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Mirandae Prisk

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N A M E S U R N A M E
Age Date of Birth (no year) Height Profession


A P P E A R A N C E
This section is optional. It is mainly for describing typical attire and other aesthetic choices of your character. Some prefer to address this in-character, which is perfectly fine. Just skip this section if you decide to describe things later or want to leave it to the imagination of the reader.

I D E O L O G Y
This section replaces the traditional 'personality' section of a character sheet. It describes your character's moral values, how they perceive the world and other people, actions and passions, philosophies and attributes, etc. Read the other character sheets for examples.

B A C K G R O U N D
This is your standard background/history section. This is not meant to be an in-character post, but a brief summary of the main points of a character's life. Depending on how creative you want to be, you might have to get into some world-building and describe places, cultures, traditions, technology, or whatever you may mention in this section. It should be noted that your primary character should be either 22 or 23 years of age at the beginning of the story, having recently graduated from Oakridge Academy.

W A R F A R E
In this section you describe your character's weapon of choice and magic, if the character is a Guardian. Your main character should be a Guardian, but your secondary character(s) can be anything. You may also describe other abilities that pertain to fighting such as spirits. Example of spirit list:

◇ Name of Spirit [ Element ] [ +Exotic Effect ] [ -Exotic Effect ] Description of the ability goes here. For the exotic effects, (+) means that it applies to you or an ally, and (-) means that it applies to the enemy.


A S P E K T S
These are what you would traditionally name ‘traits’. They enhance your character in various ways during combat scenes. Your character may have four (4) Aspekts.

◇ Lancer Increases the potency of your character’s physical attacks.
◇ Ravager Increases the potency of your character’s magical attacks.
◇ Sentinel Increases the potency of your character's numbered meter.
◇ Vicar Decreases the effect of magical damage upon your character.
◇ Adept Your character’s physical attacks have a chance of critical hit.
◇ Synergist Your character’s magical attacks have a chance of critical hit.
◇ Fanatic Increases your character’s physical critical hit damage.
◇ Saboteur Increases your character’s magical critical hit damage.
◇ Medic Increases potency of outgoing and incoming healing effects.
◇ Lucky Increases potency of your other Aspekts.


Your primary character should be visible in your post here. All secondary characters should be hidden by a hider below your primary one. The character sheet for secondary character does not have to be fully completed. You can flesh them out over time, if you want. However, the minimum requirement for a secondary character is a picture and the basic info below it. Unless it is a Guardian, you can fully ignore 'Aspekts' and spirit creation.

Hidden 9 yrs ago 9 yrs ago Post by Mirandae
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Mirandae Prisk

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Global Non-Player Characters




X A N D E R
?? ?? 6'3 Guardian

P R O F I L E
Fighting fire with fire is never the optimal way of doing things. Everyone has lost loved ones, but it does not give them the right to cause further suffering. Xander believes that nature will eventually return balance to the world. He is an old soul who has lost everything he once knew, but he is not vindictive. He does not blame anyone other than himself for the choices that led to the demise of his pack. He believes that a serene state of mind will help him overcome the guilt, of not being enough when it was required of him. The spirits of those he lost lingers within him, and for that he is grateful. They have opened up a whole new existence for him. Xander haw grown quite fond of human words and communication.

D I A L O G
Xander's dialog color is: #BA9344. When speaking for Xander, one can use many strange synonyms or otherwise uncommon words, as reading dictionaries and thesauruses is a hobby of his. He also has a tendency to muse about the meaning of words and sometimes find the way people use them amusing.
Hidden 9 yrs ago 9 yrs ago Post by Mirandae
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Mirandae Prisk

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O L I V I A C E L E S T I N E
23 June 18 5’4” Guardian

A P P E A R A N C E
Physical health has always been a priority for Olivia to the point of indulgence. She is an avid gym-goer at the academy and encourages her friends to follow a path of fitness as well. The vigorous exercises have given Olivia a toned frame with lean muscle, which has made her posture steady and elastic, and visage prominent. Her face has rather smooth skin with few traces of teenage years, eyes of cerulean blue, and trenchant eyebrows. Her hair carries a peculiar glow and thickness of dark coloration and highlights of golden walnut. Olivia typically wears tightly fitted jeans of marine blue, blindingly white sneakers, and a black leather jacket.

I D E O L O G Y
All matters can be resolved with benevolence and compassion. There may be moments that require furious action, but such should be executed with humility. Olivia is a true altruist. She engages people and the world around her with enthusiasm and generosity. The boundaries between the spiritual and physical are far along blurred within her perception. Olivia relishes in sharing her knowledge, experience, time and energy with those whom she holds dear.

Her charisma and affection is known to be infectious. In that endeavor she is also reliable, supportive, and imaginative. Olivia will go to great lengths to ensure the wellbeing of her friends and family, even if some of them do not agree with her ways. Her philosophy in life is a serene transparency and understanding of the human condition. Humans are emotional beings who thrive in the presence of peace and love. In the darkness of the world, Olivia would gladly pay the price of torment if it would create a beacon of light for others.

However, Olivia is not immune to strife. There are days when her unconditional love is tested in the most gruesome of ways. It can sometimes be difficult for her to separate the personal from the impersonal, constructive criticism from spite. She has also developed a number of unhealthy obsessions through her fervent quest to appeal to everyone. Olivia represses and internalizes negative feelings much in the same way that she exudes positivity. Spending so much time to care for others, Olivia’s own problems often grow unattended.


B A C K G R O U N D
Olivia was born in Cetra. She was raised by her father and aunt, as Olivia’s mother died giving birth to her. This is why Olivia’s second name is Andrea, after her mother. Her aunt, Janice Celestine, which is the sister of her father, George Celestine, devoted herself entirely to Olivia’s wellbeing and life. She was the first who noticed Olivia’s affiliation to spirits and the ability to absorb them. Olivia was subsequently admitted and sent to Oakridge Academy shortly after her eighth birthday.

George Celestine was a swordsman during the breakout war with the Mordrem, twenty years ago. He was among the soldiers who started to use melee weapons against the aliens, and thereafter became a master in gunblade fighting. A gunblade is a sword with a revolver or pump action built into the hilt, the barrel running inside the length of the blade. The idea is to offer a capable melee weapon with acceptable ranged features. George taught his daughter everything he knew about gunblade fighting, and even if Olivia was not as talented as him, he did not give up on her. He persuaded Olivia to keep practicing her skills at Oakridge. The modern day gunblades, however, are trick weapons that switch between blade and gun mode.

Olivia adjusted well to the student life of Oakridge Academy. She ran for and was elected student body president twice, took an active interest in anti-bullying efforts, and provided a strong emotional bridge between different social circles. Olivia also spent a considerable amount of time with childhood friend and the love of her life, Samuel Valentine. He was an extremely talented Guardian and diligent student. Unfortunately, during a field mission in the Dark Zone, Samuel and his squad went missing. Olivia was nineteen at the time. Samuel has been assumed dead ever since. The incident left a void in Olivia’s heart that she has been trying to fill over the years, though unsuccessfully.


W A R F A R E
Olivia’s is a traditional Gunblade that follows the designs of her father, thereby not a trick weapon as other modern variations. Unlike her father’s, however, Olivia’s gunblade has a shotgun mechanic built into it rather than a revolver. She never was particularly accurate with firearms, as close quarter combat always was the favorite range. Therefore, Olivia primarily uses the gun part of the weapon as a means to stun her opponent or secure a safe retreat [].

◇ Balance [ Holy ] [ +Dispel ] This spirit manifests as a bright light in the shape of a spear that is hurled at the enemy. Upon impact, it illuminates the area and restores balance among those affected. This spirit values composure, equality, identity. It may sometimes emerge from Olivia's body in the shape of a dove-like creature, radiating light.

◇ Shell [ Holy ] [ +Reflect ] This spirit detonates in radiating light around Olivia herself. Enemies within her vicinity are knocked back. This spirit values justice, integrity, and vigor. It may sometimes emerge from Olivia’s body in the shape of a turtle-like creature.

◇ Ultima [ Holy ] [ Fire ] [ +EnHoly ] [ +Empower Ravager ] [ -Blind ] A peculiar congregaition of spirits that endow the qualities of Etro itself. It detonates with intense fury in an expansive area, drowing it in light of the stars, burning its victims with pious intent. The favor rests within sanctity, devotion, and inquisition. Ultima may at times emerge from Olivia’s body in the form of a creature of feathered and draconic features.


A S P E K T S
◇ Lancer
◇ Ravager
◇ Sentinel
◇ Vicar


Hidden 9 yrs ago 9 yrs ago Post by Vox
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Vox Habitual Problem

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Jack Chambers
23 Dec 23 6'1" Guardian

"Spirits guide you."


◆ I D E O L O G Y
A follower of an esoteric Greater Good, Jack always acts for the good of the greater community. Sometimes that means saving the greatest number of people, yet at other times that may mean saving the one person who is needed the most. He is often unsure which is better. Still, he is always willing to lend a helpful hand.

A spiritualist, Jack believes the line between Guardian and spirit is blurred and none too clear. Through the communion of his spirits and frequent meditation, he gains access to their knowledge, experience, and wisdom relayed through dreams, visions, and intuition, though his interpretations are not always correct. He reveres spirits of all kinds, understanding that they are beings of nature and a part of the world just as much as a rock or a tree. This often leads him at odds with those who forcefully absorb and abuse spirits.

A social butterfly, Jack hides behind a mask of happiness and smiles. He flits about from one group to another, dispensing a kind word here, a crude joke there, yet always keeping people at arm's length.

A man of action, Jack often acts first based on his intuition, placing faith in himself and the spirits that guide him. Once a viable plan is set, he jumps forward into action. Too much time to mull about and ponder leaves him constantly anxious that is better dealt with when already committed to a plan.


