Hidden 10 yrs ago Post by Tuujaimaa
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Tuujaimaa The Saint of Wings

Member Seen 4 days ago

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Full Name

Shauna Laurent

Alias

Glyph

Gender

Female

Age

35

Sexuality

Bisexual; Aromantic
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Personality

Glyph has been hardened by many years of solitude, and given the nature of the world in which she lives it is hardly surprising that this solitude has etched itself into her persona in the form of a rugged outer shell. Unlike most who choose to adopt this persona, Glyph has done so out of necessity. When one person loses as much as Glyph has, the only options are to close oneself off emotionally as she had chosen to do, or to crumble and die. This leads to what is perhaps the signifying trait of Glyph and perhaps all Hunters as a whole: Tenacity. Glyph refuses to give up any endeavour that she commits herself to regardless of any danger to her or any of her fleeting allies, and certainly refuses to back down from any fight that is brought to her.

Glyph, many years ago, could not boast being faster, stronger, or more skilled at Magecraft than most other people. She was not born with any innate talent but her quick mind, and as a result her entire life has been spent working hard for what she desires. Discipline is a virtue that Glyph has forced herself to master for the sake of keeping herself and those she cares for alive, and though she will not readily admit it in conversation, she suspects that many other Hunters lack the innate capacity for true discipline, which is why so many of the extant towns from the capitals have fallen to hordes of demons.

Glyph is not a hateful person, as she does not waste any resources that she feels are scarce (which, as time goes on, extends to an increasingly high number of things) on those unworthy of her efforts. What Glyph loses in capacity for hatred and vengeance, she makes up for in contempt and a quick tongue. She does not keep grudges, but she keeps the memory of everyone that has ever wronged her close to her heart for her own survival and comfort. Glyph has a huge capacity for conversation, but she rarely finds any folk worthy of talking to, and does not like to waste words. She will endure days, if not weeks, of periods of silence, preferring only to hunt and let her actions take the reins of expression.

Of particular note is Glyph's horse, Cipher. The stallion is Glyph's only real connection to her emotional side that she has left after the years of losses she has endured in the past - and his protection and wellbeing are her utmost priority at all times and at all costs. Cipher returns this affection to a degree that most cannot comprehend, and while he is not just an average horse, possessing an intellect and sense of self beyond any wild animal. Due to most establishments being ill-equipped to bed a horse, Glyph has taken to sleeping in the stables where they are available - perhaps another nod to the immense presence of mind and tenacity that this woman possesses.

All in all, Glyph is not so much the product of talent as a great deal of hard work, and she has been tempered into the cautious if effective person she is now by a past characterised by heartbreak and loss. This sounds cliché to some, but for Glyph, it is the only reality that she knows.


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History
The woman who is now known as Glyph was once Shauna Laurent, the daughter of a prominent artisan that worked on the crystals designed to keep the cities safe. The story behind her fall from grace in this family is a simple one, and it needs little explanation beyond her father's work resulting in the creation of a new "ghost town" due to unauthorised experimentation upon the crystal that harnessed the magic necessary to maintain the barrier.

Shauna had always followed in her father's footsteps, and though she did not necessarily believe in his lacklustre morals nor have the genius he did to keep up with them, some semblance of his talent was imbued into her genetics - in some ways, she was his ultimate experiment, a simulacrum of the highest order to capture the structured ways in which magic flows, and the living embodiment of its forced modulation. This manifested not as talent, nor as physical attributes, but as tenacity. It was evident when Shauna was growing up that she refused to acquiesce to any of her obstacles, and that their presence seemed only to make her more determined to succeed in any way that she knew how.

Perhaps this is why her father's disgrace and exile fashioned her into the person that she has become - she is but a living series of patterns responding to the data that she has observed, and this had been a failsafe to carry on his legacy. Perhaps such concepts are strictly within the realm of the figurative, and all that Shauna had was ripped from her in her inchoate stages such that the trauma shaped the rest of her life.

