Hidden 9 yrs ago 9 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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Hidden 9 yrs ago 9 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Ando Asami
  • Age: 24
  • Gender: Female
  • Appearance: Dark red hair, light skin, dark red eyes. The jacket is dark blue with light blue trim, and the shorts are blue jeans.
  • Personality: The younger of the two daughters of the Ando family is usually a rather outwardly normal girl. She's friendly towards others, and not unapproachable. She tends to be somewhat talkative and general willing to be helpful to others. Of course, this behavior is only a fraction of Ando Asami's character. While she is no longer as close to the rest of her family as she once was, Asami still holds their ultimate ideal inside herself. Even if her belief in obtaining it has faltered, she cannot pass up the chance to reach the Origin of All Magic, the great repository of knowledge and magical power that so many magi strive for. As a mage, Asami is dedicated and intensely focused, taking some pride in her abilities as a practitioner of magic. Asami does not like killing but will do so if she must. It is not easy to anger Asami, but when something truly makes her angry there is little she won't do to put a stop to it. One particular thing that angers her is the abuse of magical power against the innocent mundane humans. Another is her sister. She deeply dislikes her older sister, Ando Toshiko, but only wishes for her to be punished as opposed to killed.
  • Abilities: As a member of the Ando family, Asami's affinity is Fire and she possesses a high amount of high-quality mana. Naturally, this means that she has the most skill in spells relating to flames, projecting them or igniting objects. While she does have a number of spells based on this, her most powerful offensive spells utilize a rather unusual technique. Instead of what most would expect from fire, Asami's signature fire spells form a bizarre flame with a solid outline. Sometimes it even boasts a blue or green coloration. This solid fire is projected into beams, unlike the flaming orbs or streams or instant ignition commonly used by other fire-using magi. These spells are based on an incredibly old technique, of the ancient magi of Babylon. Her family believed using such ancient magic may have pushed her closer to the Origin itself. Asami also boasts defensive spells and self-enhancement spells, allowing kicks and punches to shatter concrete and using circular shields to deflect damaging attacks. Among her unusual offensive spells features a shotgun blast of "solid" fire, thin beams of it, and a slow-moving "arrowhead". Of course, her most powerful technique is a creation devised from the ancient spells of Babylon.
    • Sainan no Hikari: Asami's most powerful spell, Sainan no Hikari is a deadly beam of "solid" fire. Igniting in her palm from a projected magic circle, the blast is so intensely not the heat cannot even be felt. It simply devastates all that is struck by it, but it requires a few moments to build up sufficient power. In addition, Asami cannot utilize mentalcasting for this spell, and must recite the entire incantation in order to utilize it. On top of this, it is highly draining when utilized even with her high levels of mana.
  • Skills: Asami is capable of mentalcasting, but she cannot apply this to her most powerful spells. She has some basic hand-to-hand skills, more than the average person, but otherwise is not particularly strong or fast. She can speak fluent English.
  • Equipment: Asami does not require much equipment for the casting of her spells, and as such carries very little.
  • Brief Backstory: The second daughter of the Ando family. As a young girl, Asami looked up to her older sister, who excelled in fire magic, and desired to do the same as her. Her family instilled their values into the girl, including the long-held desire to reach the Origin. Asami trained, even learning these unorthodox techniques from the distant past in order to, as her family put it, "draw closer to the Origin". Her older sister was secretly jealous of this, but did not make this outwardly known until much later and still remained friendly and loving. This would not change until Toshiko went to the Tower in London. At the Tower, Toshiko began to lose faith in her family's ideal(as well as being rather cruel to her classmates). As Asami went for her education there, Toshiko decided to denounce her family's ideal with the belief that it was no longer possible for modern magi to reach the Origin. Asami and the other members of her family were stunned, and then angered. The head of the family, Ando Genjuro, declared that such betrayal would be punished with death. It would be a few years before Asami could convince them otherwise, that Toshiko did not need to die. However, Asami still felt betrayed by her older sister, and wanted her to be captured and punished. This desire intensified when Toshiko killed a mage contacted by the Ando family to find her and destroyed several familiars. Still, there is an uneasy peace as of now. In those years, Asami came under fire from Argus Fi Nar Rel of the Tower, an accomplished mage who believed her more unorthodox fire spells were not proper magic. There has been debate in the magi community over this matter, almost as much as there has been about the White Cannon of Japan, Nakamura Kiyomi. Asami no longer believes as strongly in her family's ideal, but desires to remain closer to them than Toshiko. Still, to pass up an opportunity like the White Night of Klarsberg... there was no way she could.
  • Plot Role: Experienced