◆ B A C K G R O U N D
All along the borders of the Zone roam nomadic herds of doctors, scientists, and soldiers, moving with ever changing landscape. Seekers of knowledge, seekers of death, Samaritans and lowlifes of all types count among their numbers as they travel around in large mobile bases, acting as fringe outposts for the Nexus. However, these bases on wheels also house a rudimentary science lab for field researchers as well as holding all the supplies necessary for field hospitals for Zoners and soldiers alike. Popular targets for Aggressors, Fanatics, and Mordrem, all mobile bases come with the ability to self-destruct.

But back then, there was no Zone. There was however, a city, north of Helston and nestled in the mountains. Concordia it was called, and in the city of Concordia was a boy named Jack. Jack's father was a doctor, working at some nondescript hospital while his mother was a physical trainer, both happily married and content by all means. Jack himself was a bright and loving boy, loved and cared for by all around him. Life was generally perfect.

Then the Event. A Disturbance felt across the world, but heeded by little.

At first there were no signs of anything being wrong. Life went on like normal, there was nothing special on the news save for an incident at Nexus Industries. There were the occasional refugees that trickled into the city, carrying strange scars and horror stories that were eventually all quickly dismissed. Then, as if a floodgate had opened, they came in all at once. Those who had their homes destroyed by the encroaching Mordrem sought shelter wherever they could. They came into Concordia by the tens, then hundreds, then thousands. Curfews were placed, barricades were built, security blocks were established as more and more people infected with Stigma came, with the consequence of more and more husks appearing everyday.

One day Jack's mother came home, sick and unwell. Weak and unsteady, Jack did his best to help his mother and it was then that it was discovered that he was a Guardian. After an extremely quick recovery, both his mother and his father spent more time and became even more affectionate with Jack as they knew the city was safe for their boy no longer.

Far too soon for his parents, the day came when they received a letter from Oakridge, congratulating Jack on his acceptance for his "unique abilities." The next day, Jack was sent to Oakridge, never to see his parents again. The last he had heard of them, Concordia had fallen to the Mordrem. His father managed to flee and now worked at a mobile base, helping all those in need. His mother died in the attack.


◆ W A R F A R E
Jack's magic is often only used for utility reasons or to incapacitate a foe.

Unlike other Guardians, Jack prefers to fight at range using (often) modified military equipment. Through a combination of studying and spiritual knowledge coupled with constant training and a touch of spiritual assistance, Jack is a precision marksmen who can place shots where they'll do the most damage.

In melee, Jack is a brutal pugilist. Agile, quick, and armed with steel plated cestuses, Jack strikes with incapacitating jabs and devastating critical blows.
◇ Fibbe [ Lightning ] A jolt of electricity delivered through physical contact, it can cause muscle spasms and restart hearts alike; denoted by an electrostatic discharge and a distinct whine before contact
◇ Dite [ Air ] [ +Empowers Adept ] Pulling information directly from a target's lips, Jack maps out the entirety of a target's body systems by their breath; denoted by Jack inhaling a faint pink mist
◇ Cea [ Air ] [ +/- Dispel ] A brief gust of air that can be used for a wide variety of purposes, such as carrying medi-gel to allow for distant application or increasing a bullet's velocity
◇ Cura [ Air ] [ Holy ] [ +Lancet ] A rush of air and a wave of light surrounds the target, revitalizing them and granting them a second wind. Tires Jack out quickly
◇ McCoy [ Holy ] [ +Heal ] Mend tissue and broken bones. Patient still feels pain, tires out both Jack and the patient depending on the severity of the wound; denoted by a blue mist exuding out of Jack's hands and the taste of a random fruit lollipop by the patient


◆ A S P E K T S
Lancer - Physical Damage increased
Adept - Physical Crit Chance
Medic - HeilinBot
Lucky - Increases potency of other Aspekts


◆ T R I V I A
Is gay
Old flames include Tom, his current roommate, Rory, who is one class under, and Hans, the violent breakup
Is fond of hard candies, strawberries, and bad romance movies of all kinds
Is occasionally fond of smoking, but is trying to quit the habit
Works as a fitness trainer
Frequent partyer with Eliza; doesn't drink
Sparring partner, gym partner, and longtime friend of Subira
Study buddies with Serenity
Hidden 9 yrs ago 9 yrs ago Post by Rockette
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Rockette 𝘣𝘦𝘵𝘵𝘦𝘳 𝘵𝘩𝘢𝘯 𝘺𝘰𝘶.

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M O N I K A A B E N D R O T H - F A Y E
Twenty-three. 6th, September. 167 cm. Guardian.


♛ A P P E A R A N C E
Compiled from a rather courteous selection of genetics, and a blessing of generous categories of fair and dark — rich and pale — and the massive pool from a deposit of myth and lore of both Abendroth and Faye; Monika is impressed to be a beauty of harsh athleticism and discipline. Rigid proportions and posture are gilded and framed by the cadaverous inflection of her palour; a near translucent tone of pallid flesh that is only blemished by the harshness of rigorous training and methods of practice that have forged into the intricacies of being a Guardian. Dissented to stagnation and languorous qualms, and regaled with persistent cardio has afforded Monika with visual, self-endowed perfection by her musculature and fortified prowess by the impart of her inner whorl of spiritual inhabitants. Translated easily to the perfect warrior.

Her countenance of manipulative delicacy hosts harsh eyes of a crystalline blue, a gift from her infamous mother, but without the glowing pain and sorrow of sapphire to make them glimmer — these are the glimpses from the unification of sky and water, boring into a foundation of ice and just as sharp and piercing like the turmoils of winter. Combined with this conviction of icy azure is the most contradicting foundation on Monika’s overall debut: the long mane of black hair that reaches and curls in the minuscule dip of her spine. The practicality of it is lost, and more so gestures to the means of fashion and appeal though the latter is not crucial to her process. Often taming this mass of ebonette appeal into a plait or an elaborate mess about the crown of her head, Monika is noted often for its sheer mass in comparison to her other featurettes; such as her height, her musculature of slender arms and thin shoulders, or even the myriad of scars decorating the expanse of her palms and limbs from the requirements of deadly efficiency incurred from swordsmanship.

Her wardrobe is practical, if anything, and without restraint despite her aforementioned appeal of discipline. Some things need to be given lee way to ensure nothing is hampering in the least, and sporting in the smallest of athletic wears is the common representation Monika dons for, only to be sheathed by grey or white blouses of loose restriction that taper off her shoulders and the common place uniform of black trousers that cinch about her hips and tighten to her thighs and knees before sectioning off just beneath the caps. Being a creature of habit and consistency, as it were, she is seen in little else aside from the requirement of uniform.


♛ I D E O L O G Y
It’s universally known that Monika is the reflection of her peers: antithetical, the standing poise and caretaker of fluctuated personalities by the means of spiritual influence and lack of restriction despite military bondage. Where some are oft to be ridiculed as a child, Monika is often berated for being beyond maturity, that her presented attitude is strict, bound, and rigid in that it doesn’t yield to informal injustices and influences of a luxurious mindset. She has a suspicious and offensive nature to her inquires, always questioning against the initial judgment of her peers and betters by speculation that her original impression is not pleased. This settles her standards to be developed to extreme means of near perfection and must uphold to her regulated measures of battle conduct and capability. Due to her inquiring spite, Monika has a difficult time in being impressed or swindled into favour by her various military comrades, this leaves Monika in the assumption that she does not even have sympathy beyond her impressive walls and chasm of emotional discipline, often assumed as cold and dissociated.

Due to the manner in which Monika grew up, by her own childish misconception, she adheres to the belief that she has to be stronger, faster, better — to achieve a standard she has imposed upon her self by the simplest words ever uttered to her during her youth. She religiously follows that she must be the best to protect those dearest to her, a feat that has only been achieved by a selected few. But, just how far can those close to her be when Monika continues to shield herself from the unacceptable concept of failure or weakness. Certain parameters have warped Monika’s desire of self improvement to a desperate, inner need of value and importance; to be worthy and to earn the splendors of life even if she does not personally go out of her way to enjoy them otherwise.

Whilst fortified in a rigid plantation and philosophy of what she should be, rather than what she could by her potential, and inner personality in which remains an entire mystery by deliberate endeavors, Monika only smiles and seems nurturing around her family. And goes to the extremes of protective kinship that alludes to an obligation beyond commonality. It’s only around them that she seems to relax and temper down, however slight that might be.


♛ B A C K G R O U N D
Born in the darkness and cold tundra of an Anatolian village, dotted with farms and forgotten, legendary history, the settlement that birthed the infamous Abendroths: Thuringia. Here, the memoirs of Monika Renne Abendroth-Faye are askew in the common conception of childhood carelessness, burdened from the introductory age of impression and inclination to the intricacies of the world. She knew, from the very beginning, that she was different. Though, standing next to her twin, their differences and leagues of development were never the same and whilst they flagged behind, she charged ahead with the silent ruthlessness of a child blessed and very well informed and intuitive of their own advantage. However, to purge her from arrogance, the infamous Magdalena Abendroth — the pale WARG veteran — bent to her daughter and informed her with no less than confusing words that she had to protect everyone: be there for them, guide them, shield them from the ugliness of the world that had burned, scoured, and mocked her before she had been saved. They told her the truth: about their families and ties of Abendroth and Faye curses melded into her very soul, and the soul of her brother. But, salvation rested in the palms of family and friendship, and Monika took that and warped it into the obligation of being better, stronger, and above the means of mediocre and nurture it into a self—torturing need for achievement and exceptional growth to eclipse the infections of her birth rite.