Regardless of the philosophy of her earliest years, Shauna's life became markedly more difficult after her father's exile when she was seventeen - nowhere in the major cities would accept her work due to the miasma that surrounded the Laurent name, and though she could likely change her name and her face to get work elsewhere, she did not have enough natural talent that she could get a comfortable job anywhere else in the world.

Shauna's alternatives were many, but the path she chose was the path of the Hunter, and her very nature compelled her to see it through to the very end, regardless of how badly she knew it might turn out. On her very first hunt Shauna had a brush with death as her gun jammed and a demon left a scar on her face and took her right eye - only the timely intervention of a rival hunting group saved her from certain death.

The wound would have discouraged or even killed most normal individuals, but Shauna's tenacity was such that she could never give up on her life. She fought through the injuries and somehow managed to end up having her eye and face replaced. Perhaps her name still carried some merit, or perhaps luck had chosen to keep her alive. Given the remainder of her past, luck may not be the answer to that question.

The hunter that saved her life was named Mateus, and though he was a rival, he saw in Shauna something that drew him to her - while the two did not cross paths until months after Shauna's recovery, he was not particularly far behind her at any given point. More than once he intervened without her knowledge to keep her safe, and this was a fact hidden from her for many years. Mateus crossed paths with Shauna's on the eve of her 19th birthday, with both hunters having taken on the same bounty and having arrived to make the kill simultaneously.

At this point, Shauna no longer went by her previous name. Her new face and new eye allowed her to change her name, to reset the annals of history, and to make her living as a hunter without being harassed by the shade of her father's failures and her near-death experience. She introduced herself as Glyph, and he introduced himself as Mateus.

The kill they made together was exemplary - the pinnacle of the creed of the bounty hunters: Efficient, Clean, and Safe. When he suggested that the two continue their careers together, given their success, Glyph was hard pressed to say no. Mateus' charisma and persistently benevolent nature fascinated the more hardened and skeptical Glyph, and this fascination eventually turned to love as they are wont to do in such situations. The pair made an unstoppable team, and their early careers looked promising.

After six years of hunting, the pair had made enough money to settle down with a child and live in one of the big cities, but Glyph could not abandon the dream. She insisted on remaining a hunter, to help people, and Mateus could not deny the call of his good heart. Glyph eventually became pregnant, however, and was forced to cease her hunting for a time while their child was born. Luck, it seemed, had seen it fit to bless a womb with a child... But chance is a fickle and capricious mistress, and her tithes are many and absolute.

One night, after a successful bounty, Mateus returned to Glyph's side only to be tailed by a rival group of hunters. They were not overly skilled, but liquor numbed their pain and surprise gave them an advantage - but their target was not Mateus. His pregnant wife was one they knew that they could beat, and their strike was swift and brutal. While there are further details, they are not fit to be spoken of even in the records of the past, and all that shall be said is that Glyph lost her child and narrowly survived.

The next few years were difficult for Glyph, who struggled to cope with her promising future being ripped from her grasp. She focused more on her work and less on clinging to the remnants of her now-shattered future, retreating into the escapism that fanatical devotion to a cause could offer. She began delving into the past, into her father's work and into the work of others that researched and crafted crystals, and eventually even took to the forge herself. While she did not possess a particular talent for it, her background started her at a higher level than most could dream to and her determination paved the way forwards in two short years. She created for herself two crossbows and a suit of custom armour, powered by enhanced crystals that she procured through less-than-legal ways.

When Glyph returned to the hunt this time, she was more prepared, and she and Mateus continued their onslaught against all demonkind. The deed that she is known most for is the same deed that she wishes to forget and undo the most.

Glyph and Mateus happened across an outpost along a poorly maintained train line whose crystal was about to fail. Glyph's recent exploits in the art of crafting crystals gave her the idea to complete her father's work, and though she attempted to fix it as best as she could, time was not on her side. A horde descended upon the town the moment the crystal broke, and unlike her father, Glyph tried to stop it. A fool's errand, perhaps, but it was one that she had to try. Mateus and Glyph kept the horde off of the town for a good hour, slaughtering many demons and thinning the horde out considerably, but Mateus slipped on a loose roof tile and fell to his death in the maws of the hungry demons below.