  • Name: Number Four, "Shi"
  • Age: 8, though physically she appears to be 15.
  • Gender: Female
  • Appearance: "..." Thanks a whole lot, @Rin!
  • Personality: "Shi" is very quiet. Looking at her, the natural assumption from her behavior would be that she is totally lacking in emotion. She rarely expresses herself in any fashion and her face rarely changes. Indeed, it seems as if she has no emotions and no ability to express them even if she did. However, this is not, in fact, the truth. "Shi" is indeed not one to express her emotions, but she does possess them. In spite of her nature as a living being designed to be a weapon, "Shi" enjoys reading and has a liking for cats. She is also very shy, having difficulties speaking with anyone aside from her creator or their associates. Even then, she struggles to speak freely and tends to fall into stuttering silence. She is easily flustered as well. "Shi", in spite of these less than threatening traits, kills with absolute zero hesitation. While she may question why internally, it is the purpose she was created for.
  • Abilities: "Shi" has limited magical abilities. This is intentional to avoid her being too versatile and therefore having a chance at somehow turning on her creators. Her affinity, as programmed into her body, is Air. Her spells are strictly limited and she is unable to learn more. Among them is a spell(Jet Point) to place a "jet" on the back of a projectile in order to make it move more quickly. Properly utilized this can even be applied to bullets. She is also capable of using displacement, though the object she is displacing must be "tagged" along with the location she is displacing it to. She can also use various spells to increase the penetration of both bullets and knives, supernatural enhancement to reinforce her attacks, and the usage of minor illusion spells in an attempt to hide her presence. The illusions can be pierced by magical interference relatively easily. She is also highly agile.
  • Skills: "Shi" is a highly capable assassin. She is instinctively good at stealth, instinctively capable in hand-to-hand takedowns, and instinctively able to utilize various forms of weaponry. However, she is not especially strong, which is why she uses weaponry or takedowns at close range. She is an excellent shot, but due to her low magic capabilities she generally must retreat to avoid being incapacitated or killed if she becomes caught in a fight with a capable magi. Without the element of surprise, her tactics become less effective.
  • Equipment: "Shi" carries on her person a set of knives and a pistol, along with relevant ammunition. She also possesses an enormous sniper rifle. It is a custom-made behemoth of a weapon, measuring a total of five feet in length and therefore being longer than she is tall. She also has access to a wide number of small explosives and some chalk to use for spells.
  • Brief Backstory: Number Four, referred to as "Shi", was the fourth attempt to create an assassin homunculus designed to covertly eliminate participants in the battle for the White Night of Klarsberg. Her predecessors either failed to properly awaken or were eliminated due to improper "programming". Her body was formed at seven years old, and she was "programmed" to be absolutely without mercy towards her targets regardless of their nature. She was treated as a weapon, and little more, though her creator did give her something other then cold indifference at times. When she performed drills and practiced magic effectively, she would be rewarded, and this became the only life she knew. Even when treated with affection she was still a weapon. Even when her creator was at her kindest and most regretful for the fate of "Shi"'s predecessors, the same did not hold true for her associates, who treated the homunculus as a thing who existed only to destroy those who would do battle for the White Night and afterwards would be discarded. Her creator was even colder at times. In spite of this, "Shi" listens to her creator, and even those supporting her who treat her as nothing more then a weapon, without fail. And so she has been sent to kill all of the other participants in the battle. Every single one. Witnesses, too, are to be eliminated.
  • Plot Role: Conflicted Antagonist
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Yoshikawa Miu
  • Age: 87
  • Gender: Female
  • Appearance: Appearances can be deceptive.