The family was supportive, loving, colourful in the massive unity that it was, despite the shadows that cantered after them. But, Monika only saw this as a need to grow and mature into a certain mold, she sectioned off her emotions, but one particular wicker of empathy could not be kept from her heart. Guilt soured her protective nature, in some way she felt responsible for her late twin's condition and no amount of forgiving and whispered recurrences from her parents could alleviate that blemish on her perfection. Even as a child, young and shadowing his every stumble, she couldn’t keep the sheer agony of being at fault, and thus spurred the near obsession to prove her worth — that despite it all, she had to be the best because of every circumstance laid bare in their connection.

The Calamity didn’t leave much of an impression, a tragedy to mark the pinnacle of growth, but not enough to emotionally tear apart her resolve. They were fortunate that the Calamity Gate was far enough to the East, that they suffered minimal influence until the Dark Zone spread, forcing the family to retreat further North in Anatolia in fear of the increasing Mordrem. It only served to thrust the initial premise of her overall obsession, to rise above the faults of war and exotic combatants as the years increased with muttered tales and anxious reports from the front lines. Though she lost her grandfather and her eldest uncles to the summons, whom later were filed to have become Husks, and taking her mother and father as well to the front lines in pursuit for the infantry. The family didn’t linger on the bereavements and instead found solace in the remaining and the ability to make a difference; or so they claim.

Thus it only seemed natural that Monika was drafted to become a part of Oak Ridge, her induction pre—determined by the involvement of her parents within the academic ranks and the military and the sheer empowerment of the spirits that have retreated into her being.






♛ W A R F A R E
[] Adapting to the preference of melee warfare in the contingents of military force, Monika’s choice of weapon has fallen away from traditional masses. Where swords were slick, slender, and uniform in their aesthetics, hers was customized to absolute mass and power. Wielded in the slender vices of her hands, the towering, dual-wielded sword known as The Caladbolg preens both unadulterated strength and finesse; elegant and deadly in the unique customization of its’ overall design and as is long as she is tall, extending reach and blade. Her blows fall heavy, sundered from the consistent practice and religiously executed practices of her swordsmanship. Monika’s agility is queerly profound, even wielding such a claymore, singing promises of death and fury and near perfection in the intentions of harm and swift ruin.


The sheer mass of spiritual conglomerate within Monika has often been a pinnacle of observation and juncture of objectified quality and quantity. The benefaction of her birth rite from those of the Abendroth and Faye often favour the strong, their souls literal bedlams of empowered absorption. This curse of assimilation endowed Monika with thick weaves of spirits that naturally seeded themselves within her mind of fortitude, but also effected and plundered the soul of her twin. The result left him underdeveloped and later embezzled his very existence. Thus, Monika’s magnitude of remnants from the Etro exceeds that of traditional Guardians, fostered to extremes of power: so amassed that her methods of magical inclination can underpass into non—existence numbers, or override typical units to measure spiritual aptitude.


◇ Diamant. [ Ice ] [ Dark ] [ + Reflect ] [ + Protect ] The progression of these spirits amass to two stages, or rather, two forms of provision. In the initial subject, the original is considered entirely passive, embellishing Monika's complexion to behold a peculiar glimmer, surrounding her like lamplight, and the surface blessed with a cold, frigid surface that inflicts her graces of physical touch to be a few degrees below normal circulation. At first, the caresses from her fingers appear slick and cool, however prolonged exposure and concentration grant her pores with lesser degrees of heat until nearly painful and arctic. The secondary premise of these spirits accumulate to splinter across Monika in slivers of ice, reflecting and shimmering like kaleidoscopes of diamond; hardened and deadly in refinement and protection. These splinters and tines eclipse skin and armour alike, usually surfacing upon activation to receiving injury or ill intent from enemies. These spirits adhere and value vigor, loneliness, protection and intensity. They manifest as glimmering, willowy figures of feminine likeness.

◇ Vergeltung. [ Holy ] [ + Empower Lancer ] [ + Dawn ] [ - Vampire ] Both divine and vengeful, these spirits have gathered and swarmed as one to reflect the harsh intricacies of divinity and enlightenment. The light of the good and benevolence can sometimes spear righteous and pain to those that oppose them, and with the swing of her mighty sword, Monika can direct and summon spears of burning, all—consuming energy to target her opponents. Consumed of an all righteous and holy flame that burns with eternal intensity, and also empowers her soul and those eclipsed in the luminescence of her vengeful blow and retribution, empowering her comrades as well. These spirits value divinity, vengeance, absolution, purity, and fortitude. They manifest in the forms of winged creatures with vulpine attributes and the faces of mortals.

◇ Herrlichkeit. [ Dark ] [ + Frenzy ] [ - Curse ] [ - Terror ] [ - Pain ] [ - Imperil ] Submitting to the extremes of power, and ambition, these spirits have unified to a unique severity. Deformed, warped and misconstrued empathy forming from the dregs of loss, woe, and fear. These spirits are harsh and unrelenting, escaping from Monika from the ducts of her eyes, lips, and releasing from the wells of her soul in the apparitions of tentacles, slithering to envelop the enemy in their grasp. They inflict wounds of psychological fear and terror, rather than psychical lashes or wounds. In their wake these spirits will often leave an irritated path of ebony from where they touched, but soon dissipate as the effects sink into their hearts and minds. These spirits value aggression, ambition, savagery, and fear. They manifest as a literal void.


♛ A S P E K T S
◇ Lancer.
◇ Vicar.
◇ Sentinel.
◇ Adept.


♛ T R I V I A
Theme.
◇ Monika grows her hair in memory of her brother, who often played with it in their youth.
◇ She carries the secondary key of a gold and silver set designed for them both.
◇ Suffers, silently, from routine insomnia and nightmares of guilt.
◇ Her full name is Monika Renee Abendroth-Faye, partially named after her father.
◇ All Abendroth's sired from her grandfather have names that start with the letter "M" - her brother excluded.
◇ Her late brother's name is Reine Moses Abendroth-Faye, partially named after their uncle who was the twin to their mother.





Hidden 9 yrs ago 9 yrs ago Post by smarty0114
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Charles "Charlie" Arcan
22 January 14th 6"2 Guardian


◆ I D E O L O G Y
Charlie sees the world in shades of grey. Yeah, there's right and wrong but he believes that most things have a little bit of both. Where as most people see the Mordrem as the highest form of evil, Charlie understands that they are most likely attempting to survive, although that doesn't mean he won't try and stop them.

Charlie is rather quiet, often deep in his own thoughts. He's very intelligent, and so he often likes to contemplate his words before letting them out onto the world. This goes for any of his actions as well. He's very cautious, and isn't one to take risks unless it's absolutely necessary. His silence can often be mistaken for shyness or anger, which simply isn't true. Charlie is slow to anger, and he loves making friends, although he can be more reserved when doing so.

But, when Charlie does make a friend, they're a friend for life. He values loyalty more than anything, and would sooner die for a friend than betray them so he can live. That said, his enemies are not likely to become anything more. Charlie may understand their motives, but he is not one to forgive and forget. Fool me once shame on you, fool me twice shame on me.

In his free time, Charlie enjoys a multitude of things. If he's not spending time with friends he's most likely reading a riveting novel or training. He has a love for all the arts but in particular he like to write, and enjoys entertaining the fantasy of becoming a bestselling author one day, after the Mordrem have been defeated.


◆ A P P E A R A N C E
Charlie's wardrobe consists of mostly blues. He often can be seen wearing a hoodie with the sleeves rolled up to his elbows, with some beige pants and black sneakers, giving him a more casual look. Some days, he may put on a sweater over a collared shirt, although the sneakers won't change.


◆ B A C K G R O U N D
Charlie was born to a wealthy family on the western coast of Tenebra. His parents, Violet and Emerson, were artists, renowned painters to be specific. He and his parents lived in a house by the sea, a couple of miles from the large city of Lucidus, and so he spent much of his time by the water, splashing and swimming. In short, he was rather content with his life.

It is from his parents that Charlie found his love of art. From an early age they taught him how to paint, sculpt, and write. He always had more of an affinity for writing, and he would often sit in the home's library and write short stories until the sun set and his mother called him for dinner.

It was around the age of nine when his Guardian powers first manifested. His mother discovered it, and his father was the one who insisted he be sent to Oakridge. His mother wanted it to be kept a secret, so that no one would come and take him away, but in the end it came down to Charlie. While his parents were fighting he stopped them both by shouting "I want to go!" That was the end of it.

At Oakridge, Charlie flourished. His mother and father didn't visit as often as he'd have liked but he soon forgot all about those troubles. He made many friends, and excelled in many of his classes. It helped that a year after he was admitted into the school, his best friend from back home, Eliza, was admitted as well. As the war progressed, he continuously begged his parents to leave Lucidus and come live in Cetra, closer to him and further away from the ever growing Dark Zone, but they refused, much to his chagrin.


◆ W A R F A R E
For a weapon, Charlie created a staff that holds a one handed sword inside. The staff itself is made of birch wood, with symbols carved into it. At the top is an amethyst, held in place by what appear to be roots. When twisted, the wood can be pulled off, leaving a sword in it's place with an amethyst as the hilt.


◇ Lux [ Fire ] [ -Flamestroke ] Orb of fire that is hurled and explodes in a fiery ring. May sometimes emerge from Charlie's body in the form of a phoenix. This spirit values courage and bravery.
◇ Glacia [ Ice ] [ -Frostbite ] Launches an icicle at target. May sometimes emerge from Charlie's body and take the form of an owl. This spirit values wisdom and intelligence.
◇ Aura [ Air ] [ +Feather ] Target levitates off the ground. May emerge from Charlie's body and take the form of an eagle. This spirit values loyalty and mercy.