The blind fury that engulfed Glyph that night saved the town from the horde, miraculous as it was, reduced her to almost nothing. She fixed the crystal as best as she could, evacuated the people, and wandered off into the wastes to die. There was nothing left at that point for her to continue towards.

In the wastes, she happened across a young foal that would eventually come to be known as Cipher, her horse. A primal part of her psyche latched onto the maternal instinct that she had never gotten to nurture and she took the foal in. Glyph has not changed much since that fateful day, but Cipher grew up and the pair became inseparable, and though she came close to breaking she has never given up on her dream of mastering the hunt - and it seems that she never shall.


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Weapons/Tools and Magic
Hand Crossbows - Glyph's hand crossbows are ingeniously designed and crafted weapons, lithe and light enough to be carried surreptitiously and fired dextrously, but powerful enough to slay even the most resilient of demons. Their mechanisms are extremely complex, as is their history, and the only thing that can obviously be discerned about them from a simple glance is that they house powerfully charged crystals at their cores and along their bows.

The crossbows do not require external ammunition, as the crystals coalesce energy along specified patterns carved into the wood and metal to create arrows of pure kinetic force whenever the trigger is released. Due to this magical augmentation, the crossbows are endlessly repeating for as long as Glyph can weave magical energy through them. Glyph is talented at the art of Magecraft, having been born into a family whose profession involved the enchantment of items and work on the crystals that protect the towns, but her magical reserves are certainly limited (especially given the number of magical devices that she employs). The crossbows are not capable of jamming and are also practically indestructible - they are also rendered ineffective for use by others as a symbol tattooed onto Glyph's palms is required to activate the crystals contained within.

Stilettos - Glyph's footwear has been designed specifically to increase her height and dexterity when she is moving, but also to allow for changes in unstable terrain and maximum energy conversion while running. The heels have a core of solid, reinforced crystal that allow Glyph to channel runic platforms through the apex of the heels which can be maintained indefinitely provided that sufficient magical energy can be expended to keep them and that the apex of the heel remains connected to the platform at any time.

The platforms are capable of holding a limited amount of weight - they are able to indefinitely hold Glyph's weight, but anything major beyond that is impossible to maintain without cracking and breaking the platform. The platforms are exceptionally resilient to physical force, and can be used as makeshift shields if necessary, but the energy conversion rate for them is particularly poor in these instances, which Glyph cannot maintain.

The same patterns that adorn Glyph's heels have been etched into Cipher's horseshoes, allowing her to channel these platforms beneath Cipher's feet should such be necessary - this requires a considerably higher expenditure of magical energy, however, and doing so renders Glyph unable to fire her crossbows or utilise any other magic for the duration.

Magecraft – Glyph is a talented spellcaster, but her magic relies heavily on the use of carved crystals to create runes. Currently Glyph only knows the patterns necessary to create kinetic energy, but is able to learn new patterns to create other effects. Glyph’s carving of crystals allows her to tune their catalytic effects towards a single spell or type of spell, but vastly increases its power and its scope as a result.

Cipher - Glyph's horse Cipher is worthy of particular attention, as he is quite clearly no simple beast as most animals in the world are. While it seems unlikely or even outright impossible, Cipher bears certain traits that seem to signify his heritage as being at least partially demonic - there is a glint to his eyes and a sheen to his coat that seem out of place, and though horses are not the most capable animals for representing sapience, Cipher seems to be abnormally close to that level, sharing a bond with his rider that transcends the horse-rider relationship that most people experience.

Cipher is clearly not a human, and clearly does not have the same intellect as a human, but his fierce determination to protect Glyph is evident at even the slightest glance, and his loyalty far outweighs that of even the most closely pair-bonded humans. Cipher cannot speak, but he seems to have the uncanny ability to communicate with Glyph through whinnies, brays, and body language alone - the two communicate on a more animalistic level, but that does not render their communication any less effective.

