Skills: -Culinary Arts -Piano -Sleeping Around -Sociability -Procuration and Management of Financial Prospects -Etiquette
Abilities: Gravitational Magnitude: 0-20 m/s2Akira can only manipulate gravity to an extent, but there are always limits to magnitude. The average gravitational pull on Earth, or the “standard gravity”, is 9.8 m/s2. The closer to 0 m/s2 the gravity becomes, the more force Akira must exert. At his current mastery, he can lower the gravity to close to 1 m/s2. On the other hand, increasing the gravity is somewhat easier as it can be more easily visualized as a pulling force. Akira can increase the gravity of the Earth up to 20 m/s2 (To set a point of reference, Jupiter has a gravity of 24 m/s2 and would be ridiculously difficult to move upon but would generally fail to cause stress fractures unless bone integrity is especially low.). He can also generate up to 5 m/s2 of gravity without an original source such as the earth.
tl;dr - Akira can manipulate gravity with a limit of 0 m/s2 to between Saturn and Jupiter’s gravities.
Quagmire- Akira increases the gravity in the area of his target, making the effort required to move a few times greater as 100 lbs turns into 200 lbs. Lifting limbs, maneuvers, acrobatics, etc. become a great deal more tiresome, if even possible.
Singularity- Akira creates a gravity well within his line of sight or spatial comprehension that has differing levels of strength depending on Akira. Maximum strength and range at 5 m/s2 and 30 meters (98 ft). This is Akira’s specialty as he can slightly manipulate his movements as well as the movements of others with singularities, causing his fighting style to be extremely unpredictable.
Suspension- Akira decreases the gravity to the point that an area maximum of 30 square meters maintains a strength of gravity significantly less than the moon’s. 100 lbs becomes 10 lbs.
Weapons:
Constructed of heavy metals centered around a thick sheet of uranium, it weighs close to 47 lbs. Worn on Praeth’s back with a black leather sheath.
Personality: Pleasant. Akira fits in with any crowd and is generally very agreeable. He sets the world of the Gryphes on one side, and his own world on the other. In his own world he is lazy and easygoing. He hangs around various communes without any goal beyond relaxing and enjoying himself. Even in his own world, he is belligerent if someone wrongs him, and he does not hesitate to punish those around him for their transgressions.
Where Akira is belligerent while off-duty, he is ruthless when it comes to matters regarding the Gryphes. His methods are often lacking in empathy to anything but his aligned interests, and apathy to morals takes a prominent role in a majority of Akira’s actions. When it comes to killing, Akira can be described as nothing other than wolfish and predatorial.
The one thing that is shielded from his cold countenance is that of his house. He will sacrifice every cell in his body to protect fellow Gryphes, thus he is often looked upon with a sort of ‘big bro’ attitude.
History: Since Akira was born, he was raised with endless nourishment and opportunity as the son of a prominent figure in House Gryphes. From the ripe age of 3, Akira was already geared towards a combative role in life. Growing up, he received rigorous training in both long-range combat as well as short-range combat, and as he developed, Akira’s ability to manipulate gravity became more and more prominent, thus he was often trained where he was forced to manipulate gravity to survive.
Carrying out jobs by the time he had turned 12, Akira’s proficiency to kill was nearly disturbing. His first kill barely irked him and he only became more professional as time passed. With each kill, he began to enjoy the hunt more and more and he became the leading contract killer in House Gryphes. As he quickly rose through the ranks and proved himself, he soon became the direct underling of the House’s leader. As his position rose, so did the responsibilities, and he had to learn not only how to better fight, but also how to manage finances and practice diplomacy.
Akira, if anything, always adapted quickly and took his responsibilities on in stride. From his current position, he serves with utmost dedication to the point that he must be told to go on break.
This is a neat game you have. Gangsters are cool. I have a question about the setting, though. Why is a European mafia so heavily based in Japan? Japan has a long history of closed borders and xenophobia. Even today there's very few foreigners. Wouldn't it make more sense to base this off of Japan's own Yakuza?
On top of that, why does a European organization have its base in Japan and not Europe?
Also, how does Allicornia sustain itself financially if it doesn't do mafia stuff?
We'll start when the bosses and lieutenants get their sheet up, if not everyone.
I'm currently working on my lieutenant atm.
The European mafia isn't really based there, the two houses are just parts of a European mafia's Japanese branch. The European branch is obviously stronger.
Alicornia DOES do mafia stuff, but at a much lower level than Gryphes. I can see Alicornia do the "dirty" jobs for the police and getting paid under the table.
Crystal Color: Souma's crystal is primarily silver in color, with many specks of other colors.