  • Personality: Humble, passive, and preferring the peaceful solution—all words that describe Miu’s exact opposite. She’s proud of her achievements, competitive in all things, and enjoys fighting far too much to the point of actively hindering her fighting capabilities to stretch it out. She also has a fanatical hatred of cheating and trying to gain something that you haven’t earned. Whilst this means that she looks down upon the mage families that have vast stores of knowledge and wealth to pass down, it’s much worse news for anyone taking part in the White Night or similar rituals (and vampirism, oddly enough).
    In Miu’s view, whether you want to reach the Origin or obtain vast magic, you’d better do it under your own ability. Simply going through the motions someone else set up? Abusing a font of knowledge that you can’t comprehend but lets you cast spells beyond your means? These are cardinal sins, and she the executioner to punish you. She sees it as a more moral option, too: who the hell wants someone willing to try a get-rich-quick scheme to have enormous power?
    Having something of an overdeveloped sense of fair play, too, playing dirty is a remarkably effective way to fight her—if you reject the single offer to back out of the White Night and pass the point of no return. Rather passionate and refuses to back down, too—once she’s decided to kill you, only running to another continent’s really a safe bet in this ritual.
  • Abilities:
    • Affinity: Improvement; something much in excess of her family’s normal affinity of Reinforcement and practised to an extreme. Aside from basic self-enhancement spells, Miu has directed it towards more lasting effects and outright alterations. One of her favourite tricks is to learn someone’s signature ability… then fight them with another version of it. If it can’t be copied, then she’ll just find a close analogue instead.
    • Body Improvements: Taking inspiration from vampires, and considerable time, Miu has outright enhanced her physical abilities to inhuman levels—as well as prevented her own ageing and gained regeneration. However, the regeneration is inferior to the actual undead’s… and she can’t get rid of the scar the process left without undoing it, either.
    • Right Eye: Worn underneath an eyepatch, generally, it’s apparently nothing but creepy darkness—unless you use some means of revealing illusions. She decided that hiding it was better than having one with inverted colours and a glowing iris. It can see through illusions, as well as the eyepatch it’s hidden behind.
    • Spells: Taking an approach of not really specialising in any single type of magic, Miu’s magical repertoire is uncannily large. Though she could probably pick spells deliberately to counter people, she tends to not use any in combat if it can be helped—or failing that, altering her sword in some way. Changing its size or weight mid-attack, altering the shape, shrouding it in magic, arcs of cutting light with every swing… if she’s not copying your own abilities, it’s probably just that. The majority of the rest of her repertoire? Spells affecting her own body temporarily, of course, though they generally aren’t going to do much her normal abilities can’t. Though hey, being larger or having more arms can be useful…
    • Skills: An excellent swordswoman and, as a mage, someone whose grasp of the more mundane side of magic (such as measuring, drawing, memorisation, and the like) is as close to mastery as can be reasonably achieved. She’s also, for similar reasons, better at cooking than one might expect.
  • Equipment: Not really feeling any need to prepare for the trip rather than once in Rokuro itself, all that Miu has brought with her is the sword and basic utensils. The sword isn’t terribly unique without magic, aside from being almost nigh-impossible to damage and sharp enough to cut anything unfortunate enough to even fall on it.
  • Brief Backstory: Despite being a gifted mage now, Miu started with very little to note—her family was hardly an established force and all they had going for them were ‘not alchemists’, which probably would have helped them out more. She refused to stay as ineffectual as her parents, however, after learning her affinity: if her magic was one of relentless improvement, then she’d just have to match it.
    It’s safe to say that she succeeded, with flying colours.
    It was only later on, more involved in international magic, that her dislike of those who relied on external measures to gain power became a strong enough motivation to get involved and shut these sorts of things down unless the person was able to prove themselves worthy… by being better than she is anyway. It hasn’t really happened.
  • Plot Role: Powerhouse Antagonist

