only child bound to a nuclear family. Her mother was a woman who seemed to always exhaust herself with fruitless chatter and her frivolous attempts to convey tender humor in a sad attempt to lighten dreary moods. She never left anything more than a feeble impression as both a parent and an individual; even to this day, Malbee could never bring herself to find any of her meek qualities as inventive as her father, who was an independent and assertive visionary that could actually make things happen as opposed to pampering with his child with vacant hope. Her father was always renowned as a hard-worker who relentlessly drudged through his whole life just to keep his family healthy and safe, so naturally Malbee kept him on a high pedestal and never did she question his motives. Despite that, she always kept her adulation quiet as her reticent father and useless mother led to her to believe silence was a virtue as words seemingly never amount to anything. She wanted to earn her father's respect through action and anything less would be unacceptable.

          Already jaded from a sheltered society rife with cynics, Malbee wasn't able to visual a world beyond the confinements hidden below the surface -- though she was never inclined to believe life would be any better outside. Even if he was a marvel, Malbee never anticipated that her father could produce a miracle and safely bring his family aboard one of the last remaining Grand Convoy, much less obtain security as residents among its luxurious Hightown. As a little girl, it just all felt so surreal like a dream. She never had the confidence nor an urgent desire to openly ask what her father exactly accomplished that allowed their family this splendor, but it was clear he had to endure many hardships. Adjusting to the upper class felt like second-nature, though Malbee was still young when she first arrived and thus there was a lot of time for her to appropriately adapt to social customs. It also helped that her father was strangely familiar with the other patricians as if he were one of them from the start and his teachings were as precise as it was firm. She gradually learned most of the world's conventions and norms exclusively through printed books. Sadly, the same prosperity never applied for that maladroit woman she had to address as her mother, and instead she senselessly brought some of her impecunious habits onto the convoy and into their new lives. Wilting away like some decrepit plant, she incessantly ruined any opportune moments for Malbee to bond with her father in this new, easy life as the former was too occupied tending to his wife's insatiable demands. She never made any contributions to deserve this life, and yet she had the nerve to burden the entire family for the next several years with her nonsensical infirmities. Her father never showed signs of sickness and Malbee never had any recollection of being ill, so she never understood what excuse her mother have aside from being incompetent. After becoming an adult, Malbee was finally given relief as she no longer had to deal with that obsolete Doll of a woman.

          Life in the Hightown grew quieter and duller after her mother's absence. Strangely, it felt as if the distance between herself and her father grew even farther than before somehow. She rationalized it was due to her own duties as a meticulous wife, for her spouse was an effusive swashbuckler who tried to attend as many social circles as possible. She couldn't even remember how the two came to be together but she knew this man was not a terrible mistake, for in spite of his loquaciousness he did share some clear similarities with her father. Her husband was also the first person who could shamelessly express affection towards, and it was a strange kind of love that seemingly wasn't bound to pity or courtesy in which she never even saw from her own staunch father. Feeling she did nothing of any importance to earn this level of adoration, Malbee always viewed her husband's efforts as pitifully greasy, but still it was a peaceful relationship nonetheless as the two rarely quarreled even following the days after her father's travesty was publicly announced.

          It wouldn't have come as any surprise to any other, given the circumstances. Malbee's father had to have made some compromises to ensure his family's security aboard the Resilience and it was likely he was not as immaculate and noble as Malbee initially believed. She never truly knew what her father was exactly guilty of, though the repercussions were severe as she could never see her father ever again -- whether he was exiled to some forsaken land or had his corpse tossed down into the slums, it made no real difference to her. Though her father's reputation was sullied, Malbee was gratefully protected under her husband's name and wealthy so she was spared a similar fate -- though it would eventually become a fruitless effort regarding Malbee's future.

          Some time have past and Malbee eventually gave birth to her own child. A sickly little imp, her appearance and mannerisms expressly favored Malbee's mother. As if fate were playing some cruel joke, her child neglected to take any of her father's strengths and was left with only frailty. It was as if this newborn was encompassing her mother's spirit, who escaped from the afterlife just to haunt her child who's become a mother herself. A skirmish tore at her thoughts, for she wanted to raise this child to be strong like how she once saw her father but yet she could only see another useless burden that would inevitably wither and die anyway. Negligence was accompanied by possessiveness, as while she blatantly ignored tending to her child's needs, Malbee also refused to privilege anyone else to care for her own child under the belief they weren't capable of such a crucial task -- this included her own husband, whose resemblance with her father was now seen as a overblown caricature. But after enduring with all the piercing shrills of this urchin's cries that evoked her mother's voice and the pitiful glances of onlookers who knew her father, Malbee could no longer tolerate this sham of a life and couldn't help but bring herself to silence the noise permanently. Leaving everything behind in a hollow state, she left her designated vacancy aboard her Hightown to pursue more daring endeavors as a freelancer who would aimlessly take on any job that's available, regardless of how onerous and absurd they may be for her -- emulating her father's former glory. She expended her former spouse's wealth to gather the necessities she believed were required for the wilderness outside. There was no remorse or regret to leaving behind the comfort of her home, as she realized her life on top was devoid of any purpose. Desiring a new identity to accommodate her newfound passion, Malbee managed to board the Resilience and moved into their Residence Hall, secluding herself within its perplexing chambers and always taking extreme measures to forget the pointless life she endured in her former abode.


          EQUIPMENT
          Malbee uses a standard six-chamber wand, with some parts having been modified. Aside from aesthetics, like a keychain and the name Hagar being etched onto the rear end, the tool functions no different from any other of its kind. She carries various vials that carries reserves for the ingredients used in her most reliable spells, giving her a little extra ammunition in the off chance her wand runs out of power; evidently, her wealthy background enabled her to make these precautions. She also holsters four kitchen knives on her dress, though these are presented as accessories for the sole purpose of intimidation as opposed to being applied in actual combat. But for the rare moments when she is entirely stripped of magic, she can and will use them to their fullest potential.


          COMBAT / SPELLS
          Malbee prefers finding resolve in the handy-work of her spells. A decent marksman, though far from amazing, she is familiar with using a standard wand but is easily flustered by most hybrids for their additional functions. She makes use of both defensive and offensive tactics to maximize her own footing when traversing treacherous ground. As she heavily relies on magic for most of her ordeals, she can be utterly helpless without it. While she is fairly nimble, she is not some escape artist who is capable of jumping out of any trap she stumbles into. And while she can prove to be cunning, she struggles to improvise outside familiar spells. Surprisingly, she can be a bit of a pugilist who likes to roughhouse when cornered though she's still as feeble as she looks and it is absolutely ludicrous to expect her to best larger, stronger foes with only her bare-hands.

          Most of Malbee's stratagems focus on disruption and protecting teammates.

          Buzz / Anti-Gravity Wind

          An unorthodox spell but it is also Malbee's most used as it provides a lot of versatility. Malbee's wand ejects out a powerful squall. Many targets that are struck by the gust become temporarily lighter, thus they are easily blown far away with little resistance. Aside from warding off threats, Malbee can also use this spell on some heavier objects to move them or even hurl them at enemies. Another application is to direct the spell at herself to propel in a certain direction, although she has yet to really master this gimmick; aiming the wand at herself is rather awkward and landing safely is always an issue. The spell is rather instantaneous in its duration and targets retain their normal weight after a moment. This spell combines a Highstrider fur with a Null Crystal while applying a Cannae Root for the range.

          Swarm / Iron Barbed Shield
          A spell that is fairly aggressive for what is designed as a defensive technique. Malbee's wand conjures a sturdy magical dome-shaped barrier that can encase her and perhaps a few others. This barrier pulls in anything within its proximity and viciously cuts away at them upon making contact. Deployed to lure and eliminate incoming hazards, this spell also enables Malbee to take on the offensive by allowing her to advance towards danger. However, this spell has its flaws; the barrier is prone overexertion as it attracts too many hits. Overtaxing the barrier will subsequently break it faster than its usual duration, leaving Malbee out in the open. This spell requires Ironbark, Iron Shards and Iridium. A Floatstone is sometimes applied to enable Malbee additional options.

          Stinger / Taser Whip
          A trump spell that works as a sneak attack for unsuspecting foes. Malbee abruptly thrusts out her wand to whip out an electrical spark out its nuzzle. Though the spell has a very short duration before it retracts and dissipates, the current is as fast as lightning and it can also bend erratically in order to make some cunning maneuvers. After a target is struck by the electrocution, they are left completely immobilized by the effects of Stirge Venom. This spell combines a Forbine Vine with a Chargestone for the foundation of the spell, and Stirge Venom is applied for the paralysis effect.

          Double Trouble Grenade
          When her wand is unavailable or the situation demands extra firepower, Malbee carries tiny vials meticulously packed with the ingredients which create two consecutive vigorous conflagrations on sudden impact. To avoid accidentally setting these explosives off, a mechanism within these vials leave the ingredients inert -- Malbee has to manually tighten the cap and then shake them in order to actually activate the spell. The vials contain Salamander Flower Petals, Saltpeter and a Prism Glass that triggers the second explosion.