Physically, Cipher is an incredible specimen - his muscles are well-developed, lean, and he has always been taken exceptionally good care of, and the depth of their relationship is such that it is not uncommon to witness Cipher eating when Glyph cannot feed them both. Cipher is well-suited to the throes of war, being both heavily armoured and exceptionally strong, and he has been injured a total of two times in his entire life with Glyph. She has taken savage attacks that would have killed Cipher had they hit him, and in turn he has protected her from even the most determined of Hordes in times of need.

The times that Glyph is not seen either riding or walking next to Cipher are rare indeed, and Glyph even sleeps riding atop her beloved horse. Most humans cannot claim to truly be in tune with another being, and though Glyph's social skills leave a lot to be desired, any passer-by can detect the overwhelming bond of trust and camaraderie that this woman and her horse share.
Hidden 10 yrs ago 10 yrs ago Post by Shotgun Bear
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Shotgun Bear Beary Prebeared

Member Seen 9 yrs ago

Character Theme - Whiskey Saga--The Fratellis
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【Full Name】
Brynnet Elaine Schene

【Alias】
Bryn

【Gender】
Female

【Age】
23

【Sexuality】
Heterosexual; Questionably Aromantic

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【Personality】
Nobody ever seems to ask her opinion, but she always seems to be giving it. Loud and sarcastic, Bryn is a study in bombast and bravado. She has little regard for her own safety, poor social skills, and a tendency to boot first and ask questions halfway up their ass. She isn't easily stressed, but her anxiety shows when it finally does percolate; she'll often rub her stump when she's nervous. When overwrought, she often dives into a bottle or busts out a pack of cigarettes; her vices, at times, almost define her. Taking the 'kiss with a fist' approach to romance, Bryn plays hard even when playing around.

As opposition, she is tenacious and acerbic, throwing insults like acid-tinged confetti. She fights like a man possessed, refusing to falter until either she falls or the opponent does. Or, often, both. She finds easy reasons to hate or otherwise dislike people, and as such, she's usually the cause of every barfight she's been in.

That being said, though, she's far from a bad person; determined and loyal, if you've paid her, you'll get what you wanted and possibly a little extra. People who are willing to put up with her cacophonous, sardonic ways for long periods of time often find a friend in her, and, moreover, a confidant. Bryn is an excellent secret-keeper, and will not part with the words of those she trusts. While her sense of right and wrong is, at its core, a touch skewed, she doesn't just mindlessly rage against the machine; she makes stands when it's for the good of the people... Or her wallet. Bryn has an eye for money, followed closely by her bloodlust.

In private, she's intensely self-aware, often checking herself in reflective surfaces to make sure she maintains her 'mysterious' and 'powerful' persona. A natural introvert, her veneer of aggressiveness and lance-tongued wit disappears in privacy, replaced by a more clever, introspective, brusque version of herself. Bryn has only ever met one person with which she could be alone together, and as such, it has soured her on romance.

She sincerely enjoys good jokes, too.

In short, Bryn is feisty, aggressive, and alpha down to the core.

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【History】
Brynnet Schene should've gotten the same upbringing as her sister, but life never turns out that way. With an absentee, hunter father and a mother who died in childbirth, her first few years were spent in the nursery of a backwater hospital, taken care of by a gruff, older gentleman who she faintly remembers but strongly resembles in personality. While her twin--Lio Schene--was taken into the care of an affluent family residing in Capital, the well-heeled to-be-parents found that an only child was preferable to a pair, and left Bryn to her lonesome.

By the time she'd learned to walk and talk, tragedy struck. The doctor who had been taking care of her died suddenly of cardiac arrest, a sign of his old age. As such, Bryn was forced onto the streets, too young to really know how to work and too old to be taken in by chance.

That was when she learned the tenet that would define her as a woman:

Money buys happiness.

At first, she begged. Begged, begged, and begged, stuck in the same rut, wasting away for years. Three weeks after her 12th birthday, a man came into town. Well, men. Many, many men. A roving band of ex-hunters who'd formed a gang, using their superior skills to their advantage by way of raping and pillaging the countryside. One of the underlings saw promise in Brynnet, the waifish, spiteful girl. As such, she stole her away, her frail form unable to resist--though the broken English she spouted resisted in force.