◆ A S P E K T S
Ravager
Saboteur
Lancer
Synergist


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Nicholas "Niko" Vanceon {Van-sin}
23 May 26th 5'9 Guardian


◆ A P P E A R A N C E
Niko sprouts a few hairs shorter than most males at five foot nine inches though it is not a fact he consistently contemplates. His build is slender with equally petite arms hanging by his sides and longer than average legs holding him upright. Exercise and bulkiness are non-factors to the young man as he considers his Guardian enhancements enough of a physical advantage. Scars both large and small scatter themselves across his torso, back, and arms as sufficient replacement for creatively drawn ink and his facial features fall squarely into unremarkable territory with dark eyes, no piercings, and head of matching dark hair. His gaze, however, remains the sole discerning feature of his visage--a small hint of the complexity buried within.


◆ I D E O L O G Y
What is it they say about men who just want to watch the world burn? Some people do not perceive logic and rationale in the same way as others and concerning Niko Vanceon, this is most definitely the case. With a perplexing gaze of curiosity and judgement, Niko does not view black, white, or even grey. There are only those who are enemies and those who are not and what defines an enemy is a constantly shifting flux of variable and reasoning which constitute truth as only he can fully comprehend it. His mentality is broken down into separate pieces of self that co-exist in a single vessel, but ultimately must writhe, fight, and claw their way to the surface for an indefinite amount of time. This internal struggle manifests as a cursory glimpse into the many different sides of an aching persona and results in the decisions and forgone conclusions the young Guardian can be known to stand by.

In the realm of reality, and contrary to the belief, Niko is not afraid to engage with others. His actions strongly follow the ideals he holds dear and they bleed into conversation, dialogue, and mannerism. A sharp tongue is one that is calmly prepped and executed rather than impulsive and fiery. Short answers and inflammatory language are methods only to be used to in specific situations and are otherwise only relied upon by those who cannot formulate coherence. Niko employs a more respectful sort of speech that is yet tinged with embers and brutally honest phrasing. It does no good to lie to people as they can more quickly come to accept the truth if they are presented with it immediately. His sense of camaraderie can be lacking, but he also understands that a lone man cannot reach a goal in the face of almost insurmountable odds.

Happiness is a venerable word and one with an infinite number of meanings at that, but Niko has defined his own form over a number of years. His outlook is far from doom and gloom though he does not shy away from embracing a more realist perspective of events. A smile is rare, but the feeling of accomplishment and contentment is metered out from time to time resulting in a somewhat more lighthearted attitude. It is this very nature of uncertain demeanor that individualizes Niko Vanceon from his peers and most others you would meet anywhere. He is not one to be swayed into the opinion of anyone else, authority and rank be damned, but he is also not one to wallow in any sort of depression or sad feelings for any considerable length of time. He is a man with a particular mission and one that he will achieve through forceful and questionably brutal means if deemed necessary. A Guardian is not one who is blessed by the spirits, but one is blessed with control over the spirits--this is a mantra that serves as a guideline to the young man.


◆ B A C K G R O U N D
Nicholas Vanceon was born in Suji and left in the care of an orphanage known only as The Cathedral. His parents, both born and raised in Cetra, had been on a mission trip in Suji helping those affected by the ongoing war twenty years ago when they conceived their little accident. Not willing to give up their lives for the company of a child, they left their newborn waiting in front of the mighty doors of The Cathedral. The nuns within were more than willing to take ownership of the boy, but equally disappointed once again by the sheer selfishness of humanity. Even in times as tumultuous as these, part of humanity was still no more reliable than it ever had been. This kind of thinking had long been a standing belief of The Cathedral however and the more senior members were more than pleased that they could save another child from the arms of those who were not meant to survive. It did not take them long to discover that Nicholas, whom they took to calling Niko, was one of the chosen few with a high concentration of spiritual presence.

For eighteen years, The Cathedral taught and trained their newest obsession. The establishment had never been graced with one of high spiritual presence before and they sought to indoctrinate all they could before the inevitable military order would arrive. Concepts of the world, the weakness of humanity, and the strength of the methodology of the Mordrem were feverishly taught to the child. A Guardian is not one who is blessed with spirits, but one who has control over the spirits--this belief The Cathedral held is what was passed on to their budding student. Physical training began as soon as he could walk though it only consisted of lessons in balance, footwork, and agility. The Cathedral thought to give their pupil a strong foundation for facing the world they wanted him to face--ingrained with the thoughts they wanted ingrained.

Niko was purposely sheltered from the outside world during his time at the orphanage. Despite having freedom throughout the facility itself, it was always a strict rule to never set foot outside. The senior members were worried that their teachings would be corrupted if their young student were to leave the sanctity of The Cathedral and interact with those of the world at such an impressionable age. As the boy grew so too did his curiosity; Niko soon found himself sneaking small trips outdoors through side exits, windows, and even the main doors once or twice. Though he was never able to get off the grounds successfully, he learned to enjoy the open air and these little moments of isolation. As the boy became older however, these moments became fewer. His training intensified and his mastery over the spirits inhabiting his body increased. He learned to harness abilities the members of The Cathedral could only dream of and even though he began to understand his importance to those who were raising him and the greater world at large, something was slowly breaking in his mind.

It was at the age of eighteen that Niko made the decision to join Oakridge Academy. The orphanage forbid the action, but with the strength he possessed, the members of The Cathedral could not stop the young man from pursuing his new goals. He wanted to not only continue growing stronger in spiritual ability, but he yearned for the reality of the world around him. He needed to understand why his adoptive family had always held everyone outside their doors in contempt and why they wanted to see the world burn so badly. With strong resolve, Niko joined the academy and immediately took to the curriculum, but he would not be able to truly begin his journey until graduation. It was not long before that day arrived.


◆ W A R F A R E
Using his footwork as a base, Niko is most skilled in agility and his ability to accurately judge, create, and use space effectively. While hand to hand combat might seem more apt, the young Guardian prefers his trick weapon. The weapon begins as two separate pieces consisting of a one-handed mechanical blunderbuss and a shortsword with an equally mechanical hilt held in the underhanded style. Rather than physical ammunition, the blunderbuss fires explosive electrical static charges. These charges are only effective at short range--much like a shotgun--and rather than outright damage caused, these shots can immobilize or disorient an enemy's body or a specific part of their body if a direct hit is not achieved. Once fired, the charge spreads into sparks that immediately dissipate after achieving a short range of flight. The blunderbuss is used in conjunction with the shortsword for a combat style that favors critical or incapacitating strikes over prolonged clashes of weaponry.

In its second, and true, form the shortsword's mechanical hilt is combined with the barrel of the blunderbuss, extended, and the blade rotated and curved to create a scythe. The scythe is wielded with two hands though lightweight enough to be one-handed when necessary.

◇ Slingshot { Lightning } - With the crackling of electricity around him, these spirits allow Niko to move almost instantaneously from one position to another. The ability stops short of being teleportation rather the spirits allow the body to move at superhuman speeds. The caveat is that Niko is required to see where he is going and he must return to his starting point every time like a yo-yo.

◇ Ulciscor { Dark } { + Empower } { + Curse } { + Blind } - Embracing the darkness within, these spirits embody vengeance, aggression, and volatility as they gift Niko with a heightened state of being. His sensory perception is increased dramatically which effectively increases his combat prowess for a duration of time. Due to this power stemming from the darkness however, Niko can neither be healed nor land any critical hits for the duration of the activated ability.

◇ The Reaper { Dark } { + Dispel } { - Curse } - In the ultimate combination of man and spirit, the spirits within overtake Niko and imbue his scythe with a supernatural black flame of darkness while radiating a blackened aura from the body of the weapon's owner. In this state, physical attacks with Niko's scythe damage the soul rather than the external body and reap the spirits within the target. This method of attack breaks the mental state of the target and has the potential to leave them without the power of their spirits as well.


◆ A S P E K T S
Lancer
Vicar
Fanatic
Adept
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S U B I R A A R E N D S E
22 October 29th 5'6" Guardian


A P P E A R A N C E
With strength that would put most men and monsters to shame, Subira's appearance doesn't quite fit the part of 'Melee Master'. At an average height of 5'6", her hour glass figure is athletic and thoroughly toned. Years of dedication towards training and conditioning has put Subira at her physical peak, allowing her small and slender body to pack more of a punch then expected. Retaining smooth and unscathed ebony skin, her calloused hands and knuckles are visible proof of her hard work and training. During her time at Oakridge Subira had sported her cultural heritage through dyed silver hair and a silver septum piercing, but after graduation she made the choice of cutting it short and growing out her natural dark color. Wearing a fro and keeping her piercing, Subira has found a way to merge her heritage with her own style. However, her preference in clothing has always been seen as a little too casual. Wearing as little as jean shorts and tank tops even in combat situations, and favoring brightly colored workout clothes. She's often seen running around with a silver letterman jacket sporting a number of patches and buttons, while a white choker given to her by her mother is never taken off.

I D E O L O G Y
"The world is yours, Subira. But it's up to you to take it." Spoken by her father the day they became aware she was a Guardian, it was these words that paved the road for Subira to grow into the strong and confident young woman she is today. Those words of encouragement had put the belief in her head that anything was possible with enough drive and initiative, and into adulthood she has never put less than 100% into everything she sets her mind to. An overachiever by every means, Subira displays confidence in her own skill and intelligence through high test scores and above average grades in combat and defense.