Hidden 9 yrs ago Post by Dblade26
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Dblade26

Member Seen 5 yrs ago

Name: Isamu Igarashi

Age: 14

Gender: Male

Appearance: Isamu has light brown eyes, black hair that spikes out in all directions despite all of his attempts to comb it and sort of a relaxed but perpetually crooked smile on his face whenever he's in a good mood. Other than that he's fairly average in height and build for someone his age and normally dresses in his school uniform or else in casual, slightly unkempt clothes. In fact he tries to deliberately invoke 'ordinary' as much as possible in his dress and mannerisms and generally uses his appearance to play up his act as a completely average student hardly worth anyone's second glance.

Personality: Ever since he was small, Isamu has spent his time carefully cultivating an appearance as a completely ordinary if not outright mediocre boy in every way. He's easygoing and tries to be friendly towards most people he meets. That surface of friendliness aside, he tries to distance himself somewhat from other people due to being terrified of what would happen if people found out about his 'talent' and to that end is kind but generally non-committal towards others. He avoids just about all sports and extra-curricular activities that might get him noticed, and his hobbies tend mainly towards books and video games and he's especially fond of detective fiction, science fiction and fantasy as well as occasionally 'researching' random topics when he's bored. Partly because he spends so much time alone he has a somewhat overactive imagination and occasionally drifts off into his own little world. That said, he's actually rather clever and cares about people but would generally prefer to just keep living his ordinary life.

Abilities: Magic Trait-Increase Burner: Isamu's 'talent', actually a rather rare magic trait that allows for instinctive and instantaneous use of Self-Reinforcement spells. In short it is the innate skill to turn Mana directly into physical ability. Through use of Increase Burner, Isamu's speed, reflexes, strength, durability and agility can be increased to superhuman levels without the use of traditional magecraft or spells. While his physical traits can be exponentially improved instantaneously, Isamu's magic trait still draws directly from his Mana reserves. Therefore the bigger the increase is the more Mana is required and the faster he begins to run low on it.

Isamu is completely unaware of magic outside of his Magic Trait, but possesses the unusual Affinity of Glass. if he were ever to learn how to use his magic properly then apart from spells directly meant to effect or mimic glass, it would enable him greater proficiency with spells involving Fragility, Clarity and Reflection

Skills: Unfortunately, cultivating the appearance of an extraordinarily ordinary person means that Isamu has relatively few notable skills. He's smarter and more clever than he lets on, and time spent reading and looking things up 'just because' means he has a surprisingly wide amount of knowledge on various subjects, but it basically amounts to 'is better than average at knowing trivia'.

Equipment: Nothing notable.

Brief Backstory: Isamu Igarashi was adopted after an incident he can only vaguely remember resulted in the deaths of his birth family when he was very, very young. He ended up with a kindly if as far as he knows mundane family, and has basically lived a comfortably middle class childhood. He had spent a lot of time worrying about what might happen if anyone ever found out he was capable of superhuman physical feats, but for the most part he's never had much of an occasion to use his talent minus a few instinctive uses when he was much younger that his parents insisted he should keep secret. Ideas like fighting crime or righting wrongs with his ability had never much occurred to him, and for the most part both his life and his self-image have been that a of a completely ordinary guy.

What he has no idea of is that he's actually the child of two unusual families of Mages, and that he's about to be caught up in a world that cost his original family their lives.

Plot Role: Plot Magnet
Hidden 9 yrs ago Post by Krinos Solstice
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Krinos Solstice The Hopless Romantic / BKS Lead Sniper

Member Seen 8 yrs ago

Name: Kira Umezawa

Age: 21

Gender: Female

Appearance: "You dare touch me, pig?!"

Personality: Cold, calm, she hates men with a passion, is known to be a bit on the deceptive side. Kira's typically calm and collected, even when in a fight. Her hate towards men is a result of several different factors, most regarding her family, while one is more personal. It's due to this that she has decided to take up something men have done to plenty of women, deceive them. She's known to lead men on so long as she has something to gain from them, though she avoids any sort of physical contact with them. Were a man to touch her, they would simply find their entire arm severed by her sword. If that's not available, she would simply break their arm instead...and in several places.

Abilities: Kira's training began at her family home, but due to her hatred of men, she wound up completing her training in a temple far from her home. Kira's abilities were inherited by her family through generations. Mundanes have called her a priestess, though that is not what she technically is. In the world of magi, she is known as an Onmyouji. Her blade, which is imbued with spirit magic, is able to imbue itself with the strength and abilities of the spirits Kira carries with her. Her armor is also imbued with the same magic, though the armor cannot absorb spirits, as it has one bound to it already.

Skills: Depending upon the spirit, Kira's skills can change. Her basic skills remain the same though, such as parrying or striking. Flame Spirits enable her physical strikes to set things ablaze(provided they're not fireproof, of course.), she is also capable of conjuring up and launching fireballs at mid-long distance. Water Spirits imbue her with the ability to conjure jetstreams, which are able to be used at any range, however their effectiveness is varied based on the distance of the target. Air Spirits imbue the blade with the ability to unleash strong gusts of wind with each swing, along with imbuing Kira with the ability to conjure up a tornado. However, this requires her to charge up the spell for quite some time. Earth Spirits imbue her with the ability to conjure up a wall of earth and also conjure and fire stalagmites as projectiles from mid-long range.