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            #5    
          Old January 17th, 2017 (9:14 PM).
          PastelPhoenix's Avatar
          PastelPhoenix PastelPhoenix is offline
          A Princely Birb
             
            Join Date: Mar 2016
            Age: 24
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            Nature: Brave
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            Quote:
            Originally Posted by Ech View Post
            Is it possible to use a freelancer from the Hightown? I feel like their rich background might give them some sort of unfair advantage for this survival theme, but I'm kinda leaning for an aristocratic psychopath.
            So long as money isn't the solution to everything, I don't see a reason why not. Beasts and bandits don't care how much money you have (okay, bandits actually care a lot, but not in a good way). Artifacts should also be neutral to wealth, unless you're buying and placing them yourself. I'd say just don't abuse having money, and I think in some cases it might actually be a detriment to be rich.

            Quote:
            Originally Posted by ANARCHit3cht View Post
            This is a spot holder. You might want to set a color for the text, though. The bulk of it is uncolored and on my theme the text is white and thus unreadable.
            Bluh, forgot dark theme even existed. Manually set the text and it's showing fine when I swap themes. Should look fine now, hopefully.
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              #6    
            Old January 17th, 2017 (10:03 PM). Edited January 21st, 2017 by ANARCHit3cht.
            ANARCHit3cht ANARCHit3cht is offline
            Call me Archie!
               
              Join Date: Sep 2008
              Posts: 2,146
              Name: Fishel “Fish” Martin

              Gender: Male

              Age: 14

              Appearance: Fish is pretty small, but that's a feature that tends to work to his advantage. He stands at at a mere five feet and weighs only 100 pounds, having quite the petite figure. Unruly ginger hair that hangs down over his dark brown eyes is, for the most part, confined underneath a well worn and dingy gray newsy cap. Freckles dot all across his cheeks, accentuating his low cheek bones. His facial features are rounded off with slightly rounded diamond shaped chin.

              Over a simple, thick dark colored turtle neck, Fish wears a jacket that is at least two sizes too big. Much like his cap, it shows its signs of wear and tear. The fleece lined inner, while once an off white, is now stained a dirty gray and matted all over. The outer dark brown material, made of a durable tweed for staving off the coldest of winters, has worn thin in some spots and been patched together where the fabric wore out completely. Around his neck is a scarf with a simple pattern of alternating darker and lighter green stripes. The excess of the scarf hangs down the front of his chest. Seen chained to a pair of simple, dark colored dungarees is a tarnished brass pocket watch that has long since stopped working. In comparison to the rest of his outfit, black heavy duty snow boots look almost regal on him. To finish it off, he has a pair of ragged black gloves made out of a thin synthetic wool—the left thumb of which is missing.

              Personality:
              Naive
              One of the defining pieces of Fish's personality is that he is still a child. While he has been forced to grow up fast in this harsh world, he is still emotionally developing as hormones rage through his body. Not having the time afforded to a great deal of people to actually explore and learn who he is naturally, for everything he is worth, he is undercut by a large sense of naivety. While he is no stranger to the ugly underbelly of life, he still has a romanticized belief that the world truly is a good place. He is naturally trusting of most people, projecting his own ideas of never wishing ill will upon others to most people he meets, even if their intentions are nothing but bad. He still has a lot of development to undergo emotionally, but his current state in life generally causes his personal development to take a back seat to more pressing matters. He has difficulty expressing or even understanding himself and will generally just go along with what others tell him.

              Uneducated
              Calling Fish stupid wouldn't exactly be correct. It's not that he cant understand sophisticated subjects or the intricacies of the world... it's just that he lacks an education. Growing up a pauper, he never had time to actually study and learn. Much to his chagrin, he never learned to read and could only do the most basic of arithmetic. Although, with his tutelage in the church, he is learning these things--and doing it at a remarkable rate now that he is given the chance. Despite this lack of knowledge, he is actually pretty quick witted when it comes to a subject he understands. If you want to know how to break into a locked container or the best way to pick-pocket someone in a large crowd without being noticed, he could definitely teach you that.

              Meek
              Probably in part due to his naivety, Fish is relatively reserved when out of his comfort zone--although when in the comfort of good friends(of which he is lacking) or family(of which he also lacks these days) he can actually become quite the extrovert. Having deal with enough strife in his short life, he prefers to simply comply with others, preferring not to argue with them even if it puts him in a situation that is not favorable to him. He has been dealt such a crappy hand in life that he has simply grown accustomed to it; it wasn't long before he learned that complaining was mostly a fruitless effort, so, for the most part, he simply just accepts it without resentment. His timid nature is no more visible than when it comes to anything physical. While certain subjects can potentially rile him up and make his will indomitable, any sign of things getting violent will generally cause him to yield on all but his most ardent of passions.

              Tender
              Due to his hardships, Fish tends to sympathize with anyone who was given a bad hand in life. A pretty agreeable boy, he tends to be pretty empathetic to the problems and concerns of other people and will mostly try to help them out with anything that he can. A gentle soul, he believes that he even the worst of people could use someone watching their back. While he might be who'd you want as your number one choice for raw ability, his dedication to someone who he considers a friend and perseverance to always do right are always admirable traits. The kindness of his parents imparted on him, and this even extends to strangers to a degree. For instance, even if he had nothing to eat for the day and all he had was a hunk of bread, he'd gladly give half of it to someone else who also hadn't anything to eat for the day.

              History: An only child to a young mother an father in the slums of the Resilience, Fish was born into poverty and loneliness. To even scrape by with the meager lifestyle that they had, his father worked long hours, leaving him mostly in the company of his mother. When things were scarce, as they often were, his parents often went without, opting to leave what little they had to ensure he never went hungry. As he grew older, Fish began to realize the extent of hardship that his parents went through to ensure he had the best quality of life possible under the circumstances.

              It didn’t take long before he decided to help out in the ways that he could. While he was too young and too small to get a contemporary job like his father, his size did give him one advantage: he often went unnoticed, especially in large crowds like those that gathered in the marketplace. Turning to petty theft, and odd jobs Fish was desperate to help his family in anyway that he could. Due to years of malnutrition, poor conditions and hardships his mother had eventually fallen ill and his family could never hope to afford the reagents necessary to craft the medicines or magic to help cure her or even ease her suffering in he slightest. As the years went on, while she wouldn’t show it, the illness got worse. Facing he ultimatum of losing his mother, the women that had given him everything Fish devised a plan to break into Greenhouse via the ventilation shafts.

              His intention with this was to get the ingredients needed to make a curative for his mother as well as some extra to make a payment for someone to craft it for him. Things went awry quickly and he was forced to abandon his plan, but not without being noticed. While they did not see him in particular, in his haste he had dropped documents identifying him. When the Mediators and Resilience staff came, his father had taken the blame and received the punishment in his stead. If that wasn’t tragic enough, without the medicine, his mother eventually succumbed to her illness. When the train had stopped she was given a simple funeral, leaving behind only the pocket watch that the two used to keep track of when his dad would come home. In an ironic twist, the gear mechanism had broken and it no longer told time. He took it as a symbol that no one was coming back this time an he was essentially on his own.

              Alone and with only the clothes on his back, Fish had two options: embrace the slum life or rise to a higher calling as Freelancer. While he isn’t much use in physical combat, he has managed to find relatively steady employ with The Bygones. They have him fetch things he couldn’t hope to understand or otherwise help maintain the church. In return, he was offered room and board as well as a baseline education including using magic. Even with this, however, he still can’t stray too far from his past, finding some offerings far too lucrative to pass up.

              Weapon(s):
              Fish possesses a contemporary, no-frills wand that was gifted to him by The Bygones. As he just learning how to control the magical arts, anything more complex or personalized would be a bit too much for him to use. He also has a small dagger in case of his magic failing or otherwise not being effective... although he never has had to use it, nor does he even have any sort of proficiency with its use.

              Spell List:
              Silent Chameleon(Chameleon Scales/Breezeswoop feather/Float Stone): While a cloak spell is a relatively difficult one, it is one of the first that Fish had practiced with and begun to master. He combines scales with a breezeswoop feather and float to allow him pass areas and assail foes undetected. Not only can he not be seen by most normal methods, the muffle effect produced by the Breezeswoop feather makes him difficult to detect. Due to his natural ability to go unnoticed, and his aversion to combat, this is perhaps the most prominent spell that he knows. (Later, it will be upgraded with perhaps Spark Salt to allow him to reflect light in a way that makes him appear to be other people or objects to the viewer).

              Binding Light(Spark Salt/Stirge Venom/Breezeswoop feather):
              Due to not being that adept in physical combat, floatstone is a common ingredient in the spells that Fish casts. This particular spell makes use of spark salt and stirge venom as well. It both stuns and blinds the victim, so in moments where his invisibility wears off, or perhaps they have means of detecting him or he simply needs someone out of the way, he can use this spell to render them incognizant for a brief moment to slip by or otherwise take them out of the picture for a while. It more potent the closer he is to target, as less magic dissipates when it travels. (Later arrow will probably added to this to make it a long range spell with less dissipation during travel).

              Master Key(Formine Vine/Slime Residue/Brightpod): Most anyone is going to keep there precious goods and belongings locked up. So long as they don’t enhance its protection with magic or nullifying materials, this spell allows Fish to break his way in. The slime residue lets him corrode away the materials of the locking mechanism or other prohibitive measures, while the formine vine is used to be precise enough to not do away with any other parts. Lastly, he uses brightpod to restore the material so that someone never even knows a breach has been made. If your chest of full of goodsremains locked, you’re less likely to suspect it has been tampered with.