Like most who go to Oakridge, Subira strives to be the hero Libra needs. The growth of Mordrem had taken cities and lives, growing into an imminent threat and forcing people to flee their homes and leave family behind. Witnessing this first hand, her drive to grow stronger is empowered by her goal to one day see Auzoa again. Her contempt for the Mordrem is more than clear, showing no mercy or empathy towards the alien threat while her views on Aggressors often waver. By no means is Subira spiritual. With a headstrong and realistic approach to life, her impression on Spirits and the abilities they grant are merely seen as necessary enhancements to become stronger. Many see this as lack of respect for Etro and Spirits but despite her beliefs, Subira has a mutual respect those that inhabit her, and others spiritual or religious beliefs. On the field Subira's confidence comes out like no other. Having trained herself to stay levelheaded no matter the situation and she retains her calm and composed attitude, she dons a pokerface as to avoid letting on to her condition and to keep her actions unpredictable. With this clear sense of mind and her strategic combat style Subira is a capable team player, and if need be, leader.

A hard person to read, Subira isn't one to express herself all too often. With a stoic appearance and a flat tone of voice, she can be difficult to approach considering she either looks annoyed or bored thanks to her dull expression. It also doesn't help that she hardly speaks unless spoken to, giving off a better-then-thou impression at first glance. Despite this, Subira does have some friends, and around those she's comfortable with it's not unusual for her to crack a small smile. Unfortunately this doesn't mean she's comfortable enough to actually open up to her friends. The destruction of her home and the years spent in poverty as a refugee has left Subira with visible scars. Unwilling to form close relationships, much less intimate ones, the bonds she has formed were only made during her years at Oakridge and even then she has doubts that these relationships will hold. Keeping this all to herself, she has developed the habit of letting out her frustration during training or combat, having yet to open up to anyone besides her parents.


B A C K G R O U N D
Among her earliest memories Subira can remember her home in Auzoa. Her parents house outside of the city at the edge of the savanna plains, the tall mountains and summits that lined the edges of Garden Reef, and the dense jungles that sat in heart of the Island. She was only two when the Calamity had occurred and only four when the Mordrem began to effect Tyria. It was a subtle takeover, and within a year the Island of Segora and half of Tyria's mainland, Isari, had been consumed by the Dark Zone. Succumbing to the growth of Mordrem and the spread of the Stigma Infection, Isari had fallen in a matter of months and soon Auzoa and the remaining Islands suffered natural disasters left and right. From extreme floods, violent storms, volcanic eruptions, and eventually a catastrophic drought.

It wasn't until the destruction of Garden Reef and the take over of Gangs and Fanatics that Auzoa and its Eastern Isles were finally evacuated, forcing Subira and her family to seek asylum in Cetra like many other refugees. It was during this period of struggle, at the age of six, that Subira began to show signs of being a Guardian. The manifestation of spirits became more visible with time as she grew older and showed off feats of great strength and speed. It wasn't long before Subira began to seek out training, conditioning her body to be in top shape and enhancing her abilities overtime. Upon acceptance to Oakridge, Subira expressed her commitment to the title and responsibility of becoming Guardian by excelling in her written courses and combat training. With her goals in mind, she put her training first above anything else and upon graduation was requested to join the WARG program.


W A R F A R E
Due to the early manifestation of spirits within Subira, she began to train and condition herself at the ripe age of eight. Preferring an up-close and personal method, Subira favors hand to hand combat over the use of a weapon, finding the extra weight and extension a hindrance. Her true skill lies in speed and precision, however. The one who lands the first punch always has the upper hand, and with this motto in mind Subira focuses on defensive strategies rather than offense. Using quick dodges to avoid hits and create openings, her fast reflexes and timed attacks allow her to land critical blows making her a force to be reckoned with. Undoubtably strong on her own, Subira can lift objects four times her weight, smash boulders into pebbles, and leave visible dents in durable pieces of metal or steel. Not requiring any form of technological enhancements, she wears a pair of durable fingerless black gloves to protect the skin on her hands and knuckles while steel plated cuffs on her wrist allow her to block and deflect hits from weapons such as, and not limited to, swords and knives.
◇ Gijimani [ Lightning ] [ +Frenzy ] [ +Shell ] Manifesting as hairs of electricity coursing over her body, Subira is capable of moving short distances at great speeds. To the naked eye one would assume she was teleporting, but in a radius of two to seven feet, her body will leave of trail of electricity as her speed is given a short and sudden boost allowing her dodge attacks or get behind an enemy in a split second of time. With enough speed, Subira can also use this ability to jump mid-air and reach great heights. This technique requires a cooldown of five seconds.
◇ Sizani [ Holy ] [ +Dusk ] [ +Leech ] [ -Dispel ] This ability manifests by giving Subira's body a faint white glow. Through physical touch, be it a high five or a punch, Subira can cancel out negative and positive effects and take any positive effects for herself. While she's limited to three targets, as long as this ability is active any exotic effects casted by those she's touched are cancelled out and in addition, increases the potency of the effects she's already stolen.
◇ Ethwasa [ Water ] [ +Empower - Medic ] Requiring a medium of water, be it submerged in a pool or having a water bottle poured onto the wound, Subira can use the water molecules to repair damaged tissue and cells. From small scrapes, to broken bones and internal injuries, Subira can return herself to optimal health in matter of a few minutes or stabilize fatal wounds in a matter of a few seconds. With enough concentration she can focus this ability into her hands allowing her to heal others. This requires more time and effort however, making it difficult to aid others in dangerous situations or if the injury is extensive or potentially fatal. To keep herself in top shape at all times Subira is constantly drinking water or showering. Hydration and hygiene is at the top of her list alongside training and studying, making her seem almost neurotic when it comes to daily schedule and diet.
◇ Mandla [ Lightning ] [ +Lancet ] [ +Frenzy ] [ +Reflect ] [ +Curse ] [ +Imperil ] [ -Meltdown ] Used only in less than favorable conditions, this ability is Subira's trump card. Lacking any physical manifestations for the first thirty seconds, the energy within every hit and blow, be it physical or magical, is absorbed and contained within her body. Becoming pain resistant during this time period, the energy contained is turned into an electrical charge that is channeled throughout her limbs and concentrated in her arms and legs. Allowing her to move at breakneck speeds and land critical and often paralyzing blows, this ability physically manifests after its thirty second charging period through hairs of electricity -- much like her flash step magic. Lasting no longer than thirty seconds, every hit counts as even the smallest action exhausts the contained energy and her own. Requiring a solid strategy or a clear shot for this technique to work, Subira becomes a sort of glass cannon during these time period, her body becoming vulnerable and prone to severe injuries if she takes a direct hit. This technique requires a cooldown of two minutes.


A S P E K T S
◇ Adept
◇ Sentinel
◇ Synergist
◇ Medic


T R I V I A
◇ Dislikes parties and crowded events.
◇ Straight edge to the core.
◇ Allergic to cats.
◇ Closeted bisexual.
◇ Close friends with Jack and TBD.
◇ Avid member of Oakridges 'Aesthetic Squad'.
Casual Theme / Battle Theme


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Ezra Malchut
23 January 14 5’4 Guardian



◆ A P P E A R A N C E
Ezra has angelic face and lithe body, with an androgynous appearance. His hair is black, his face and lips are soft, and his figure is quite thin. His eyes always have a deep, penetrating stare. He tends to wear dark colors, either being outright black or blue. His attire is less formal than suits but more formal than normal attire.


◆ I D E O L O G Y
Ezra has made few friends in his life. He is generally quiet and rarely smiles. He has always felt a world apart from those around them, as in his view they have failed to understand. He has not exactly avoided friendship, yet neither has he made any strong bonds. He is far from shy, but he is generally quiet, and his diligence in his schoolwork sapped away much of his free time. Generally, in regards to other people he is quite cynical, and does not believe that they are of any help to them. Either they mess up, or they don’t really care.

Ezra regards himself as fiercely independent. His past has led him to hate the feeling of being controlled. Time and time again he has been controlled, and like a ragdoll he has been thrown around with no thought given to his own feelings and opinions. Never again, Ezra had decided, would that happen to him. Nothing enrages him more than the feeling of being trapped and controlled. He may at times adamantly refuse to compromise on his position, his obstinacy sometimes bordering on immaturity.

He is greatly focused on himself and on his own goals. He understands that he has a duty to his school, to his companions, and to the world to fulfill his new role as a guardian, but nonetheless wishes to see his unfinished familial business completed on his own terms. He also has a strong urge to live, and wants to see his missions as a guardian completed without having to put himself at risk. Yet should push come to shove, he shall do what is necessary.


◆ B A C K G R O U N D
Ezra is the son of Aeon and Maia Melchet. He knows this much, but little else. All his memories from before he was ten years old were apparently wiped away from his mind. He then woke up in the mansion of Elijah Melchet. Elijah told Ezra that he was his father, and commented that he seemed to be suffering from amnesia. Ezra bought it, and believed every word of it.

Elijah put Ezra through intense training in order to make him strong, to discipline, to put him under control, and to forcefully make his abilities manifest. After his abilities became manifest, he was sent to Oakridge Academy. Elijah visited often, ostensibly checking on Ezra, although he was truly coming to ensure that he remembered who was in control, and to remind him what his goal was. That was goal was to the pride of the Academy, Oakridge’s greatest student. He became diligent in his studies, withdrawing from his peers, virtually never seeing them outside of class.

However, the more he studied the more Ezra grew enthralled with the subjects he was studying, Gaia and spirits, and cared less about simply excelling. His grades did not drop and his diligence did not decrease, but he cared less about the mission Elijah had given him. Then he was visited by a mysterious stranger, who turned out not to be a stranger at all. It was Maia Melchet, his mother, a woman who had been erased from his mind. She told him that she was his mother, and his father was named Aeon, not Elijah. His supposed father, Elijah, had simply deceived him. However, they were soon interrupted and had to part ways, as Elijah was approaching towards them, before she was able to tell him more information. It explained the visions that Ezra would have of things he had never seen before.