This woman she would come to know as 'Mum,' but to others, her name was Irene Skelter. The two of them looked nothing alike; Irene was, by many standards, cute, slim in frame and coy in countenance, dusky and round-eyed. Bryn, however, was boyish, harsh, and angular, her emaciated form cold and angry. Even so, Irene would teach Bryn the intricacies of language, how to read, and, most important to the girl herself, economic arithmetic.

As Bryn developed into a young woman, she put on weight--in both fat and muscle. For a short time, she could've been described as tubby--during a terribly self-conscious time of her life, she took to stress eating, but the band of hunters--and her Mum especially--took exception to her habit and put a hard stop to it. To this day, she's deathly afraid of eating too much, recollecting the beatings both switch and brow. She put on more muscle, becoming fairly self-conscious in the progress.

Her schooling and training continued until she turned 19.

Bryn found the head of the gang dead in his tent, beside a note scrawled in barely-legible, half-chickenscratch cursive.

"You are hunters, not gangsters.

We hunt demons, not innocents.

Besmirch the name further and similar fates shall come to each and every one of you.

-- A.
"

This note would be Irene's wake-up call. In a fit of fear and rage, she forced Bryn out on her own, parting ways in a violent, tear-struck argument.

And so, Bryn hunted. Alone, but by choice, this time. Her first few hunts would prove fruitless, either failing to find demons or getting there too late, but on her 7th hunt, she found purchase.

The demon was massive. A brutal, horrific creature, standing on hackneyed legs too thick-yet-too-long, bent like the joints of a hound. Its teeth were so numerous that they fought for purchase inside its mouth, some falling cockeyed out of its jaw, pointing at terrible, threatening angles. The hulkish creature saw her before she saw it.

Before Bryn knew what was going on, her leg was crushed under the beast's impossibly large form, its stomach skewered on the edge of her blade. Instinct took over, adrenaline pumped, fight-or-flight kicked in.

Bullets and screams rang out in the middle of the wasteland.

The next thing Bryn saw was the bed of a tented infirmary. A doctor and her nurse craned over the bed, worried--and curious--about her survival. Moving the bedsheet, mind muddled by painkillers, shock hit Bryn like a bus.

Her left leg was gone from the knee down. The nurse implored that he had done everything he could, having found her while travelling--scouting--ahead of his superior. The leg had gone gangrenous, and bone was practically falling out of her calf. Bryn roared in protest, wrapping her hands around his throat. Then, silence--the doctor tranquilized her.

Ophelia Jakkart and Koden Neils. For the next two years, the three of them roamed the continent, with Bryn hunting bounties for their clinic in return for free service, which she found herself needing often. During these years, her trademark shoulder-to-hip scar would be accrued, among a variety of smaller, less visible cuts and scratches.

They were relatively successful, the three of them. That is, until a demon caught them in the dead of night, in the middle of their camp. It was Koden's turn to keep watch.

He'd been drowsy since the day before, thanks to a particularly nasty cut that would've been prone to infection, thanks to Bryn catching the flu almost a week before.

Bryn awoke to the sound of Neils's death knell, bounding outside, gun in hand, stump in its stilt rather than her custom blade. This demon was sly; slim, clever, its eyes betrayed its intelligence. In moments, it was upon her; she plugged the creature full of holes, but it kept coming. Pushing her unstable form easily to the ground, it went for the deathblow; Bryn dodged away from its claws, long, sharp tines, but they made purchase on her eye socket.

Milliseconds passed before she realized the demon was no longer moving. Its head was perforated with the largest hole she'd ever seen, made by an egregiously large magnum. Turning her head, eyes tinted bloody, she saw Ophelia, her savior.

After that event, Bryn couldn't bear to so much as look at Ophelia, blaming herself for what happened to her nurse. As such, she took to the only road she knew--the open thoroughfare, setting out on her own once more.