              Rocket Grab(Cannae Root/Iridium): While this spell is mostly developed to snag the coinpurses or unsuspecting victims without having to be near them, Fish has found legitimate use for it in reaching things on shelves too high for him or grabbing objects from across the room when he needs them. If he is focused enough, and the door happens to be unlocked, he can even use it to open doors before reaches them. This is especially useful when running from enemies through buildings as he can open a door before he reaches it and slam it closed behind him. It's a simple spell, comprised of iridium to draw objects towards him and cannae root to extend it's reach.
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                #7    
              Old January 18th, 2017 (12:44 AM). Edited January 21st, 2017 by Jegretis.
              Jegretis's Avatar
              Jegretis Jegretis is offline
                 
                Join Date: Jun 2013
                Gender: Male
                Nature: Jolly
                Posts: 700
                Just putting down a post to let you know I'm interested!


                Done!


                Name
                Hainer Adhan Dia-Sabir

                Gender
                Male

                Age
                26

                Appearance
                Hainer is a rather burly man with a strong build, standing just a bit above 6 feet. Everything from his hairstyle to the way he dresses simply oozes ‘rich boy’ or ‘nobleman’. His black hair is short from the sides and longer at the top, with the top being combed to the side, in an undercut hairtyle (Click here for pic of hair reference). His skin has a bit of swarthiness to it, and is extremely clear and free from flaws such as scars, dirt or pimples of the sort. His eyes are amber in color, and in terms of facial hair, he is rather shaved to the skin most of the time. In terms of clothing, although Hainer does not care much for clothing itself, he does take pride in making himself look presentable. For his upper body, he wears a white, button-up jacket, that is covered with beige colored beast fur on the edges of the hood and at the ends of the sleeves. For his lower body, he wears slightly baggy, light brown pants, made out of a tough, almost denim-like material. The ends are tucked into black boots that end a bit above the ankle. He can also be seen sporting black gloves when he ventures outside.

                In terms of lighter clothing, for when the odd occasion arise, he retains a white jacket, although lighter in regards to his bulkiness. Shorter sleeves (almost elbow length), and a hood, along with a zipper to close the jacket if he wishes. His pants are also of a slightly lighter material, although black in color and a bit more comfortable to wear. His boots however, remain the same as do his gloves should he choose to wear them.


                Personality
                A few words that describe Hainer would be his arrogant, materialistic nature, alongside his sense of superiority, particularly with those that live in the Slums. It can be said that his status and wealth has kind of gotten to his head, as he is known for being quite full of himself and materialistic. Although material objects are not his goal (it can be argued he enjoys the status more than the wealth), however, it would be lying to say he does not care about that sort of stuff, as he does like the feeling of not having to worry about going broke. Anyone that knows Hainer, knows how prideful he can be, not taking lightly to anyone insulting him or his family name. His father, a higher-up of the Church of Bygone and also a businessman mostly give him the confidence that his status brings. He doesn’t like doing things for free, nor doing favors, unless there is something in it for him (and that isn’t just limited to material things either). It can be a bit hard for him to befriend someone, mainly because of his traits, however, like the saying goes: like-minded people are attracted to each other. It goes without saying, he easily finds common ground with other people of similar status.

                However, as hard as it is to believe, the man also has some redeeming qualities. He rather book-smart, and is knowledgeable in certain subjects having studied a bit of artifacts and past-magic and technology with his father. He is well-educated in that regard, although he may not seem like it at times. A bit of a logical thinker, he may seem hot-headed, however, he does not act without thinking accordingly, and will definitely back off things do not seem to be in his favor or if odds are slim. If anything, he likes to play safe when he can, especially if a situation arises where the stakes are particularly high and is own well-being is at risk.

                History
                Hainer Adhan was born on the Resilience, growing up in Hightown for essentially his whole life. Hainer as had a relatively 'easy' childhood, compared to those who have been raised in poorer conditions, or otherwise dealt a 'bad hand' at life. His father, also named Adhan, was a former business man and now a higher-up of the Bygone Church. Being wealthy, Hainer has never really understood or undergone true struggle in life, in terms of working long shifts, barely getting enough food, providing for family, etc. He has had most things handed down to him, but much of it could be attributed to his father, who has babied him since his wife (Hainer's mother), up and left when he was just 2 years old. Although his father has refused to talk about the true reasons she left, Hainer has been able to slowly able to piece together that his mother simply did not get along with her father (at least, that's what he thinks), due to his grandfather partially spilling the beans. Speaking of, his grandfather is still alive and well, preferring to stay at home and wander around the city, killing time throughout the day. Due to his grandfather's loving personality, many people may find it hard that two are related.

                Because his mother left, Hainer does not have a mother per se, but the only real important woman in his life would be his housemaid named Gertrude. Now closer to middle age, Gertrude started looking after Hainer soon after his mother left, helping around the house when Hainer's father was out for work or stayed late, due to his busy schedule. Reading books, playing, exercise, and other activities were all a apart of his daily routine. It wasn't until his father began researching with the Bygone Church, that Hainer really took an interest for technological artifacts, studying up on his own time.

                It was much later in his life that he decided to take up becoming a freelancer, using it more as an excuse to find rare objects and artifacts more than anything. He does also work his job into aiding his father, finding artifacts and simply handing them over to his father for the Church (without paying for it). He also uses this to his own advantage by sometimes taking objects for his own collection, usually those deemed unusable by the Church. By taking on the role of a freelancer, he of course also understood that beast killing was also part of the job, however, that job is simply a task he usually does not do unless there is nothing else. He feels justice would be better served with ridding the city of criminals, and no-gooders that dwell in the Slums, and also investigatory tasks which he tends to prefer sometimes over Church tasks.

                Weapon
                A black, 6-round revolver. He also carries around a serrated machete, consisting of a black handle.


                Spell List

                Arrow
                [Cannae Root] - A concentrated blast of magic that flies away from the caster

                Spread
                [Ground Darkmantle Hook] - Magic spreads forth in a cone shape

                Arrowhead
                [Cannae Root, Iron Shards] - Essentially a stronger version of Arrow

                Storm
                [Chargestone] – Magic becomes charged with electricity

                Trip Bomb
                [Blast, Delay, Breezeswoop Feather, Chameleon Scale] - A small bomb is created (preferably placed on the ground, bushes, etc) that explodes once it has been triggered (stepped on, crushed, etc). Mostly used for hunting beasts quietly. Should be noted that the bomb is not completely silent but instead muffled, and it is also not completely invisible.
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                  #8    
                Old January 18th, 2017 (4:34 AM).
                gimmepie's Avatar
                gimmepie gimmepie is offline
                 
                Join Date: May 2012
                Location: Australia
                Age: 23
                Gender: Male
                Nature: Adamant
                Posts: 18,496
                Will try to get an SU done in the next couple of days.
                __________________
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                  #9    
                Old January 18th, 2017 (11:34 AM). Edited January 20th, 2017 by Ice.
                Ice Ice is offline
                 
                Join Date: Aug 2014
                Posts: 3,449
                Time Constraints be damned, I'm going to sign up for this. This setting is already one of my favorite fantasy settings, so I'm not going to let a chance to participate in that slide.

                Spoiler:

                Argo Salt/Male/24ish

                The Ticking Tinker



                Appearance: Argo is the textbook definition of lanky. He's 6'4 feet tall, thin and carries more bone than flesh. Proportions seems to be something Argo's body has issues with in general. His giant hooknose too big for his beady brown eyes, and his even bigger nostrils too big for that already big nose. His hairline is retracting and thinning. How much that shows depends on how recently Argo buzzed it all off. If it grows out too long it reveals itself as thin brown hair already laying the foundation for a pretty solid horseshoe-patterned baldness. The hair atop his head seems to employ guerilla tactics, growing thicker in some places than others, revealing an uncomfortable amount of skin. Despite his youth, Argo's skin is already showing age marks, manifesting as pigment spots spread out over his body. They are accentuated by his dry, flakey and slightly yellow skin.

                Besides his awful looks, Argo is recognizable by his trademark smile. Thin lips part to showcase awful dental care and denture placement you feel sorry for.

                Personality: Argo's a sweetheart deep down, but he'd prefer if people didn't have a nibble on it. To really get to the core of him, you'd have to really tear apart his flesh and bones. It's unlikely Argo would let you, however, as he's not on to let people get close to him. Living in as lonely a state as one can be in in the busy streets of the slums, Argo never really learned how to talk to people. Eye contact makes him uncomfortable, and it's a great way to get him to submit. Touch is also something Argo rather avoids.

                Talking to people is something Argo's learned to do, but he still finds difficulties with verbal contact. While capable of implying stuff himself, Argo struggles to understand anything that doesn't play out within his own sphere of thought. He makes the assumption other people are always aware of whatever he's thinking, refering to his own thought as common knowledge.

                Argo only really feels at home when he's working with machinery and tools. Gears, batteries and pistons are a place of comfort. His understanding of the machinery itself is outstanding for someone without any training whatsoever. Having only learned how to read recently, though, he struggles to produce more logical machinery. Machines the man built tend to reflect him, working in weird, very specific ways, commonly supported by reasoning only he himself seems to understand. For Argo, it feels like his machines understand him on the same level as he understands them. They're malleable to his preference, and he can reorganize them in such a way that they start making a lot more sense to him.

                Of morality, Argo never learned. He doesn't really care about most of the stuff that's happening, and he doesn't try to understand the reasoning behind right or wrong. He's inclined to go with whatever option makes sense to him, depending on his mood and the explanation he received.