Equipment: Heirloom Magic Sword, Heirloom Spirit-bound Armor, four scrolls containing one of each elemental spirit. She carries a small bag containing some food, but mostly objects that allow Kira to place spirits into.

Brief Backstory: Kira's history with her family is not entirely known, as she has not been exactly open with anyone about sharing the details of her life, or even herself for that matter. What is known though, is that she comes from a family of onmyouji in Japan, though where exactly is currently unknown. During her first year of training, Kira bore witness to what the men of her family did to the Mundane women, treating them as nothing more than servants. She had instantly come to hate all men, along with being disgusted with her family due to this, and promptly left her family home in search of another means to complete her training. It wasn't long before she came across a temple that could help her, they trained her in multiple ways of using her abilities, though she found sticking to her family's traditional ways to be best. Nearing the end of her training, she heard rumors of the White Night around the temple. Recalling a story her mother had once told her about a White Night she had been in, the rumors of another one coming up intrigued her. She knew many magi would come from near and far to participate, along with all sorts of other magical beings, it was likely a few would try and survive together. Others would try and win for their own reasons, and maybe a few would try to kill everyone outright. That was good and all, but being who she was, she didn't need friends. The spirits made for far better friends than people did.

Plot Role: Loner
Hidden 9 yrs ago Post by Matsuri
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Matsuri procrastination station

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  • Name: Kana Yamaguchi
  • Age: 25
  • Gender: Female
  • Appearance: Kana is a a tall, pale young woman with glossy, chin-length black hair. Her eyes are a teal green, and have been noted to be her best facial feature (since it stands out drastically from her hair and skin). Her slim, physically fit body and above average height for the normal Asian woman (measuring in at about 177 cm) causes her to be often mistaken for a man, although her facial features seem to say otherwise (a little). She often wears a long black trench coat and a grey scarf.
  • Personality:
    In the eyes of the public, Kana is a calm, levelheaded individual. She seems very observant and patient, and her cool and suave nature seem to infatuate a majority of people she meets. Her normally patient nature makes her able to interact with almost anyone, whether they are overly quiet or extremely loud. She also tends to back away from verbal conflict or small fights and only really gets herself involved when she thinks its necessary, preferring to watch on the sidelines. It takes quite a lot to provoke Kana, as her warm and relaxed nature prevents many from doing so. She tries to be friendly in front of everyone, even her enemies, although acting like that is displayed in a more teasing and almost provocative tone. Kana can also be a bit flirtatious and cheeky on occasion, but that's only during… certain situations.

    However, all of this kindness is really just an act. At heart, Kana's cold, manipulative and ambitious, and will get what she wants, when she wants. Her acting skills can be incredibly convincing, and the reason she doesn't get involved in too many fights (unless she is forced to) is so her mana isn't wasted on pointless mage battles. She watches people with her incredibly observant eyes and uses her smarts to swiftly take down her opponents. Her callous behaviour is best left hidden under her cheerful mask, though; you really wouldn't want to get on the wrong side of Kana Yamaguchi.
  • Abilities: Her Yamaguchi lineage has blessed Kana with the affinity of water and large amounts of mana which makes for a pretty formidable combo. Although the quality of said mana isn't all that special, her knowledge of water spells and control over them gives her a slight advantage. In stark contrast to her personality, Kana's water spells can be rather… extravagant. She often produces large waves of water and uses them for various purposes. Her usual offensive attacks consist of using these large waves of water to hit the opponent with great force.
  • Skills: Even though she has some knowledge and experience in hand-to-hand combat, Kana doesn't particularly excel at it, preferring her use of long distance water attacks instead. Kana is also a very good actor and is able to fool most people quite easily.
  • Equipment: A simple dagger if someone gets too close.
  • Brief Backstory: Like many other families, the Yamaguchi's have been competing for the Origin of All Magic for centuries. Despite this, this family always seemed to be lagging behind, retreating back with many sore and crippling injuries. 'A reckless group' is what they were often referred to, since they would always rush in with large attacks even though they possessed little mana. Because of this, the Yamaguchi's weren't very successful, getting destroyed time and time again by other different families.