That is how Bryn, the hunter, came to be. She searches to make reparations with Irene, and for revenge on every demon out there--

Especially the demons clothed in the guise of man.

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【Weapons/Tools and Magic】

Helter-- Her pistol. Not magical, just very reliable. It's a modified facsimile of a Glock-17, holding 20 rounds in a slightly extended magazine.

Skelter-- Her blade. This saber is an inch shorter than regulation, and a touch thicker than most longswords. The blade is inscribed heavily, and uses the blade's copper core to generate absurd amounts of friction, creating an unstable battery and electrocuting the blade. The hilt and guard is rubberized, as Bryn is a poor mage and tends to err on the side of caution when using anything magical. The outer blade is tempered steel, welded with the copper at the tang, surrounding the core entirely.

Crowsfoot-- This strangely designed leg blade is ever-attached to Bryn. Curved and bisected at the end, the lower end of the prosthesis is punctuated by a small knife, allowing Bryn to use her still-working knee to apply enough force to dig into sandstone and grip onto steep inclines. It is inscribed such that it can also provide small spurts of energy, fired out of three cones on the back of the prosthetic. While nothing incredible, it can help Bryn balance in air, and increase the length of her jumps. This thrust is achieved by creating a temporary vaccuum in the tubes, and then rapidly venting its intake. It repeats this process as many times as Bryn needs it to, providing rapid minimal thrust. This is used in conjunction with the claws and hook of her boot, allowing her to climb sheer surfaces.

Jersey-- The skull of the first demon she'd ever killed. With the help of Irene, she had it cleaned and inscribed--the runes do nothing more than glow ominously, using the marrow like phosphor. It's really spooky though, for real.
Hidden 10 yrs ago 10 yrs ago Post by Cyanide Sweetie
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Cyanide Sweetie DarlingOfDecay

Member Seen 9 yrs ago

Character Theme - Bubblegum Bitch
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Face

Clothes

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Full Name
Penelope Ivette McKrackin
Alias

Poe
Gender

Female
Age

20
Sexuality

Straight
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Personality

She is a firecracker, loud and rowdy Poe thinks shes hilarious and doesn't care if anyone else laughs at her jokes. Shes snarky and has a mouth like a sailor. She has a cute complex a mile wide so if you remark on her small stature or her cherubic features she will flip shit.

Poe is short. Only 5"2, shes got a curvy figure. Her hair and skin look like they have literally been washed out of color. She has jewel green eyes. Often wears warpaint to make herself look more like a bad-ass. She carries around a large backpack and also has pouches attached to her waist to hold her goodies.


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History
Poe is from an middle upper class family in the capital. The younger sibling with her older brother being all great and shit her parents were constantly on her case. Well, on a school fieldtrip that were examining the outer regions of the capital they visited a mine. Poe fell in love, The way the very ground would tremble as the explosives were set off. It hummed with power, she couldnt get enough of it! After hashing it out with her father who insisted that 'No daughter of his would be some grubby mine worker." Poe decided to go with the only other career that would let her blow shit up, bounty hunting.

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Weapons/Tools and Magic
Poes got a thing for explosives. She steals explosives powder from the mines and always has a large amount on her, she has the equipment to lay land mines, explosive trip wires, hand grenades, or anything else that will let her make things go boom.

As you can imagine explosives are not ideally a close range weapon. Poe carries around a battle ax with her for when the critters come crawling a bit too close. Though she has a bad habit of throwing the ax so she has developed the ability to improvise often resorting to her fist, she loves brawling but as you can imagine it only goes so far when shes on the hunt.

Poe has a slight infinity for fire. It started off with her being able to snap her fingers to light wicks from afar. Then when she found herself in a sticky situation she learned that she could encase her fists in flame giving her punches some more 'fire power' (she thinks she's funny). Her newest little talent is her ability so rain small fire balls down on her enemies. Seeing that she has only currently been able to get them to be roughly the size of golf balls it doesn't exactly differ the demons.though it does lend a helping hand to all the explosives she littered on the floor. She has the habit of calling this power 'great balls of fire!!'.