                Argo can seem random in his actions. While performing repairs at people their homes, he might walk into a closet and close the door as too much light distracts his thoughts. He's prone to jump from one action to another, justifying the actions to no-one but himself. He's usually aware of most of the physical personal consequences, the reason to his rhyme usually supporting his short-term well-being. If Argo decides to jump into a fire, it's not because he just wants to, it's because he figured out how to deal with it. How aware he is of that fact is another matter entirely.

                History: Argo’s parents were odd people. He never quite understood them, and even to this day most of their actions linger as mysteries in the back of his mind. Argo is, and always has been, aware of the loving bond the average parent shares with their average child. That knowledge made it all the more difficult to understand why any loving parent would put their only child on a convoy, never to be seen again. If Argo was a more capable thinker, he would’ve known that there were many reasons. The financial burden, for example, combined with the fact that the kid had a face that no mother could love. Argo’s mother sure didn’t. A child needed to meet certain standards, and Argo didn’t meet any of them.

                Nonetheless, Argo still cherishes his memories of them. Of how they would let him play in the garden at night, his mother holding his hand and shushing: “Don’t make a noise.” Of his father tugging him into bed early when they knew they had visitors coming. Argo still remembers it fondly.

                Argo spent 18 years on the convoy, without ever setting foot in the cities. In his younger years, the kid got support from an unknown benefactor, supplying food, clothing and pocket money. Whether the woman stopped coming, or passed away, he doesn’t know. In those early years, Argo learned the important skill of scavenging. Mostly scrap that he could sell for a decent price. If something was interesting enough, though, he would keep it, stash it away. Argo toyed with whatever he could find, trying to anything with whatever he had. The watch he still wears was the first thing he ever successfully tinkered with. For most people it’s useless, but after years of usage Argo figured out there was at least some method to the think randomly ticking backwards.

                Jacques was found on Argo’s twelfth birthday. He didn’t know it was his birthday as he’s rarely aware of the actual date, and the date of his birth is a complete mystery to him. Jacques is the decapitated head of an outdated model of doll. Supplying an impressive amount of pre-existing lines, the dollhead filled the need for company the young boy had. The functionality the primitive AI offered was a welcome help. Loaded out with medical and technical knowledge, Jacques made life a lot easier for Argo. The most welcome help might’ve been its ability to read, a skill that Argo lacked for most of his life.

                With the help of Jacques, Argo built up a reputation in the slums. His tinkering skills weren’t something extraordinary, but they were present. If you lacked significant funds, but there was need for a tinkering hand, Argo would be off assistance. It was a fair trade off: an incredibly cheap price for your fixed water-boiler against the very much raised chance of detonation. The work eventually earned him enough money to rent a roof above his head on the convoy, and a place to settle his workshop, rather than turning his client’s house into one. The room is still small, having to turn his bed upside down to turn it into a work bench, but a roof above your head was a luxury enough slumdwellers couldn’t afford. The betterment of his situation gave him the means and courage to set foot into the cities the convoys stationed at. The cities offered a wider array of equipment and parts than he had ever dreamed of seeing.

                Magic never played a huge part in Argo’s life. Not the wand-based kind, anyway. He had owned one for ages, but he rarely used it. Nobody was there to explain anything to him and he wasn’t that set on finding out. He gained some ingredients as payment, and sleuthed together some make-shift spells, but the system is thoroughly unclear to the man.

                Over the last year, however, the reputation that Argo built up started to work against him. While his price point was unbeatable, people started to see the downsides of having extremely unreliable machines. Especially when the dreaded woman appeared. Dreaded mainly because she stole away business. She seemed like an awfully nice person besides that. Still, it ate away at his financial security. It was clear to him that he had to find other avenues of income.

                Weapon(s): Wand, and whatever tech he decides to bring.

                Spell List:
                Float (Cannae Root, Fogdrifter Antennae, Null Crystal, Floatstone): Float is a long-ranged projectile meant to both incapacitate and deal damage to the target. The target becomes near weightless and starts rising because of the Fogdrifter Antennae. Once the spell ends, the target falls down from considerable height. The Null Crystal ensures the spell works on all but the heaviest targets.

                Conceal (Cannae Root, Cloudian Wool, Saltpeter, Breezeswoop Feather): Conceal creates a blast of fog that mutes all sound, hiding whomever is in it.

                Heal (Brightpod, Hydra Blood, Draconic Blood): The combination of both recovery and enhancing ingredients enhanced by the overload that draconic blood provides makes whomever this spell is cast on a danger to deal with. Argo mainly uses it to heal and quickly find cover, though.

                Senseless (Cannae Root, Spark Salt, Breezeswoop Feather, Nosenumber Bulb): Senseless completely disables sight, hearing and smell to its target, making it a great spell for disorientating the target.


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                  #10    
                Old January 18th, 2017 (4:01 PM).
                PastelPhoenix's Avatar
                PastelPhoenix PastelPhoenix is offline
                A Princely Birb
                   
                  Join Date: Mar 2016
                  Age: 24
                  Gender: Male
                  Nature: Brave
                  Posts: 387
                  Quote:
                  Originally Posted by ANARCHit3cht View Post
                  Hijacking a post here
                  Okay, first off I do want to thank you for your interest. I do, however, see a few issues that would cause the character to clash with the setting and tone of the RP.

                  For one thing, the world is very firmly frozen and his style of dress seems inappropriate for the setting. Most of this world isn't just below freezing, it's nearly glacial. Revealing clothes may be okay in some areas of the Resilience, but more than a loose jacket is needed for this. Environmentally stable suits exist in this world, and are a necessity at times.

                  Furthermore, this isn't an RP where a character will start with massive kill counts, especially so many he lost count when he was 16. This isn't explicitly a survival RP, but it does incorporate elements of one. The wasteland is a challenge, bounty hunting and beast hunting are also a challenge, and relic hunting isn't much easier. Not to mention it leaves little room for your character to grow. A martial arts family also doesn't really fit the mood of the RP, Freelancing is something that leaves many dead, and is not something many would build an entire family around.

                  Personality wise, he seems too perfect and at the same time conflicting. He's exceedingly strong, handsome, apparently charming enough to be a womanizer, considers himself a celebrity, and a high ranking huntsman/bounty hunter (once more, starting too high) with a strong moral code? Yet at the same time he is also a cold jerk, hates heroes/glory seekers, and is only in the job for the thrill of the fight. He has many contradictory qualities, and it seems his only flaw that isn't contradicted by a quality is that he feels worthless (but is also overconfident).

                  The history section is mostly a story of a single event, that could be just summed up. The history should be more of an overview of his life, not a narrative of the most defining event of his life. Also, at the end it mentions him leaving the Resistance, but also the rest of the SU appears to have him still aboard the Convoy.

                  His first two spells seem fine. Storming Gale might need a little adjustment, without the Linger effect the storm would quickly burn out. He could keep channeling it, but it would also stand to reason he could have more control over it if he was still feeding the spell. It would also help to have an effective range for the spell: is it right in front of him? All around? At a distance?

                  Return also seems very basic. It's a spell with only one use, and one use spells aren't very exciting. Even just adding the Arrow component would make it a more interesting spell, allowing it to have it's intended use but also more applications.

                  Finally, and my least favorite thing to criticize, there are quite a few spelling and grammar mistakes. I'm not the best when it comes to accuracy, I often spill verbal vomit in casual settings and make stupid typos all the time, but too many doesn't leave great impressions and can really take people out of the story. I assume his title is meant to be "Twin Fangs", and it's a minor mistake that can cause people to disengage from what you've written immediately. Some typos even change the meaning completely: "reeking" havoc sounds like a brand of stink bombs, and makes that sentence more comical than rude.

                  Hopefully we can work together on making the character work. I don't want to reject anyone, but I also have a mood and theme with this RP I want to maintain.
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                    #11    
                  Old January 18th, 2017 (4:42 PM). Edited February 9th, 2017 by Fen-kun.
                  Fen-kun's Avatar
                  Fen-kun Fen-kun is offline
                  An RP Hermit
                     
                    Join Date: Dec 2015
                    Location: San Antonio, TX, USA
                    Gender: Male
                    Nature: Quirky
                    Posts: 276
                    I am expressing my interest in the RP and hope to have an SU done soon. Perhaps by this weekend. Here is my WIP SU. SU Finished.

                    Spoiler:
                    Name:
                    Genevieve “Eve” Bohneur


                    Gender:
                    Female


                    Age:
                    23


                    Appearance:

                    Eve stands at an average height of 5’ 8”, with a relatively curvy body and well toned muscles. She has dark brown hair, styled in a fringe on her left half with the other half of her hair shaved to a very short length. The styling of her hair serves to make her one maimed eye, obscured by a black eyepatch, relatively inconspicuous. She has ear piercings and one on her lip. On the left side of her body lay tattoos on her left forearm, both biceps and the left side of her hip. Almost always obscured by her pants and shirt are several scars from gang fights.