    Many years prior to Kana's birth, her great grandparents Takashi and Fujiko Yamaguchi met, eventually getting married a few years later. Fujiko was a mage with great potential, as she was born with large amounts of mana, but an illness prevented her from developing her abilities as a child. As soon as Fujiko had given birth to a child with a slightly larger mana pool than the rest, the Yamaguchi family saw this as their chance to make a comeback.

    It took many years to produce a child with a mana pool large enough to meet the Yamaguchi family's standards, and during that long time period they decided to dedicate their time to training children up so they'd have a better chance of producing more powerful offspring (instead of heading off into battle for around a century or so). Even if it took three to four generations do so, Kana was their best end product.

    At a young age they taught Kana how to be sly and cunning, and how to fool her opponents with words rather than fists. They wanted her to be able to fool her enemies with literal surprise attacks, making her put on an 'act' or a 'mask' whenever she was around other people. She learned how to lie effectively, act effectively and manipulate people to do her bidding. Kana would eventually develop into the Yamaguchi's dream warriror; smart, manipulative and someone who can still pack a punch.
  • Plot Role: Charmer
Hidden 9 yrs ago Post by Raineh Daze
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Raineh Daze

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  • Name: Saotome Ami
  • Age: >500
  • Gender: Female
  • Appearance: Older than she looks.
  • Personality: Ami's a rather relaxed person: she enjoys meeting new people, taking time to paint, and nowadays watching TV. However, she's got a resolute moral core and a sense of duty with her abilities--as bad as vigilantism is, the vampire can't stomach sitting by and doing nothing. This desire to help people is why, despite her age and lack of interest in the actual result, she continues to participate in the White Night every time it occurs--not to mention that she promised she'd keep an eye on it.
    Capable of being friendly to anyone.
  • Abilities: For one, Ami's a vampire with all the advantages and disadvantages that come with it. Secondly, she's had a long time to work out what her Night affinity is good for. Notably, she has a spell that allows her to function in the daytime despite that normally being a no-go. Her favoured repertoire also includes contact spells to put someone to sleep, or influence the emotional state of a target. Due to some overlap with other affinities, she's also not half bad at illusions.
    If combat actually needs fatal damage, however, she's reliant entirely on common spells that, filtered through her affinity, look somewhat terrifying. Unrefined magical damage on a touch--not necessarily by her hands--is her bread and butter if it comes to that.
  • Skills: Combat-wise, not all that much: she can dodge vastly well, but her idea of actual mortal combat relies entirely on simply touching someone, so her offensive skills tend not to employ much of the strength that she could use. She's got huge amounts of practice at her current and previous mundane jobs, at least. And painting.
  • Equipment: Seeing as she's on her home turf, Ami's very well stocked on the magical equipment side of things, though her actual use of items when it comes to it is pretty minimal. Her bar, however, is very well prepared for anyone not expecting a literal siege. Aside from being quite a resilient piece of property and notably smaller than its neighbouring buildings, it has floorboards with runes on the underside... that simply put to sleep anyone on them that starts a fight. Various structural components likewise cause a minor illusion that obscures talk of the magical from anyone without at least the potential.
  • Brief Backstory: Over half a century ago, out of memory of any western magic users or those interested in the White Night, a vampire came to the small settlement that evolved into Rokuro. Their stay didn't really have much impact--except on one of the girls living there, who continued to rely on accommodating travellers for years afterwards, whilst the settlement grew.
    Things changed for Ami when the first westerners to arrive in the place were able to take note of her oddity and, when the ritual's real time-scale became apparent, enlisted the local undying girl to keep an eye on it through the ages and to stop it spilling out into the public. A few even spent some time teaching the vampire basic magic so that she would stand a better chance over time.
    Thus, over the centuries, Ami has become essentially a fixture of the White Night--stepping in where possible if things are getting too heated to keep it secluded. She's also moved into explaining the scenario for anyone that might happen to just... stumble onto things or enter with incomplete knowledge, though her more pressing concern is trying to prevent the more moral participants from getting killed off and encouraging their success.
    She moved out of the hostelry business and now mostly runs a bar, one that still functions as an effective neutral zone and refuge for the White Night: no matter if people were mortal enemies half an hour ago, they'd better not start anything on the premises. It's also one of the few public places in the city where the supernatural can be openly discussed without spilling everything to the public. There are, however, rooms to rent--all conspicuously free now that the ritual's starting, though they have an unmentioned cost...
    She's never actually left Rokuro.
  • Plot Role: Veteran
Hidden 9 yrs ago Post by Zealous Blade
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Zealous Blade The Soul Survivor