Ezra had a mental breakdown and nearly went insane from the revelation, but he recovered. It was through his sole friend, Jaina, that he was able to soldier onwards. He looked through some archives, and discovered another portion of the truth. During the great war known as the Calamity twenty years ago, the Melchet siblings Aeon, Elijah, and Augusta fought side by side, all of them becoming war heroes. During the Calamity, Augusta died fighting the Mordrem, but the brothers survived. Soon after the war they had a falling out. That, however, was all the information he could figure out.

Ezra wanted to know more. He wanted to know why Elijah had taken him from his father, and where his mother and father were. He no longer obeyed Elijah, and he hadn’t seen him in quite a long time. Family matters were not the only thing he could worry about now, however. He had graduated and become a guardian, and he now a duty to carry out. However, he also had unfinished family business. He had received a note, telling him that if he wanted to know, he should go to Doral. Fortunately, it’s on the way.


◆ W A R F A R E
Ezra’s weapon is a gunblade with a trap mechanic. Its default form is a sword with a steel blade. Its secondary form is a scopeless sniper rifle. Ezra has spent time becoming skilled in both forms of the weapon.

◇ Mot [ Dark ] [ -Curse ] A tentacle of dark matter emerges from Ezra’s hand, which Ezra can control at will. In addition to damaging his enemies, Ezra uses it for utilitarian purposes.
◇ Orcus [ Dark ] [ -Poison ] [ -Terror ] A wave of blackness washes over an opponent, and they are cursed with afflictions, their lifeforce slowly drained from any movement or action.
◇ Paimon [ Dark ] [ -Lightning ] An unnatural black lightning emerges from Ezra’s fingertips, which he controls at will.


◆ A S P E K T S
Ravager
Vicar
Synergist
Lucky





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S E R E N I T Y D A N V E R S
22 October 10 5'7'' Guardian


◆ A P P E A R A N C E
Serenity stands at 5 feet 7 inches, around the average for a woman. She has a thin frame, weighing 120 pounds. She has fair skin and light blonde hair that falls to the middle of her back when not tied up. Her eyes are mostly brown with small hints of a lighter brown, almost yellow-ish color. When angered, it is said that her eyes turn to that yellow color, but only on rare occasions. She is fit, using the gym regularly (though not often enough). Her wardrobe mainly consists of dark reds or pinks, and she enjoys wearing skirts and jackets and heeled boots, though she has been known, on occasion, to go out in a simple t-shirt and jeans.


◆ I D E O L O G Y
Serenity is what some would call a "free-spirit" and she has often been called happy-go-lucky. Not one to walk down the street without a smile on her face, many have questioned why she bothered to become a Guardian, seeing warfare and violence. To Serenity, there was no other choice in the matter. After losing her parents at a young age, she hasn't had the best life growing up, but instead of looking down on herself, she prefers to remain positive in the face of adversity. She is strong-willed and determined to be the best Guardian she can be. And if she can bring a little sunshine to the Guardian profession, then so be it.

This does not mean that Serenity doesn't take stances or have her own opinions. She is passionate about learning and aims to see the spread of knowledge throughout the world. Anyone against this pursuit is dangerous in her eyes.


◆ B A C K G R O U N D
Serenity didn't feel like the world failed her. She didn't feel like she was being punished. To many others who have viewed her files and know about her past, this would seem unlikely. Serenity lost her parents at the young age of 2 and was forced to live in a different home with people she didn't know in Tenebra. Despite this, she remained to be a wonderful daughter, very bright and creative. Her foster family tried their best to be a household for her to call her own and she has always thanked them to this day.

No one could have guessed that when the time came, Serenity would manifest her Guardian powers. Her foster parents were surprised and amazed and quickly realized her potential. They were conflicted about what to do. On one hand, Oakridge Academy was a bright spot in a world of darkness and her skills could be harnessed, attuned, and used for a greater good above their own. But they weren't sure of sending a young, little girl alone to the Academy after she lost her parents and only just started to feel like she was home.

Serenity didn't mind and wasn't scared. She did her own thinking on this and asked her foster parents to allow her to go to Oakridge. With a little hesitation, they explained just what would happen if she were to go. Serenity listened, asked questions, and ultimately decided that she was going to go, regardless.

Once enrolled in Oakridge, Serenity soaked up as much as she could, aiming to be one of the best students to ever come to the school. Some called her a brown-noser, some called her other, much more colorful names, but she didn't care. She was here and she was going to use her new skills for the good of everyone. She made her friends, made a few enemies as well, but that never deterred her from giving a warm smile or a unique joke to everyone she came across.

What's the world without a little bit of sunshine?



◆ W A R F A R E
For a weapon, Serenity opted for a greater use of her magical abilities and wanted a weapon that would allow her greater ease of movement, but also still deal damage when used. Serenity uses dual chakrams as her go to weapon. The weapon is able to be used for both close-quarters and ranged combat. Combined with acrobatic movements, Serenity is a graceful adversary.

◇ Cascade (Water)(-Imperil) - The spirit showers Serenity's foe with a flourish of water, allowing for greater use of magic attacks against it. This spirit values intelligence and magic use. The spirit comes forth as a light blue wisp.
◇ Liquidity (Water)(Dark)(-Poison)(-Blind) - The spirits form and create a dark pool of water that surrounds Serenity's foes, causing them to become poisoned and blind as a result. These spirits value justice, integrity, and honesty. The spirits take the form of ghost-like twins, one light blue, one dark blue. They swirl around to create the dark pool.
◇ Fountain (Water)(Holy)(+Lancet)(+Empower(Adept)) - The spirits imbue Serenity's target with a bath of soothing water that makes the target feel better and able to get back into the fight with a greater force. These spirits value friendship, teamwork, and bravery. The spirits appear as small fairies in both white and blue colors.
◇ Rain (Water)(Air)(+Dispel)(-Curse) - The spirit calls forth a rain cloud on the field that bathes the targets in a shower of water. If the targets are friendly, it removes harmful and beneficial effects on them. If the targets are hostile, it showers them and prevents them from healing themselves. This spirit values determination, heart, and camaraderie. It takes the form of a male figure on top, a cloud on the bottom and is white and see-through.
◇ Chakram Elements (Fire)(Water)(Ice)(Air)(Lightning)(Earth)(Dark)(Holy) - Leliana calls for a strong spirit to bless her chakrams with an elemental attribute. The spirit transforms her weapons into an elemental force. When used, the chakrams go back to normal. This spirit values will, essence, and strength. The spirit takes the form of a tall, skinny woman, light yellow in color. This skill has a 30 minute cooldown.

The attacks themselves differ based on the element used. The force is a strong magical push of that particular element. (ex. fire would rain down fire on her targets). This takes considerable power, thus it takes a while for Serenity to be able to call on the spirit again.


◆ A S P E K T S
Ravager
Vicar
Synergist
Lucky
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Morganna ‘Morgan’ LeStrange
23 December, 24 5’7” Guardian


◆ I D E O L O G Y

Morganna delivers the sass and bluntness as if it were second nature. Discovering the inefficiency of beating around the bush, Morganna says it how it is. The reception for her has been mixed. As many friends as she’s gained from her rough exterior, she’s made just as many enemies. It’s not her job to play nice. All means justifies the completion of her purpose.

The world lies heavy to the extremes for Morganna. Either something should be done or something shouldn’t. Compromising was reserved for the weak. With much of Anatolia - the motherland - residing in the dark zone, corruption of the Mordrem offered no mercy to those infected. If the slightest hint of a person being infected was real, they would be purged. The dogma of the Fanatics ran strong on the outskirts of Anatolia where she lived. Their ethics had long since became her own due to their protection. Without their purges or protection, Morganna was sure she would’ve been assimilated by the dreaded Mordrem.

Though forthright with her thoughts, Morganna has seen enough to develop a bleak view on the world. Hope given from her doesn’t come from words of encouragement or optimism but by simply doing. Being the last to advocate on behalf of a common stranger, Morganna throws herself at her purpose in hopes of uplifting the world. Still not viewing anyone with the stigma favorably, the deep rooted Fanatic ethics have subsided marginally.

How she cares about people is through bitter kindness. Though the surface meanings of her words and actions may hint at aggression and provocation, those who survived in her village expressed love through discipline. Those that were soft didn’t survive for long. Those who were tempered through surviving the foray of the Mordrem did. It is because of this Morganna views front line soldiers and guardians with more camaraderie than that of those in reserves. The same goes for civilians.

As violent and villainous as she may seem, those who become her brother or sister have the tenacity of a Fanatic to back them. Whatever the situation. Whatever the cost.

◆ B A C K G R O U N D

Growing up on the border of Anatolia and the dark zone, survival of the fittest was a lesson learnt quickly. A natural culling of the weak and sparing the strong. At a young age, her parents taught her the ethics and logic of the Fanatics. The heroes of her village, for they protected their way of life while Petragrad's - a city-state - army did nothing to stop any Mordrem raid. Every child, man, and woman held the beliefs strong as anyone with the taint of the stigma was purged. Human and Mordrem alike.

Ifrit. The revered symbol of the Fanatics. As part of the indoctrination, Morganna learned to love fire and exalt the great Eidolin Ifrit. From giving warmth in the cold nights of Anatolia to burning those infected with the stigma to nothing but char and ashes. When the power of fire was first taught to her, Morganna hated the idea of using it on another human being. She believed the stigma had to be exterminated. She believed that fire was the rightful weapon to kill off the infection. She just couldn't bring herself to experience the rapture of human immolation. Her stubbornness would sanction the catalyst that would forever change her perspective on everything.

Believing that her hesitation was nurtured at home, her parents were brought to the main square of the plaza. Though she was nine years old, Morganna had seen enough warfare and lived in her Fanatic controlled village long enough to know what was next. The Fanatic leader told her it was her last barrier to experiencing the rapture. Setting her parents alight, she saw a rapture of her own.