                    Underneath her jacket (pictured here) and other layers, she wears a crop top and midriff jacket, along with worn pants and combat boots.
                    Personality:
                    Seemingly a product of her upbringing, with tattoos, scars, piercings, an eyepatch and projecting a pugnacious and aloof air to her, she seems to be quite uncouth and brash. Never one to shy away from expressing her grievances or slights done to her, Eve has a sharp tongue and can be equally vicious with her words as with her fists if need be. These aspects of her personality come with the notion that survival is key and that it’s necessary to be forceful in order to survive. Not simply a brawler and smack talker, there is a wit to her words and fighting, done out of necessity and with a keen sense of perception. But what motivates her to keep fighting? Ambition. It was ambition to get out of the mukhole she was in, to maybe one day live a prosperous life with more than enough to be comfortable. Always the first one to put herself on the line and take the initiative, these attributes have led to success in both her life as a criminal and as a Mediator, with the duality of her go-getter attitude not lost on herself.

                    Beneath her exterior, there is definitely exists a part of her that speaks to her inner vulnerabilities involving grappling with trust and all sorts of missed opportunities that came with a traumatic and wrecked childhood. Granted, it’s not a side she shows often, not wanting anyone to exploit these “weaknesses.” Still stuck in her survival mentality despite her increase in wealth and status that feels like a luxury, Eve has yet to substantially form relationships beyond coworkers and associates. This is where she begins to stumble, be awkward and struggle to connect, much to her embarrassment and frustration.


                    History:
                    Growing up in the roughest areas of the slums, Genevieve quickly learned the number one rule of living out in the world: it’s every person for themselves in a mad, mad world. Like most in the slums, she grew up in little more than a glorified shack with destitution and little prospect to even make it to the status of an average resident, let alone the unattainable fantasy of Hightown. Her parents certainly didn’t help in the matter, both barely functional enough to get booze, drugs and occasionally enough to eat, much less show her affection and love beyond the powerful haze of drugs and alcohol. Left a lot to her own devices, she would often be out on the streets scraping something up to eat, sometimes to no avail. As a child at the age of eight, Eve was recruited into a gang to be a pickpocket. It was no difficult task to get her to join; if you help us out with this, the older gang members said, you get a small cut. Small and quick on her feet, it was something that a small child like Eve could accomplish with ease. She came to regard the gang as a source of security and a way to fill the void of affection left hollow by her parent’s neglect.

                    Into her early teens, Eve was asked to do more and more for the gang: rob, fight, represent and scam. In order to pledge her loyalty as a full scale member, she got several gang tattoos on her left side and piercings in her ears and lip. Things were looking up as she rose to greater and greater things, finally turning something out of her meager existence. She finally had enough to eat for the most part and gained a modicum of respect as Eve began building up a reputation for being particularly eager and brash in her gang. At age 18, the successes she built up had a major obstacle that taught her the true meaning of trust and friendship in this world. A friend and fellow gang member was looking to accomplish a significant heist on one of the residents and needed Eve’s assistance. They told her that it was against a rival gang and would earn her great earnings and respect. She eagerly agreed, wanting to get another step ahead in the game after seven years of service. Unfortunately, this heist was a setup by said friend, looking to betray her and the gang in exchange for a better cut of profits. Caught unaware, Eve had little time to react before being incapacitated and being brutally beaten down, even taking her left eye in the process.

                    Despite this betrayal, she kept chugging away in her gang activities, though progressively being less effective because of her distrust of people. It eventually reached a point where the danger and destructive consequences of her lifestyle began to slowly dawn on her, particularly after many narrow scrapes with the law and unable to satisfy her inner sense of ambition. These things ate away at her ever until she hit an epiphany while observing an average family. The thoughts that entered her head no longer concerned with being another target to mug and a source of envy. It became something that made her seriously reconsider being a criminal for the first time in her life. Shortly after, by this point tentatively doing small time work for the gang, encountered a Mediator. The Mediator had a sense that the woman was slowly edging away from a life of criminality to one of uncertainty. Having recruited from these streets before, the man, Marcus Hainley, approached and Eve, now 20, and talked to her, giving her the firm ultimatum of either continuing down her life of criminality and ending up or doing something with her life and become a Mediator. She took him up on the offer, and started her new life in the Residence and very slowly built up her reputation under an extensive period of close scrutiny and starting from the lowest of tasks to something she could call respectable ongoing to the present day as a Freelancer. Now with a place in the Residence Hall and actual worthwhile possessions to her name, things are looking up for the first time in her life.


                    Weapon:
                    6-round red revolver wand. Also carries a butterfly knife.


                    Spell List:
                    Fire Storm
                    (Fire+Gale)[Salamander Flower Petals and Highstrider Fur]
                    A wind-whipped torrent of flames, creating a storm that not only physically burns but spreads searing heat over a wide area.

                    Fire Whip
                    (Whip+Fire+Gale)[Formine Vine, Salamander Flower Petals and Highstrider Fur]
                    A tendril of flame laced wind extends from the wand. Fine adjustments of the whip are possible while channeled with intent alone.

                    Poisma
                    (Arrest+Corroding+Hydrate)[Stirge Venom, Slime Residue and Aquamarine]
                    Water dilutes the acid in the slime residue to create a poison that renders the target lethargic and ill, rendering the target far less able to resist the constricting properties of the spell.

                    Atom Blast
                    (Blast+Light+Levitate)[Saltpeter+Spark Salt+Fogdrifter Antennae]
                    Acting as both a spell for disabling and damage, the spell blinds the target and a wide swathe surrounding it while damaging the target and lifting them helplessly in the air.
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                      #12    
                    Old January 18th, 2017 (7:20 PM).
                    ANARCHit3cht ANARCHit3cht is offline
                    Call me Archie!
                       
                      Join Date: Sep 2008
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                      Quote:
                      Originally Posted by PastelPhoenix View Post
                      -snip-
                      Yeah! I totally get it. I should have mentioned that I was writing it in the very early hours of the morning and accidentally deleted my WIP so I kind of sped through it to just get my ideas down before they escaped. It was going to include tidying up each of the fields to make them more concise and less like... rambling. That aside, however, I totally get your qualms about my character and will actually go with my initial idea for a character I had! It can be hard for me to get a feel for the exact universe the GM has in mind when I come up with my billion different ideas for characters.

                      You should expect a second SU up over the next two days or so.
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                        #13    
                      Old January 19th, 2017 (6:40 AM). Edited January 20th, 2017 by Tigelreaf.
                      Tigelreaf's Avatar
                      Tigelreaf Tigelreaf is offline
                      Fairy Tail Trash
                         
                        Join Date: Jan 2015
                        Gender: Male
                        Nature: Quiet
                        Posts: 93
                        Here is my sign up :) If there are any flaws in it, just tell me :)

                        Spoiler:
                        General Information:
                        Name: Oakin Rufus Flint - "The Inventor"
                        Age: 19 years
                        Gender: Male

                        Appearance:
                        Oakin has medium long hair, usually styled in a short ponytail. Its blue color match to the gray of his eyes. His hair combined with his soft facial features make his face look rather feminine. He is 5"9' tall and his body appears, contradicting to his head, quite sturdy and masculine. His limbs are strewn with scars, but his muscles, even though he is not built to buff, prove his success in combat and crafting. He usually wears self-made clothes, primed with spells. He has always magical inventions of his with him.

                        Personality:
                        Oakin is known in the Vehicle Bay as "The Fiery Inventor". Living in his small workshop, he is rather introverted and does not have many friends, if any. The other shop owners know him, accept him and the fact, that his inventions tend to - more often unintended than intended - explode in his workshop. Nonetheless, Oakin has nobody close to him. He does not mind, though, since most of the time he is preoccupied with his crafting. On the other hand, when the convoy stops at cities and ruins, he leaves his workshop and goes on jobs as a huntsman. That is his chance to test his inventions in combat, improve his fighting skills, earn money and get some distance to his daily life. In fights, Oakin often gets too fired up and leaves the battle field as a bloodbath. This is the result of the promise to kill every hostile monster he made when he was younger. His cold-blooded fighting, as well as his fear of loss, are the reasons why he does not allow anyone to get attached to him since he does not want to hurt anyone or to be hurt by others. Since he used to have a lot of friends until the accident in which his parents died, he has a quite unpleasant relationship to the younger inhabitants of the Vehicle Bay. Oakin is thought of by them as arrogant, eccentric and weird, because he suddenly stopped being friends with them after the accident and secluded himself in his workshop.

                        If Oakin was to make friends again, he would probably need a long time to show real affection. He would offer them to upgrade and modify their spells and wands, craft them personalized tools and make them gifts that are related to his inventions. They would have to realize, thouggh, that his inventions have high chances to blow up.

                        Oakin fights on long range, supporting this with his innovations to weaken, trap or distract his enemies. His main weapen is his long bow, but he is currently working on a wand, that kind of works like a sniper rifle. If forced into meele combat, he is equipped with a short dagger.

                        History:
                        Oakin used to live together with his parents until he was 15 years old. His father, Skinner Flint, used to be an inventor, being known for the same name as Oakin: "The Inventor". He and his wife, Oakin's mother, Caddy Flint, used to be huntsmen as well. Their life was easy. Helping in their workshop, Oakin learned many handy skills. His mother taught him how to cook, sew and be polite. His father showed him the arts of crafting, smithing and tinkering. The goods they made were sold to make ends meet and the two of them were his rolemodels. Whenever they went on a job, the other people in the Vehicle Bay looked after Oakin, since he was not allowed to come along. This has made him well known there and by that time, he had a lot of friends.