Hidden 10 yrs ago Post by Mike73
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Mike73

Member Seen 5 yrs ago

Character Theme - Soul Drive
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Full Name
Ray Donton

Alias
Reid

Gender
Agender

Age
26

Sexuality
Bisexual

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Appearance
They are 5"8 with a lean build. It isn't apparent what gender Reid is, and even their voice sounds androgynous and even-toned. Though, they personally think of themselves as without having a gender anyway. They have long brown hair that they keep in a pony tail that reaches just past their shoulders. They have hazel eyes, though they wear protective goggles which makes it hard to tell. For clothing and gear, they wear a brown jacket and brown pants, with multiple pockets in both articles of clothing where they store most of their tools, as well a black cloak that's mostly useless and self-admittedly really only worn to make them look cool. Underneath their clothes, they west protective vests, leggings, bracers, and padding.

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Personality
Reid is very fun-loving, and treats their job as a bounty hunter pretty much as a game. They are flashy and over-dramatic, and love leaving lasting impressions on people. However, they can be mature and professional when the time calls for it. If they become completely serious, something has gone gravely wrong, and all of their concentration goes towards getting the job done and making sure they survive.

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History
Reid is a little more simple than most. They don't have a tragic backstory, or something in their past that still affects them. They've lost people they care about, just like everyone else, but Reid has simply come to accept that as a way of life. They've realized life is too short to not enjoy, so that is exactly what they do. They have fun fighting, so becoming a bounty hunter was a no brainer as a career choice.

As they are not very physically imposing and are not too skilled with magic, they rely on their mobility, speed, gear, and technical know-how to gain the advantage in battle. They took on many apprenticeships in order to learn how to use the abilities they have effectively. They are by no means a master at what they do, and it has taken many missteps and failures to even reach the level of ability they now have. They are continuously trying to improve themselves, and will stop at nothing to become stronger in their skills.

As for their reputation...well, they definitely have one. Reid is known to be very eccentric, but their skills have made them desirable to hire. They love to leave impressions on people, plain and simple. Even if they're known as "strange", they figure it is better for them to be known as strange than not be known at all.

At the same time, Reid likes to put on an air of mystery. Probably the most mysterious thing about them is the topic of their gender. The most common answer to questions about it is "Does it matter?" Though those more interested and persistent learn that they just don't wish to be defined by gender and instead be defined by what they can offer. For all intents and purposes, Reid doesn't even believe themself to have a gender.


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Weapons/Tools and Magic
Weapons:
-Twin Vipers: Auto-Fed Revolvers. Reid has modified a pair of revolvers to automatically reload themselves from a chain of bullets wrapped around their body, commando style. This allows them to continuously fire the two powerful guns without having to stop to constantly reload. However, this makes having to refill the ammo chain take a very long time once all the bullets are used.

-Mighty Number M9: A simple backup pistol Reid uses in case they run out of ammo for the Twin Vipers. It holds a decent amount of bullets at ten per clip, and though it isn't as powerful as the revolvers, the accuracy is much better, and getting shot by it is still deadly.

-Axe Cleaver. A left-handed deadly weapon that can cut through flesh with ease. Reid doesn't go into close quarter combat often, but when they do, their Axe Cleaver is sure to be equipped.

Tools:
-Grappling Hook Gun. Mounted on their right arm is a retractable grappling hook that they can fire with the flick of a button press. It can be used to pull Reid to high and out of reach areas, as well as be shot at an enemy to impale them.

-Smoke Bombs. Simple grenades that cause a smoke screen when they explode. Reid uses them for stealth attacks, as well as to allow for quick get-aways.

-Shrapnel Grenades. Homemade grenades that cause minimal explosive damage, but cause large amounts of miscellaneous shrapnel to be spread across a wide area. The initial shrapnel blast upon explosion can cut and slice its victims, though it's main usage is to block off areas. The shrapnel is sharp enough to cut through shoes and tough skin upon being stepped on.

Magic:
-Wind Boost. A magic spell that allows Reid to be blown about with ease. They most often use it in tandem with their Grappling Hook Gun to give them speed boosts when being pulled to areas by the hook. The spell can also be used as an air recovery technique.