Uncovering her latent affinity to the spirits, Morganna went on a rampage. Exhuming fire in all directions, she started with those wearing the hallowed hazmat suits. None survived her rage, and she found clarity amidst the glowing heat of flames and overcooked stench of human flesh. The infection came in the form of physical symptoms and mental afflictions. The purge was inevitable. The creed of the Fanatics indoctrinated into her mind was absolute on that. Her purpose - given to her by the holiness of Fire and the exalted Ifrit - was to purge those tainted within the Fanatics and leave only the purest. Only then could she continue to original purpose and become a saint.

Carrying out her holy crusade, Morganna reveled in flames as she set another Fanatic controlled village ablaze. Distracted by her purpose, a patrolling Petragradian cohort confronted her. Though used to death and delivering it, Morganna was no soldier. When other spirit users - later she'd know as guardians - subdued her, she was put under close guard as she awaited what was to be done with her. The prospect of death frightened her. Not because she was afraid to die, but she hadn't fulfilled her purpose. She hadn't purified enough to join the hallowed saints whom walked with the fire lord Ifrit. As she sat in her prison, she recited the Prayer of the Purge:

Life and death, giveth to that of the flame and the exalted Ifrit.

Give the kiss of release to the wicked, may the flame's blessing free the forsaken.

I am an instrument; I am a tool; I am the cleanser of the forsaken.

Our merciful release safeguard the pure, the forsaken dirty us no longer.

Men, women, and children forsaken, no longer suffering shall touch them.

The flames cleanse their souls, their Earth, their deeds. They may begin anew.

Hark! Saviors of the forsaken.

Hark! Children under the loving flame and the exalted.

Hark! Bathe them in flames and set them free.

They shall suffer no longer, for they now walk with the exalted and his saints.


Cognizant of the indoctrination, the Petragradian government placed her in their custody and went about to reeducate her strongly held beliefs. When she 'improved', the government sent her to Oakridge in hopes of setting her 'purpose' onto the Mordrem that threatened humanity as a whole. Though she was released, the message was clear.

Reform your purpose or face execution.

Playing along, Morganna never forgot her true purpose. Ifrit demanded what she would deliver. She would fulfill her purpose, and one day, she would walk with the saints that went before her.



◆ W A R F A R E
Though guns and flamethrowers were a huge part of her childhood, the trauma left on her has made Morganna stray far away from the death givers. Instead, she prefers something more tangible and intimate. Guns were too impersonal. If she is to kill, she’d give the courtesy of staring at the person before delivering death — or having death be given to her. Her weapon of choice was one crudely furnished until she had the technology of the guardians at her disposal. The club-scythe. For encounters up close and personal, a spiked club favored by strength and surface area contact allows for deadly blows. For those far away or being granted more terrible deaths, the club can be extended into a double handed scythe.

The club is reserved for those that Morganna wants to take her time with. The scythe is for those who she wishes to grant agonized mercy.

In lieu of the flame throwers used by the Fanatics, she simply uses her magic to set bodies ablaze. To those that survive, she will ensure they burn alive, so she may recite the 'Prayer of the Purge'.

(I am more than happy to provide the translation for the Latin, if anyone likes.)

◇ Furia [Fire] Harnesses the power of fire to rain down repeatedly on a target. The longer/number of times the spell is used, it has the chance of directly impacting Morganna’s disposition. True to Fury, the more zealous Morganna will become dealing out the accumulated wrath (fancy way of saying more violence).

◇ Decima [Fire] [- Meltdown] An area of effect spell, Decima creates mini implosions of fire. The attacks are meant to hinder and slow versus dealing out substantial damage allowing time for the wielder or other allies to attack. Decima sways Morganna towards the path of showing no mercy, no prisoners. Those who surrender were weak and deserve the disgrace of a inglorious death. Exotic effect: meltdown.

◇ Impieta [Fire] [- Pain][- Imperil] [- Poison] A non-lethal spell, Impieta burns away an enemies fortitude. Impieta may cause Morganna to zero on the failures of others and ostracize them for it. For enemies, she will simply taunt them before killing.

◇ Nefara [Fire] [+ Blaze] [- Frostbite] Similar to Furia, this fire magic focuses on engulfing an enemy in flames and slowly spirals inwards. The spell inspires a sense of glee in Morganna as she watches the wicked pass away. She sees herself as a saint saving a tainted soul. Nefara closely resembles her Fanatic upbringing.


◆ A S P E K T S

◇ Lancer
◇ Ravager
◇ Sentinel
◇ Fanatic
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Cameron Thael Conrad
23 May 12th 6'5" Guardian


◆ A P P E A R A N C E
Thael towers over 6 feet tall, and weighs something in excess of 200 lbs. He is an imposing presence to his enemies, but a reasuring one to his friends. Thael’s hair is a sandy blonde colour, and he has blue eyes set in a strong face.

Thael is usually dressed in uniform: others might rush to change into civilian clothing the instant they can, but Thael is perfectly comfortable remaining in uniform. When he does don civilian clothing, he keeps it straightforward and functional: jeans and a plain t-shirt. Part of his choice of clothing is the fact that it’s very hard to find clothing that properly fits his large frame.


◆ I D E O L O G Y
As one might expect from a man of his size, Thael is a loud, exuberant person. He has an infinite supply of boldness and bravery, but often acts without thinking, which can land him in difficult situations. He is generally very cheerful and enthusiastic, and he wears his emotions on his sleeves. Thael lives by the adage "Give it 110%" and is very hard working.

Thael’s greatest weakness is that he’s stubborn, or at least not a very flexible thinker. Once he’s formulated an opinion or taken a stand, he is extremely reluctant to back down. This is exacerbated by his deeply seated sense of right and wrong. While Thael has memorized every ‘by the book’ manoeuvre there is, he reacts poorly to changing circumstances and is bad at improvising. Thael is very self-conscious about this shortfalling; he worries people think he's stupid. Thael is also concerned that despite his best efforts, he won't be selected for command positions.

To his credit, Thael is a very compassionate, caring individual. He believes in protecting the weak and standing up for what’s right, and he’s extremely loyal to his friends. Thael is unfailingly optimistic. He sees the best in everyone and everything, and he never loses hope. Sometimes he can be a bit blunt or tactless. Fittingly enough, his astrological sign is Taurus, the Bull.


◆ B A C K G R O U N D
Thael’s childhood was fairly normal. His parents were loving, he was well looked after, and generally lived the carefree existence of a child. His father served in the military, while his mother worked for a public health agency. Thael idolized his father, and always wanted to grow up to fill the old man’s shoes.

The calamity brought about big changes in Thael’s life. His father died 6 years into the First Contact War; the man’s remains are still out there, somewhere in the wastes. His mother had to drop her work in health policy and return to actively practicing medicine, so she was keeping very late hours, often leaving 14-year old Thael to take care of his 3 younger siblings. The death of his father made Thael all the more determined to fill his shoes, and the boy was thrilled when he discovered he had the makings of a Guardian.

This determination drove him through his adolescence and especially through his years at the academy. Thael wanted to become the ideal Guardian, and he put everything he had into that dream. Both his room and his person were always immaculate, ready for inspection at any time. He spent hours in the gym, perfecting his combat techniques and improving his physique. He spent just as many hours at the library studying, and has maintained an impressive GPA. Despite all this, he still found time to be there for his friends.




◆ W A R F A R E
In combat, Thael uses a fairly standard spear and shield. Both are made of military grade carbon titanium nanoweave and are extremely resilient. While not the most elaborate trick weapon, the spear has a built in micro-grappling system that links to a device mounted on Thael's wrist that lets him retrieve it after it's thrown. Both shield and spear started a matte gray in colour, but have with use turned a bright gold.
◇ Durnadeim [Holy] +Empower: Sentinel -- Thael is not easily incapacitated. He suffers wounds like any normal guardian, but he refuses to succumb to them; he feels less pain and is less crippled by his wounds. Thael won't go down until he is near death. Unfortunately, the spirit that provides this resistance can not sustain Thael indefinitely; no more than a few minutes when he is badly injured. Another disadvantage is that when pushed to it's limits, so many of Thael's spirits are devoted to keeping him alive his other abilities diminish in strength or even fail. Once Thael is out of danger and can relax, the injuries take their toll, and Thael takes longer to heal naturally than other guardians due to the strain this ability frequently places on his body.

◇ Olderon [Holy] -- A ray of light falls on Thael’s target and heals them of minor wounds. This spirit can be called on frequently.

◇ Gwyn [Holy, Fire] -Pain -- Thael throws his spear at an enemy, and a number of lances of holy fire materialize and strike multiple enemies or focus on a single target. Unfortunately, the spear does not magically return in any way, and Thael must retrieve it.

◇ Surana [Holy] +Lancet -- Thael raises his shield which projects a barrier of light much larger than the shield itself. The barrier protects Thael and any allies behind him from most attacks, though the barrier does have limited endurance and can be overwhelmed by powerful attacks or a large number of weaker attacks.

◇ Aedes [Holy, Air] -Imperil -- With superhuman strength, Thael leaps to a nearby ally's side. The energy of the impact is directed to nearby enemies, rendering them vulnerable to further magical attack. The height and distance this leap can achieve is considerable, even for a Guardian.