                        Around Oakin's 15th birthday, they had their first mission together with Oakin, wanting to show him the life as a huntsman. They quest was to kill a few monsters and retrieve valuable goods the monsters had stolen from a merchant in the city the convoy had stopped in. Oakin was prepared by his father through combat training, feeling confident in his youthful courage. On their third day in the cold, they still had not found the said monsters, when they encountered a dangerous beast. His parents soon realised the strength and danger of the monster they were facing. Oakin, equipped with a longbow and a dagger, given to him by his father, was to run away, while his parents were fighting against the beast. Oakin, wanting to support them, returned and attracted the monsters attention by shooting magical arrows. The irrited enemy rushed toward the timid teenager. The two adults blocked the way. The next moment Oakin remembers is when his parents lied on the ground, covered in scarlet red blood, a supporting group of fellow huntsmen were still fighting against the monster and three of them carried Oakin away from the battlefield.
                        That day resulted not only in him becoming an orphan, but also his fear of loss and a pledge, to get stronger and never be a hindrance in a fight again.

                        Spell List (Inventions and Gear):
                        His inventions all have a running number and a version number after their name to keep track of his progress. ( ► marks the order of effects, || marks switches)

                        Distraction Grenade #113-1
                        Delay ► Blast ► Light ► Cacophony

                        Oakin's Distraction Granate is actually just made of 4 magical starters built in a bomb case. He puts enough Corvis Feathers in there to have a delay of 10 seconds. After the activation through magic and the delay, the grenade explodes, creating a bright flash of light, which is supposed to dazzles enemies, and a piercing sound to deafen them. The blast itself does not make real damage, but the effects give the user enough time to get close and attack or to attack from a distance without fearing the enemy to approach.

                        Gravity Grenate #128 - 4
                        Delay ► Blast ► Center ► Linger

                        The Gravity Grenade is supposed to keep the targets at a place, which is easy to be attacked, and not allow them to leave the created gravitation center. After activations, there is again a delay of 10 seconds and afterwards, the grenate explodes in petty explotion, but creates a gravity strong enough to trap enemies. The linger effects supports the efficiency of the center effect. This invention is meant for long range combat, since the center effect could also affect the user, drawing them too close to enemies.

                        Farsighted Field-Glasses #0157 - 3
                        Enhance || Enhance ► Enhance

                        The Farsighted Field-Glasses are made for observation. The three magical starters are built in the frame. There is a switch for deciding whether your sight is enhanced once or twice, so you can change the distance of how far you can see through them.

                        Survival Suit #098 - 5
                        Enhance ► Flame || Enhance ► Frost

                        Oakin's Survival Suit allows him to go explore the hottest and coldest areas since he can easily activate the switch and change the temperature of the suit. The enhancement is quite handy for fights. It is made of magical fibers, which channel the magical effects through the suit. There is one problem, though: If the magic input is too high, it might burn or freeze the wearer to death. Oakin is still working on that.

                        Aurora Long Bow #025 - 4
                        Flame ► Arrow || Frost ► Arrow

                        The Arora Long Bow is the primary weapon given to Oakin by his parents. It has two different elemental modes. He can switch between arrows with flame or frost attribute to cover a possibly huge range of opposing weaknesses.


                        Edit: Put the application in a spoiler and hopefully improved it.
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                        Can you tell me why the good die young?
                        Where do they go?
                        Why do they leave us
                        when there is so much to be done?
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                          #14    
                        Old January 19th, 2017 (11:43 AM).
                        Orx of Twinleaf's Avatar
                        Orx of Twinleaf Orx of Twinleaf is offline
                        Branch into Psyche
                           
                          Join Date: Mar 2016
                          Location: The Corner of Hither and Yon
                          Gender: Male
                          Nature: Lonely
                          Posts: 228
                          Hum hum, I suppose it's about time I participate in something else, and I am quite enamored with this concept. That said, I've a multitude of questions on the matter, if they are not too much trouble. And even if they are, I feel I may apply nonetheless, here directly. Expect me back in time with a proper application.
                          __________________
                          A Cup of Dreams, Pour in Your Soul, a Pinch of Knowing, Stir in with Hope,
                          and Drink to Despair and Celebration: Drink it All and Stay Asleep, Drink in Parts and Vomit it Back
                          Joy, Relief, Fury, Fear, Sorrow, Longing, and Pain, Colors that Forever Cope
                          Despondency and Guilt with Ambition and Pride, No One of this World and Species may Truly Lack
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                            #15    
                          Old January 19th, 2017 (7:57 PM).
                          PastelPhoenix's Avatar
                          PastelPhoenix PastelPhoenix is offline
                          A Princely Birb
                             
                            Join Date: Mar 2016
                            Age: 24
                            Gender: Male
                            Nature: Brave
                            Posts: 387
                            Quote:
                            Moto has medium long hair
                            First, you might want to fix that. I think you may have changed the character's name and forgot to switch this over.

                            Second, I'm having an issue with a critique due to the briefness of everything. One of the big ones, history, is a single paragraph that only gives (quite vague) information about one thing, meaning everything else about him is lacking far too greatly in detail to ignore. The character's history should be an overview of their life, not a single defining event that leaves out everything else they may have learned and acquired.

                            Quote:
                            Oakin is known in the Vehicle Bay as "The Inventor".
                            Why is he called "The Inventor"? Is it just because anything he makes is liable to explode (since that's apparently the only thing he's known for)? If that's the case, he should be called "The Walking Fire Hazard". If it's a sarcastic nickname, then it might need to be made slightly more obvious.

                            Quote:
                            his excellent twin blade skills
                            When does he learn this kind of skill, and how much training has he gone through, especially enough so that it can be considered "excellent"? Adding onto that...

                            Quote:
                            He usually wears self-made clothes
                            When did he learn to sew his own clothes?

                            Quote:
                            His cold-blooded fighting, as well as his social awkwardness, are the reasons why he does not allow anyone to get attached to him since he does not want to hurt anyone.
                            Introversion does not inherently equal awkwardness, for one, so that's something that absolutely needs to be expanded on. In what ways does he interact with people that qualifies as "awkward"? Along with that, what happens to the "fear of loss" that he supposedly gets that it's completely irrelevant to his inability to make friends? His lack of friends is clearly important enough to you that you bring it up three times in one paragraph, but in the end there are no real explanations to supplement it, and the ones you provided don't intersect in any way.

                            Quote:
                            Oakin was the only one of the three to make it out alive.
                            This one may be the most important. Why is Oakin, who's definitely significantly less capable of fighting than two long-experienced huntsmen who likely have a high level of combat coordination, the only one who lives? I can kind of pick up a self-sacrifice on the side of his parents, but it's something I have to infer, and someone else might not.


                            As for his spells, I think he should have some more "spell" spells to start with. Right now he only has one, and a few more would help me form an idea about his combat style, and the spells themselves can even help shape his personality even more.

                            As for the actual inventions, the only one I have a real problem with is the Distraction Grenade. The wording is a little vague, does the entire device explode? If so, a similar spell can be cast with a normal wand, having it so limited in use is a waste of resources and adding complication to a simple process.

                            Finally, my last critique relates to his weapon and fighting style. The rest of the SU makes him seem like a straight tinkerer, but melee weapons make it difficult to actually use any inventions in combat, especially with two weapons. If the tinkering is supposed to just be a side aspect of the character and he is meant to be a melee fighter, then he really doesn't have the spells to suggest and support that. But I think that can be clarified with just more detail on the character in general and some spells to clarify his actual fighting style.

                            Let me know if you have any questions or just want to seek help for anything with the RP.
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                              #16    
                            Old January 19th, 2017 (10:08 PM). Edited January 20th, 2017 by ANARCHit3cht.
                            ANARCHit3cht ANARCHit3cht is offline
                            Call me Archie!
                               
                              Join Date: Sep 2008
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                              Quote:
                              Originally Posted by PastelPhoenix View Post
                              ...
                              Just to let you know, I edited the post with my original sign up with my new one if you want to check it out and see if it's going in a better suites direction the last one. Also, I know you said that they could be younger than sixteen and I just wanted to get permission to make my character fourteen. His age would actually play into his character and help define him rather than just be an arbitrary number to make him unique.
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                                #17    
                              Old January 20th, 2017 (5:29 AM). Edited January 20th, 2017 by Orx of Twinleaf.
                              Orx of Twinleaf's Avatar
                              Orx of Twinleaf Orx of Twinleaf is offline
                              Branch into Psyche
                                 
                                Join Date: Mar 2016
                                Location: The Corner of Hither and Yon
                                Gender: Male
                                Nature: Lonely
                                Posts: 228
                                Okey doke here's that app as we discussed, thenny.

                                Spoiler:

                                Name: Borrix Toroflung

                                Gender: Male

                                Age: 44

                                Appearance: Borrix is a heavy-set man with lightly-tanned skin, brown hair, and green eyes. He is rather hairy, with thick hair on his arms, legs, and chest, and a short beard to compliment his bushy eyebrows. His hair is beginning to thin on the top of his head, and is graying at the temples, but is otherwise thick and full, kept from growing long. He is a burly fellow, with thick limbs and a thicker belly, and if he's not exactly "athletic" he's certainly not soft, either. He stands at about five-foot-seven, and weighs somewhere around 350 pounds.