-Air Blast. A defensive spell that blows a mighty gust of wind in all directions, blowing nearby enemies away from Reid. It's mainly used to give Reid some breathing room in case enemies get a little too close.
Hidden 10 yrs ago Post by Fat Boy Kyle
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Fat Boy Kyle

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Hidden 10 yrs ago 10 yrs ago Post by GhostReaper
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GhostReaper

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Hidden 10 yrs ago Post by Araby264
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Araby264

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Name: Rose Storm
Alias: Red.
Gender: Female
Age: 22
Appearance:
Personality: To her friends Rose a Storm is mostly laid back with a joking demeanor, with strangers she's cordial, but breif, and to her enemies... Well most of her enemies are dead. Rose is a very adventurous soul, she will find and seek out dangerous bounties just for the fun of it, she loves the feel and rush of danger and the excitement of the life she leads. If you were to speak to her in normal conversation you would say that she's a happy, fun loving person.
But as soon as she hits the battlefield she becomes as savage and angry as the demons she fights, and it shows in her fighting style, a mixture of small arms fire and mele combat (mostly leaning towards mele)

Weapons:
Rebellion: Double Handed broadsword she usualy wears across her back. It has some slots for crystals (currently empty) and it has a matching bracelet. The spells on both the bracelet make it so that the sword will always find its way back to whomever is wearing the bracelet more like a missile and a homing beacon than a magnet.
Ivory & Ebony: her matching pistols. One is black and one is white. (You can probably figure out which is which.)
The Iron fist: A large red gauntlet that she usually wears into battle. It comes up all the way to her elbow and has a slot for crystals (empty at the beginning) the spell woven into it makes the gauntlet push back anything that the user punches it with with more force, causing the punches to be stronger.
Magic: She has skill and practice in the inscribed magic that has been described inside her weapons, and she can cast the rudimentary elemental spells with crystals.
History: Rose is from one of the many over crowded orphanages in the Capital. She was used for free labor in order to fix and keep maintenance on the many things that broke In the Capitol. People also looked down and sometimes even hated her and her fellow orphans because of the strain they put on the Capitol's resources. Some said that they should use them as bait to lure the demons away from the small towns being attacked outside the Capital. when she turned twelve she had grown enough to realize that she'd had enough of the hate and spite, so she ran away. She was alone and fending for herself for about a day when she realized that maybe there were things worse than the Orphanage, but she had to much pride to go back. She stole food from the markets to get by, running and weaving through the massive crowds to get away from the police. One day though, she was caught. and as the police were literally dragging her away, a woman ran up, distraught, picking Her up out of the police's grasp and hugging her tight.
"Oh, my baby! When I said we needed to get more food, I didn't mean to steal it!"
Rose was still trying to figure out who this woman was and why she was hugging her, when the woman turned to the police, thanking them for catching her and promising them it would never happen again, and saying what a horrible parent she was. The police grudgingly let Rose go on the condition that if she were caught again, there would be absolutely no mercy.
As the police walked away and Rose was able to get a look at the woman she saw her ginning at the police man's back.
"Idiots."
The woman then proceeded to tell Rose that she was a bounty hunter and that her name was Araby Storm, and that she was in need of an assistant. someone to clean her weapons and tidy her bags, things of that nature. She also told Rose that if she took Araby up on her offer, that she would be outside the Capitol, possibly in danger every second of the way. Rose excitedly agreed and that was that. Rose left with Araby the next day to go outside the walls. For the next few years Rose kept up with her benefactors weapons and equipment, always making sure that everything was as precise as could be. When she showed interest not to long after that, she learned the tricks of the trade from Araby, learning how to fight, walk, see, and even think as a Warrior.
And soon after that, Rose was taking on her own Bounties, fighting right beside her mentor. It was her dream come true... until the accident.
Hidden 10 yrs ago Post by The Wanderer
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The Wanderer

Member Seen 5 yrs ago

One surly 'wanderer' coming up.

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