Member Seen 5 yrs ago


  • Name: Norvell Perard
  • Age: 33
  • Gender: Male
  • Appearance: Norvell is a tall light brown skinned man with a long, oblong shaped head that is shaved, the only hair on it being the goatee on his face. His facial features are chiseled and his small eyes are brown. He prefers to dress in high class attire with his usual outfit consisting of a red sweater, black pants, and a long black long coat
  • Personality: A man guided by his objectives, Norvell focuses primarily on penultimate outcomes when making decisions and seldom dwells on the implications of the steps taken to reach them. If people happen to die along the way then oh well, life wasn't promised to last forever. He believes that the ends more than makes up for the means, and as long as his cause is just then his actions performed in the name of that cause are also just. He vehemently refuses to entertain those who try to reason with him otherwise. He is an adamant man who is reluctant to allow his ideals to be tainted by outside influences. To Norvell nothing nor nobody should ever take priority over his "destiny" whether they be family, friend, foe, or his own physical limitations. He is selfish without shame and probably wouldn't take time out to help another unless he can further his own goals in doing so. Then again, in his mind achieving his goals will help bolster mankind. So what if he forgoes saving a few lives? If he accomplishes what he sets out to do then millions will surely enjoy paradise.

    Norvell's goal - or rather his "destiny" as he prefers to call it - is to effectively establish balance in the world. He believes that there are many powerful forces which have upset this balance and that they must be weakened to stabilized the world's order. Likewise, he also believes there are entities which aren't strong enough and he wishes to empower them to a point which he feels is appropriate. Third, Norvell thinks that the relationship between humanity and nature has been in steady decline throughout history and that if he can somehow renew this relationship, then mankind will be guided onto the right path. If any part of his "destiny" fails, then Norvell stresses that mankind would inevitably find itself on course to its own decimation. In reality, Norvell's ambitions are vague and they may only make sense in his head. That won't stop him from pursuing them nor reaching only thing that can bring them to fruition - the Origin of all Magic.
  • Abilities: Norvell's affinity is for earth and his abilities center on utilizing the land around him to perform spells. Norvell does not have the capability to materialize earth and must have a source of land around for his abilities to be of use. In scenarios where there is little to no land available for him to manipulate, such as being out at sea, Norvell's strongest spells would be of little to no use. Norvell's application of his earth affinity is versatile and he can utilize spells for offensive, defensive, or supplementary purposes such as immobilization of opponents by using land to trap their limbs. Offensively, Norvell can shape and project earth towards enemies whereas defensively he can use the land to create barriers against incoming attacks. Commonly, at the cost of his mobility, Norvell will partially encase his own body with earth for protection.
  • Skills: Norvell is a competent martial artist and can hold his own in hand-to-hand combat. While he is no marksman, he also knows the basics of shooting a firearm. He is also well versed in history and cultural anthropology. In addition to English, he can speak Haitian Creole, some French, and has a developing proficiency in Japanese.
  • Equipment: Norvell carries no noteworthy equipment as he relies on his hand-to-hand combat skills and magic in battle.
  • Brief Backstory: Throughout his life Norvell has witnessed firsthand the corruption of those with too much power and the uselessness of those with too little. He himself weak and powerless, he sought to become stronger so that he may one day change this dynamic. As a youth revolution became his ideal and he developed his own warped version of the social contract - people have the right to overthrow those with authority over them but they also must possess the means necessary to do so. If not, then that authority has the right to crush the rebellion and continue its oppression. Therefore, Norvell came to believe that the authority and the people under it must possess reasonable amounts of strength to keep each other from gaining too much control. Being apart of a weak and disrespected family made him an outcast among his peers which fueled the birth of ideology. He may have never come to accept it, but it is entirely possible that his ideals were conceived by his desire to gain at least the tiniest bit of recognition and self-worth. He came from a disgraced lineage and it didn't matter to most if he didn't reach his potential. So, he was going to enforce change in the order of the magical world and make it a place of equality.