Allegiance: House Gryphes
Rank: Boss
Skills: -Leadership -Hand to hand combat -Speech -Negotiation/Diplomacy -Tactics/planning
Abilities: Souma is able to control a number of elemental magicks, including fire, water, earth, air, and darkness. He is sort of a jack of all trades, and a master of none when it comes to this, as he is not very good at managing these in their raw forms. Souma makes up for this with an ability to easily summon and control elementals, which are essentially sentient energy. These elementals can take up a number of sizes and forms, though, the larger and more complex the elemental, the more taxing it is on Souma. He tends toward liking fire elementals the most, and steers clear of summoning dark elementals, as they tend to be the most taxing. Souma cannot control the forms the elementals take, he can only call them up using his own magical energy, which is basically food for the elementals, which allows him to control how large they are.
Weapons: Souma doesn't like carrying weapons on him, though he does occasionally have a dagger. He trusts the rest of house Gryphes and his elementals more than he does a piece of metal.
Appearance:
Personality: Souma is a respectful, and respectable person. He trusts everyone in House Gryphes, and treats them as close family, though he is not afraid to end someone if they turn on his trust. It's easy to say that Souma took after his father and became a very respectable leader, using the camaraderie of House Gryphes to push them forward, rather than intimidation and fear. Though, Souma is still rather young, and the stress of leading something like House Gryphes does tend to get to him. Don't be mistaken though, Souma definitely has a pretty good head on his shoulders.
History: Souma has lived his entire life as a member of House Gryphes, as his father was the last Boss. For much of his early years, Souma was just a cute little kid destined to run House Gryphes. From the age of six, to the age of 18, he sparred with his father, or another member of House Gryphes every day. At some point he learned how to summon elementals, and mostly used it for fun, until he nearly burnt a forest down while out with his father. After that, he used that magic with extreme caution. On Souma's 19th birthday, his father had fallen deathly ill, which threw the entire house into a panic. After a few months of his father's sickness, though, the House seemed to be accustomed to it. The mood was somber until a full year later, when Souma's father, the Boss of House Gryphes, passed away. Souma had no other option at that point, he was the boss of House Gryphes from that moment on. Even during those sad days, Souma tried to keep everyone's morale up. After being boss of the house for 2 years, Souma finally feels at least slightly accustomed to being the boss.
Other: "You cross me, you cross House Gryphes. You cross House Gryphes, well... you're already dead."
Damn, I was thinking of introducing someone who was like 50 or 60.
Eh, alrighty then. I guess this will be fun. Going berserk, wrecking everything, questioning why I'm a monster and talking to an imaginary fiend who's an actual being.
Oops, I just noticed something. The only types of magic there are in the world is Fire, Wind, Ice, and Lightning, so Water/Earth/Darkness doesn't exist. ^^
Username: IncredibleBee Name: Toramaru Age: 58 Gender: Male
Crystal Color: A blazing red Allegiance: Gryphes Rank: Enforcer
Skills: Toramaru is naturally physically very large, and this allows him to overpower most people with relative ease. Even most martial artists can't beat him in a bout of pure strength. This is reinforced by his skill in street brawling, utilizing various punches, throws, and bodyslams to wreak havoc. Additionally, he's got a green thumb, and keeps a garden at home. Abilities: Instead of interacting with outer forces, Toramaru focuses his magical energy inwards, increasing his already monstrous strength to superhuman levels.
Weapons: A Japanese oak bokken, but it's mostly for disciplinary purposes. Most melee weapons would break under his strength if he fought with them seriously.
Appearance: Personality:Toramaru is a tough as nails, hotheaded enforcer. He doesn't take no for an answer, unless that no is "No I haven't snitched." Unless that's a lie. Then he gets mad. His patience is surprisingly thin, and he tends to only give people one chance if any. He's not so much a time bomb as he is a hurricane; his intense appearance hides an equally violent and fist-filled inside. He tends to yell more than speak, and punch rather than speak twice. Toramaru has few joys beyond fighting, his job, which consists mostly of fighting, and his beloved garden. Only another martial artist could hope to understand why he fights.
History:Toramaru was born a street tough, in and out of jail since his teenage years as a delinquent. But what began as juvenilie delinquency soon became adult delinquency, and the unnaturally tough Toramaru gained a reputation as one of the most ferocious brawlers in the back-alleys of Tokyo, fighting with little regard to whatever punk he beat. After some number of years, he was recruited into the Gryphes as extra muscle, only to discover his magical attunement, and, perhaps unsurprisingly, how well it fit his repertoire of skills. His job here belongs in the streets, busting whatever heads need a severe concussion.
Other:I guess a theme song goes here? https://www.youtube.com/watch?v=iqPT26AH940