                                Borrix wears a green sweater under his other clothes, and fur-lined brown pants. Overtop of his sweater, he wears a padded blue jacket, and over that he wears a heavy gray-green trenchcoat, lined with black fur on the insides and draping to the tops of his boots. These boots are of thick leather, with steel toes and a tangle of thick laces holding them to his legs. Besides this he usually wears black cloth gloves and a large trapper hat that matches his trench coat, save for a bright red stripe that runs about its rim. Visible and shining from under his prodigious belly is a polished-brass belt buckle stamped with the image of a horruchs, a gargantuan bovine of the mountain valleys. Attached also to his black leather belt is a simple black holster for his wand, and a sheath for his kukri.

                                Despite much of the Resilience being temperature-controlled and his garb being arguably too much for even some outdoor areas, Borrix does not generally take off his layers in company.

                                Personality: Despite the turn of events that has seen him turn to freelancing with the Resilience, Borrix is generally easy-going and warm, possessing a lackadaisacle disposition and fondness for humor. He's always up for conversation and to give others words of encouragement, but he rarely talks first, preferring instead to answer those who address him first. For all his good humor, though, he is quiet and sullen when left by himself, and he has spent no small amount of nights at the alehouses and taverns sitting alone in silence, hiding his face behind a gruff hand, and with shoulders stooped sadly. In the field, Borrix takes on a more rugged role, bellowing after any beasts he's engaged with, or shouting encouragement to anyone who he might be in party with.

                                History: Borrix was a quiet trinket-maker, who moved his shop onto Resilience years ago when she stopped in Torfen, at the age of 22. Since moving his business to Market Town, Borrix made a modest living selling his bracelets and figurines and charms to whomever would buy them. At each stop of the Grand Convoy, he would disembark and trek a small ways into the wilderness, to bring back wood, pretty stones, and whatever else he could use to fashion more merchandise. So his life went, unextraordinary and steady, for some five years on the Resilience.

                                Some time after, at the age of 27, Borrix married a woman named Martha, and supported her and their child son Pyrik for over a decade. Borrix's life came crashing down, though, five years ago, when his wife left him for a Hightown huntsman, complaining that Borrix was a sheep of a man doomed to die a nobody's death, and that Pyrik needed a strong father to look up to and support him. Wracked with anger and grief, Borrix's mind wandered significantly enough that he started to slack on his trinket-making, and his shop was soon swept over by new and more-active businesses.

                                Out of work and with no family left to him, and having been gone from his native Torfen for around twenty years at this point, Borrix began drinking through his savings in the alehouses and taverns of the Resilience until one night he decided to drink at the Trapper's Trove. Looking upon the lists of the most high-ranking of huntsman, Borrix made a decision then and there: he'd show Martha he wasn't some sheep. He'd be someone a son would be glad to call his father. He'd die a somebody, even if that meant he died in the cold wilderness.

                                Borrix went to the Vehicle Bay and bought a wand with some of his dwindling funds, and then went and bought a multitude of ingredients. At the very next of Resilience's stops, Borrix took up a hunting contract, and with kukri in hand went to his new job.

                                Weapon(s): Besides his unremarkable revolver-type wand—purchased from a wand-dealer on Resilience herself—Borrix has a steel kukri about as long as his forearm. While he has had it for a long time (having inherited it from his father) as a machete for exploration, he only recently has begun employing it as a weapon for when his wand's use is lacking against the beasts of the wilderness.

                                Spell List:
                                Borrix uses spells mostly for utility or to assist kukri-work. He considers himself too bad a shot to make proper use of projectile spells or other directly-offensive spells. Borrix is old to be taking to magic as a novice, and he's slow to wrap his head around new spells. To compensate, he can play with the ratios of ingredients in those spells he does use often to tweak their effects in small ways.

                                >Funnel Inward (Wavestalker Shell, Ironbark, Iridium)
                                Wave+Barrier+Center
                                Projects a solid conic barrier before violently yanking any physical objects in front of it into the funnel, drawing them into the cone and toward the casting point. Useful for gathering small creatures and clumping them together for work with the kukri. An addition of a Null Crystal may be used in specific scenarios, to apply the pulling force to targets that would otherwise be too large to feel it, though such targets generally won't fit into the funnel.

                                >Panic (Corvis Feather, Floatstone, Bell-Flower)
                                Delay+Cacophony+Linger
                                Leaves a point on casting that, after five-to-ten minutes depending on the quality of the Corvis Feather, begins to emit loud, high-pitched, and piercing noises for five-to-ten minutes thereafter. Useful in making distractions and providing noise pollution. Borrix stumbled on this spell combination on accident when panic-loading his wand with random ingredients, much to the irritation of the neighborhood of the man whose dog he fired it at.

                                >Flashbang (Spark Salt, Breezeswoop Feather)
                                Light+Muffle
                                Flashes a blinding and intense light that also significantly dampens sounds in the area for a moment. Extremely disorienting, Borrix uses it to buy himself some time if a monster has the upper hand on him, though it took him a few goes to manage to keep from befuddling himself with it in the process. After one practice run with Draconic Blood in the mix, Borrix is now of the opinion that he is not to mix Flashbang with Overload until he has invested in a pair of heavy-duty flash-shielded sunglasses.

                                >Ague (Stirge Venom, Floatstone, Bell-Flower)
                                Arrest+Cacophony+Linger
                                Applies a lasting and weakening field on the target, and causes their body to give off loud noises. Borrix uses Ague to mark fleeing quarries, both to sap them and to be able to easier track them with the assistance of the noises given off. Although Borrix tried once to mix this with Slime Residue, the fact he missed his target at the time alerted him to the very real and grotesque effects of Acid Ague, luckily demonstrated on a stone rather than the huntsman he was in party with at the time. In light of this, Borrix has decided not to mix directly-offensive spells with Ague, unless he is expressly travelling alone and away from settlements.

                                >Stony Hug (Brightpod, Pyrite, Hydra Blood)
                                Recover+Psuedoearth+Enhance
                                Closes a rocky cast around the target area that protects it, vivifies it, and mends it. Borrix uses this as a sort of first aid, to patch a wound but give it enough protection and enhancement that he or whoever else is under its effects can go on fighting. Stony Hug does not heal nearly as fast as a properly-dedicated healing spell, but its effects have allowed Borrix to fight after spraining or breaking his arms or legs, although proper medical attention was needed as soon as he reported back. Borrix prefers a stone cast over one made by substituting an Ironbark for the Pyrite, arguing that the former feels "more real" and is longer-lasting.

                                >Disappear (Chameleon Scale, Breezeswoop Feather, Nowznummer Bulb)
                                Cloak+Muffle+Deodorize
                                Renders Borrix or some other target totally indetectable by visual, auditory, and olfactory means, except by the most sensitive and/or magically-assisted eyes, ears, and noses. A creature under the effects of Disappear still gives off radiation, thermal signatures, and magical outflow (in those cases where the creature would have done so otherwise), and is still a solid presence (if it were a solid creature) that displaces air and liquids and collides with other solids. If the creature interacts with something, that something is brought under Disappear's effect as long as the creature remains in contact with it. Sounds made by collision of the creature against anything that's not affected by Disappear are also muted. Borrix uses Disappear more to retreat from unfavorable battles than to initiate them.

                                >Titanize (Sulphur, Floatstone, Hydra Blood)
                                Growth+Enhance+Linger
                                Allows Borrix to roughly double in size, along with his equipment, and heightens his senses and agility for a short time. Borrix uses Titanize to give himself an edge and combat larger creatures with his kukri. Borrix can cast Titanize on other targets, too, although he considers himself to be the best candidate for its effects in most cases. Note that even though spells cast by a being under the effects of Titanize may have an increased area of effect proportional to their increase in size, they will generally not have any more potency than if they were cast at standard size.
                                __________________
                                A Cup of Dreams, Pour in Your Soul, a Pinch of Knowing, Stir in with Hope,
                                and Drink to Despair and Celebration: Drink it All and Stay Asleep, Drink in Parts and Vomit it Back
                                Joy, Relief, Fury, Fear, Sorrow, Longing, and Pain, Colors that Forever Cope
                                Despondency and Guilt with Ambition and Pride, No One of this World and Species may Truly Lack
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                                  #18    
                                Old January 20th, 2017 (12:21 PM).
                                Godzil's Avatar
                                Godzil Godzil is offline
                                Dapper bowler hat
                                   
                                  Join Date: Jun 2010
                                  Location: Arizona, USA
                                  Age: 28
                                  Gender: Male
                                  Nature: Modest
                                  Posts: 1,340
                                  This looks good, can't pass up a magic game.


                                  Name: Viktor Khorek

                                  Gender: Male

                                  Age: 42

                                  Appearance:

                                  At 5' 1", Viktor isn't especially tall, but he is stout and strong, with broad shoulders and big arms. He's been bald since he was 13, but his full beard has started turning from black to gray with age. His large eyebrows have resisted going gray, and complement his dark eyes. Age has taken a toll on him, and while he has kept up his muscle in his arms and shoulders, he's gotten fatter in recent years. He commonly wears a black bowler hat, with a pair of yellow-lensed goggles perched upon the brim. He wears a white wool shirt with long sleeves, though they are often rolled up to his elbows. Over that sits a padded leather vest and a chain shirt, with a long, charcoal gray leather coat made from the hide of some reptilian creature. Black trousers and black leather boots finish off his ensemble, the latter of which is lined and topped with white fur.

                                  Personality: Viktor was always gruff and blunt, even when he was younger. He speaks his mind, not caring if he offends or hurts anyone with his words, and doesn't sugarcoat things. He has little patience for fools or children, but is highly protective of them. He's the kind of guy who will have your back, but still yell at you for getting in over your head and needing him to save you. He used to be more jolly, but these days he hardly even smiles. He can appreciate the value of hard work, and takes on as much as he can handle, even if he does gripe about it, because it kills time and he secretly enjoys the pain.