    Norvell's desire for change did not apply only to the magical world but the mundane as well. Growing up he watched as people all around him became manipulated by the distractions of the modern world. He felt that these people had lost their freedom and sought to break the chains that bound them and himself. He worked harder in his training and despite his struggling he made enough progress to become noteworthy among his family which wasn't much considering how low the esteem they were held in was. He studied, acquired knowledge, and when he became of age he left home on a journey for he felt that he needed more than book knowledge to reach his zenith. He needed to gain a true understanding of the world he lived in which could only be done by seeing it. With little resources other than the novice skill he attained, Norvell put his family behind him and instead took up the life of a vagrant. He came to learn of the upcoming White Night of Klarsberg through his travels and while he originally didn't think of reaching the Origin of all Magic, he couldn't think of a better instrument for change. Norvell knew that he had to reach the Origin of Magic. No, the world needed him to or else it would fall apart.
    Plot Role: Morally Grey
Hidden 9 yrs ago Post by tanderbolt
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tanderbolt Time is the substance I am made of

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Name: Tetsuo Soeno

Age: 29

Gender: Male

Appearance: Tetsuo is a big man, owing to both the muscles built from his training, and the fat he gained from his large appetite. He keeps his hair short to avoid getting in the way, and his most common facial expression is a smile. His usual casual outfit is a long-sleeved jacket and jeans, but he wears his armor underneath if he suspects that there might be trouble. He makes sure to keep all of his clothes well pressed and washed because he believes that not doing so would be showing laziness.

Personality: Tetsuo is full of enthusiasm and always ready to make friends. He loves hard work and trains seriously, but also makes sure to help those weaker than him. To him, fighting and getting strong is about improving oneself, and it should never be about showing dominance. When it comes to serious disputes, he tries to talk things out first and build trust between people, only using violence as a last resort. The death of his brother has been stressful for him, but he still believes that the best way to solve it is by reaching out to others and working as a team, instead of acting like a lone wolf who trusts no one.

Abilities: Because of his virtually nonexistent spellcasting, Tetsuo fights with his hand to hand skills and academical devices. He tries to avoid making pure weapons, and tries to give his devices functions that would be useful in peacetime.

Skills: Expert hand-to-hand combatant, using a style mostly based on boxing and wrestling, but also featuring elements of judo and jujutsu. Mechanically minded and good at repairing nonmagical objects along with his alchemical skill. Also has some knowledge of physiology that he picked up over the years.

Equipment: As an alchemist he has a number of magical items, but only a few are useful for combat

Gauntlets of the sky: His primary offensive weapon, they greatly enhance his strength and the force of his blows. They also can magically adhere to surfaces, giving him an incredibly strong grip.

Armor of Ablation: For protection he wears a piece of armor with a hexagonal pattern. It’s designed to absorb blows by sacrificing pieces of itself. As a result it provides good protection for short periods of time, but gets worn down with repeated blows, leaving him unprepared for long fights.

Boots of the earth: These boots have two modes when engaged. They can either anchor him in place, or give him a quick burst of speed that propels him a few meters in straight line. A burst of speed requires energy, he can store enough for three bursts at a time and it takes several seconds to recharge.

Brief Backstory: Tetsuo’s family line has a lot of mages in it, but none of them were known for much except stubbornness. Their mana is weak and they harbor a lot of resentment towards the rest of magical society, who tend to look down on them for their low status. Tetsuo avoided practicing spells and focused on training his body and his skill at crafting magical objects, because he didn’t want to train his hardest only to see someone from a better family line surpass him due to genetic superiority. He never bothered to get a stable job, instead supporting himself by selling magic objects and doing other odd jobs. His RV is the closest thing to home he has. Tetsuo made friends with other magicians but stayed out the competition and politics, unlike his brother Kotetsu who was always looking to get as involved as he could. It was his Kotetsu’s dream to participate in the White Night and finally bring respect to their family. Tetsuo helped by making gear for him and training with him, but he still thought it was a waste of time. One day, Tetsuo came to visit him in Rokuro, hoping to help finish his final preparations before the White Night and deliver the last pieces of a weapon they were working on together. When he arrived, Tetsuo found that someone had murdered his brother, and stolen the parts of the weapon. He’s determined to find the culprit, but he knows that he’ll have to investigate the White Night if he wants answers.

Plot Role: Everyone’s Friend
Hidden 9 yrs ago 9 yrs ago Post by Green Rhapsody
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Green Rhapsody Green Is A Creative Color

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