                                  History: Viktor was born and raised on the Resilience, living in the Residence Hall for over 40 years. His father was a mechanic, one of the many hands dedicated to keeping the Resilience operating. Viktor took a different path, originally training as a Huntsman and going out into the wastes. He met another Freelancer, a woman named Teri, whom he eventually married. They took on missions together for a while, but when Teri became pregnant, Viktor decided to settle down and get a safer job.

                                  Viktor took a job as a butcher, which was much less dangerous and let him take care of his son Anton. Teri stayed a Freelancer, going out on missions and having adventures. After five years, Teri vanished while the Resilience was visiting one of the cities. Viktor never figured out where she went, but occasionally received letters from her implying she had moved to another convoy. Though he never truly forgave her, he accepted that she wasn't coming back, and devoted himself to his son.

                                  As young Anton grew, it became clear that he wanted to be a Freelancer like his mother. Viktor was reluctant, but couldn't deny the boy if that was what he wanted. Besides, it would be hypocritical to forbid his son from having the same job he himself once had! And so, when he was 16, Anton went on his first mission. Sadly, it would also be his last. Anton disappeared during what was supposed to be a routine expedition to gather herbs; the only thing they recovered was his wand.

                                  Viktor took it hard. He had nothing left after his son's disappearance, so he vowed to uncover the truth, to bring his son home. He took up Anton's wand, got himself back into shape, and reentered the world of Freelancers as a rookie once more.

                                  Weapon(s): Viktor's wand, which used to belong to his son, is a six-cylinder revolver with a mahogany handle and a silver-plated barrel. In addition to his wand, he carries a carpenter's hammer and a meat cleaver.

                                  Spell List:

                                  Magic Bonds - Formine Vine, Null Crystal, Floatstone, Stirge Venom - The spell forms a long strand that wraps around and adheres to its target, removing the effects of gravity and persisting for as long as magic is fed into it.

                                  Dual Shot - Cannae Root, Pyrite, Prism Glass - Twin shards of sharp stone are fired at the target.

                                  Instant Wall - Ironbark, Floatstone, Fogdrifter Antennae, Sulfur - The spell summons a magical wall capable of levitating or expanding as desired.

                                  Flare - Saltpeter, Spark Salt, Fogdrifter Antennae, Floatstone - A brilliant flash that hovers in midair, shedding light all around it. WARNING: Looking directly at it may temporarily impair vision.

                                  Ditherbomb - Saltpeter, Slime Residue, Corvis Feather, Iridium - A delayed blast of corrosive material specifically designed to dissolve stone and other organic materials. Nearby objects are pulled into range just before it bursts, to maximize the destructive potential.
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                                    #19    
                                  Old January 20th, 2017 (4:14 PM).
                                  Tigelreaf's Avatar
                                  Tigelreaf Tigelreaf is offline
                                  Fairy Tail Trash
                                     
                                    Join Date: Jan 2015
                                    Gender: Male
                                    Nature: Quiet
                                    Posts: 93
                                    Quote:
                                    Originally Posted by PastelPhoenix View Post
                                    -snip -
                                    Thanks for the feedback! I actually always write my applications on sheets of papers and this time it looked like an acceptable long application on the paper, but it was actually really short written on the computer. I hopefully improved it, adding more background story, more explanation to Oakin's character and creating another tool to fit to his new, adjusted fighting style. :)
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                                    Can you tell me why the good die young?
                                    Where do they go?
                                    Why do they leave us
                                    when there is so much to be done?
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                                      #20    
                                    Old January 20th, 2017 (4:36 PM). Edited January 24th, 2017 by Ice.
                                    Ice Ice is offline
                                     
                                    Join Date: Aug 2014
                                    Posts: 3,449
                                    Character data, because I like numbers that way. I'm using info from all SUs put up so far, as PastelPhoenix hasn't started graciously accepting people. Hoping to keep this updated as players come and go.

                                    Total characters: 9

                                    Gender:
                                    4 Female characters, 4 Male characters

                                    A ratio of perfection
                                    0 Non-binary characters
                                    Age:
                                    44/42/31/26/23/20/20/17

                                    2 characters are between 40 and 50
                                    1 Character is between 30 and 40
                                    4 characters are between 20 and 30
                                    1 character is between 15 and 20
                                    Height:
                                    5'2/5'6/5'3/6'4/5'8/5'7/5'1/ a smidgen above average height

                                    Tall (6' +): 1/8 or 12.5%
                                    Medium (5'7 - 6'): 3/8 or 37.5%
                                    Short (4'11 - 5'7): 4/8 or 50%
                                    Social Status:
                                    High Class: 2/8 or 25% Character
                                    Middle Class: 4/8 or 50% characters
                                    Lower Class: 2/8 or 25% characters
                                    Unknown: character
                                    Locations:
                                    Place of Birth:
                                    Leywood / Unknown City / Grace's End / Unknown City / Resilian Slums / Torfen / Resilian Residential Halls / Victorie

                                    On Resilience: 2 Characters
                                    In a city: 5 Characters
                                    Other convoys: 1 Character

                                    Place of Residence:
                                    Leywood/Resilian High Town/ Resilian High Town / Resilian Slums / Resilian Slums / Resilience / Residential Halls / Residential Halls

                                    On Resilience: 7 Characters
                                    In a city: 1 Character

                                    Preferred branch of business:
                                    Mediator (People hunting): 1/8 or 12.5%
                                    Huntsmen (Beast hunting): 1/8 or 12.5%
                                    Bygoners (Artifact hunting): 0/8 or 0%
                                    Freelancer (Everything hunting): 6/8 or 75%
                                    Skills:

                                    Tinkering: 2/8 or 25%
                                    Small-scale surgeries: 1/8 or 12.5%
                                    acrobatics: 1/8 or 12.5%
                                    good with knives: 1/8 or 12.5%
                                    arts & crafts: 1/8 or 12.5%
                                    hand-to-hand combat, general thievery: 1/8 or 12.5%
                                    Cutting up meat real good: 1/8 or 12.5%
                                    Weapon of Choice:
                                    Standard Wand: 8/8 or 100%
                                    Endoskeleton wand: 1/8 or 62.5%
                                    Baton: 1/8 or 12.5%
                                    Ingredient vials: 1/8 or 12.5%
                                    On-the Fly inventions: 1/8 or 12.5%
                                    Knife/Blade Variants: 5/8 or 62.5%
                                    Hammer: 1 or 12.5%
                                    Has cute robot sidekick:
                                    Yes: 1/8
                                    No: 7/8
                                    [/INDENT]
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                                      #21    
                                    Old January 20th, 2017 (5:16 PM).
                                    PastelPhoenix's Avatar
                                    PastelPhoenix PastelPhoenix is offline
                                    A Princely Birb
                                       
                                      Join Date: Mar 2016
                                      Age: 24
                                      Gender: Male
                                      Nature: Brave
                                      Posts: 387
                                      Quote:
                                      PastelPhoenix hasn't started graciously accepting people
                                      Funny you should say that:

                                      SongBird's Senka is ACCEPTED
                                      Orx of Twinleaf's
                                      Borrix Toroflung is ACCEPTED
                                      Godzil's
                                      Viktor Khorek is ACCEPTED
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                                        #22    
                                      Old January 20th, 2017 (9:49 PM).
                                      Jegretis's Avatar
                                      Jegretis Jegretis is offline
                                         
                                        Join Date: Jun 2013
                                        Gender: Male
                                        Nature: Jolly
                                        Posts: 700
                                        Just letting you know I finished my SU! Please let me know if there is anything that needs to be changed!
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                                          #23    
                                        Old January 21st, 2017 (3:17 PM).
                                        Fen-kun's Avatar
                                        Fen-kun Fen-kun is offline
                                        An RP Hermit
                                           
                                          Join Date: Dec 2015
                                          Location: San Antonio, TX, USA
                                          Gender: Male
                                          Nature: Quirky
                                          Posts: 276
                                          Finished my SU. Let me know if there are any necessary changes.
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                                            #24    
                                          Old January 21st, 2017 (4:02 PM).
                                          ANARCHit3cht ANARCHit3cht is offline
                                          Call me Archie!
                                             
                                            Join Date: Sep 2008
                                            Posts: 2,146
                                            Should all be one with my new sign-up. Just let me know if anything needs to be altered or fixed up.
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                                              #25    
                                            Old January 21st, 2017 (6:50 PM).
                                            Songbird's Avatar
                                            Songbird Songbird is offline
                                            Is Unicorn a good girl?
                                               
                                              Join Date: Jul 2013
                                              Gender: Female
                                              Posts: 513
                                              Jegretis, I hope it doesn't seem too forwardI know I'm not the GM, but I feel it needs to be said for the rest of usand I don't want to offend your stylistic preferences, but your sheet is very difficult to read. Your font makes everything smaller (which can end poorly for people who wear glasses (like me), zoom out their browser or read on their phones). Honestly, completely centered text is also really just visually unappetizing, adding onto the difficulty reading through it in its entirety.

                                              Quote:
                                              Originally Posted by Jegretis View Post
                                              essentially its a typical Nazi haircut
                                              Your wording could probably use some work, too, although this was just the funniest segment.
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