◆ A S P E K T S
Lancer
Ravager
Sentinel
Medic


◆ T R I V I A
Afraid of the dark
Avid fitness buff
Played football at Oakridge
Friendly with Subira, Jack, Olivia, probably others still working on that
Three younger brothers: Kyle, Kevin, Connor
Self-appointed leader of the Aesthetic Squad, a playful nickname he invented for a group of Oakridge gym rats
Recently out of the closet, has only had one gay relationship, which ended badly
Hates his first name
Sometimes goes by Cam or Goldie, depending how much you want to tease him
Theme



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Rogart Hendrickson
23 June 23rd 6' 9" Guardian


◆ A P P E A R A N C E
Rogart's huge stature was a sight during his days as a student in the Academy. With shoulders broader than most men were wide, and arms built like tanks, Rogart easily dominated the strength department. He has a head of light brown hair, always maintained at a short buzzcut of near military standard. He also has a full beard, into which is braided a single line of beads. Each oblong, beige bead has the name of a parent engraved on it, and at the end is a smaller, round, sky blue bead with Eric's name on it. His garb often consists of a tank top underneath a plain hoodie or jacket, blue jeans and combat boots. When out in combat, this attire changes to a long sleeved shirt underneath padded combat armour, which then lies underneath a woolen jacket with a fur-lined high collar. Cargo pants, black fingerless gloves and combat boots complete the look.


◆ I D E O L O G Y
Rogart is simple. Rogart is nice. Rogart does nice things and doesn't expect anything in return. Rogart understands that people will most often view him as stupid because of his massive stature. Rogart therefore continues to act the part for the greatest lies are the ones told every day without fail.

Rogart knows the world is a shitty place, and he also knows that without brave men and women like the Guardians and the military keeping the Modrem at bay. Rogart understands this, and cares for his friends the same way he treats family, with compassion, respect, unrivalled loyalty, honesty and understanding.

Rogart, in gatherings, is often the silent type, preferring to grace social events or gatherings with friends with his huge, memorable size, moreso than words, of which he has little. But his words are often the products of a life spent thinking, and as a result what he says is usually good. Usually.

Rogart understands that there is a higher power...somewhere in the sky. Somewhere, where the dead watch from above, where there is no war, only peace and serenity. He longs to see this place, but for now is contained to the physical. Through communing with his spirits, Rogart seeks to understand what lies beyond the physical veil, contrasting much with his stature.


◆ B A C K G R O U N D
Rogart was born in Cetra, like most of the Oakridge alumni. But his upbringing was more unique than most.

Born in a particularly seedy part of Cetra's capital, Rogart learned from a young age that where he lived, size was everything. The bigger and stronger you were, the more people respected you. It didn't help that his parents were both poor, and dear ol' dad perished young. His parents were descendants of mountaineering race of people from Anatolia, who had been driven out by aggressive Mordrem expansion. Their people, gathered into a big group, decided to brave the Dark Zone's rabid expanse and make for the safer zone of Cetra's uninfected areas. Most never made it. Rogart's parents, among others, were only part of the small group of survivors that made it out alive.

The refugees soon integrated themselves within Cetran society; those infected by Stigma were swiftly quarantined and treated, while the healthy were housed within the poorer areas while they looked for work. Such was life for Rogart and many others of his kind. He grew up amidst the general filth, and didn't learn how to read until he was six. Small in stature when he was young, Rogart suffered amongst the bullies in the public school he went to, and grew a quiet exterior as a result.

When puberty and adulthood hit him, he tripled in size, gaining more height and bulk than he cared to admit. His mother, by then an elderly lady, decided to do the best thing she could think of: enrolling him into Oakridge. The academy would clothe, feed and take care of him, so her own life would be easier. Rogart understood her mother's decision to send him away, and went with a heavy heart, for he knew that once he left, she would wither away until nothing remained.

It wasn't a year into his time at Oakridge that he received a letter. His mother, the last of his family, had passed away of a broken heart.

He wept for many nights after that, and slowly grew distraught with each passing day. Many of his peers noticed the change in the budding young man, and it wasn't long before he was pulled aside and given counselling.

It was in this dark, sullen period of his life, that he met the youngster called Eric Wormwood.

Unlike Rogart, Eric still had family. But he too knew the pain of loss: his home village at the outskirts of the capital had suffered a catastrophic attack by Mordrem, and he'd lost a close childhood friend. This had happened when he was very young, and he'd stayed within Cetra's capital ever since. Mourning, for him, had long overstayed its welcome, and he'd dedicated every ounce of his being to excel for his lost friend.

Through him, Rogart began to understand and cope with his loss the same way his newfound friend did: he sucked it up and carried on, not disappointing the spirits of his parents and doing everything for their honour.

Soon, Rogart became one of the top physical candidates within the Academy; what he lacked in speed and agility, he made up for in raw, brute strength, owed partially to his bulk, and the other part to the training he underwent every day. Eric tested his reflexes and honed them to a fine point, and where he lacked speed, he made up for in bulk. By the time of his graduation, he was easily the biggest student of his entire cohort. He and Eric were inseparable, except when they joined into the WARG and were placed into separate teams.

Now, Rogart is a budding young soldier, looking for his first taste of combat, albeit a little apprehensively, and is keen to make new friends and forge lasting relationships.


◆ W A R F A R E
Rogart uses a big ol' warhammer, powered by magitek to have two separate and distinct modes. The first is, of course, a warhammer, big, bulky and heavy, able to be held in two hands for strong smash attacks but slow to use. The second is activated when Rogart twists the lower handgrip of the hammer. It extends and the grip releases from the outer housing, pulling forth a shorter, lighter mace, as the hammer head and upper grip flatten and transform into a light, firm shield.
◇ Geb [Earth] [+Shell] [+Protect] [+Lancet] [+Empower (Sentinel)]
- Rogart himself is a mountain of human flesh, and so is his main spirit. The Mountain manifests as rocks that grow and cover his entire form, slowing his movement while bulking up his defense along with growing his metaphysical form. Used in conjunction with his shield, it turns Rogart into an almost literal mountain, able to soak up extreme amounts of damage while protecting his allies. This also drains his stamina while he has it active, and as such he uses it sparingly.

◇ Thor [Lightning] [-Imperil]
- Thor is Rogart's main passive offense spirit. Simply being nothing more than a lightning spirit, it inhabits his warhammer and sparks to life whenever he calls upon it. When an enemy is struck with Thor active, the enemy suffers a severe electric shock, and takes more damage from magic attacks as a result. Like the Mountain, Thor can be turned on or off at Rogart's command. However, unlike the Mountain, Thor can be left on without drain to his stamina.

◇ Sting [Holy] [-Terror] [-Pain] [-Imperil] [-Poison]
- Much like the name suggests, Sting is a small holy spirit, akin to a bee or a hornet in size. However, its effects are not to be laughed at. When Sting is summoned and attacks an enemy, they are injected with a toxin that not only causes excrutiating pain with the slightest movement, it debilitates the enemy and causes them to take increased damage from all sources. Rogart often uses this spirit in conjunction with his teammates to supplement their more combat oriented spirits and/or abilities.

◇ Castiel [Holy] [+Frenzy] [+Leech] [+Gleam] [+Imperil] [+Pain]
- Castiel is a force of judgement contained within Rogart, and when he calls for aid in desparate times, he provides. Castiel empowers Rogart's basic attacks with a fury unlike any other, each strike acting like a miniature explosion of sheer kinetic force. Be it from his hammer, mace, shield or even his fists and feet, Rogart's every attack is powered up beyond measure. But in return for this increased strength and power to overwhelm his enemies, he takes increased damage from pretty much all sources. Abandoning all pretense of defense to attack head on does result in that, after all.


◆ A S P E K T S
Sentinel
Vicar
Medic
Lucky


- Secondary Characters -

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Graham Tosches
22 March 15 5'10"Guardian


◆ A P P E A R A N C E
Graham is the product of a peculiar set of genetic coding and overall outward stimulus to produce something akin to a well made building of sorts. His is the body of the Vitruvian Man, a body seemingly constructed from the outset with the goals of a rigid symmetry to it, each part focused and melded into the next as easily as the underlying network of sinew and bone beneath the skin works. Graham was always a relatively slender child partly due to the active metabolism he thanklessly acquired from his mother and partly because of his own state of growing up where food sometimes did not grace his presence for days at a time. Training at Oakridge had supplemented this adding well needed muscle and mass to a frame that was once barely a husk. Though he is still what most would be considered of a slender frame not as large as some of his other male compatriots his is a body meant not for brute force but rather built around speed and of acrobatic skill used to surmount obstacles in quick and effective maneuvers

The rest of his outward appearance serve as fractured glimpses at the soul that resides within. His hair flaxen, is kept long and unkempt as if Graham had not brought comb or brush to it in years, each wayward strand moved in its own direction as if having a mind of its own. Slight hints of a growing mustache crest upon his upper lip and strands of hair dance about his chin but the rest of his jawline seems free of any major sort of growth. His eyes, a light blue something akin to the sky on a clear day and despite his own circumstances and life are bright and hold a fragment of hope to them, hope for a better future, hope for anything really. The smile that will more than occasionally ghost over his face is in direct contrast to the rest of his body crooked and the teeth themselves seem perfectly unconcerned with uniformity in terms of size and alignment not that he seems to care. Though there is one more curious imperfection in the outward symmetry and that are his arms stretching from the tips of his fingers to where they meet the shoulder they are covered in marks: a series of patchwork cuts and burns that dance haphazardly across his skin seemingly chemical in nature.

Graham's choice of clothing is plain and is based more on function than outward appearance. Most takes the form of athletic gear in shades of gray and black almost always accommodated by a pair of well worn sneakers whose laces are a vibrant pink in color.


◆ I D E O L O G Y
Always. Keep. Running. These three simple words are the driving mantra of the young Tosches's life. He realized from a very young age that if you end up depending on others, it all ends up going to shit eventually. So to be happy, to be content you just gotta pick a path and just keep on running. People are going to try and slow you down but you can't let them, you just keep on running and don't look back because there is nothing back there for you, everything is ahead of you. This results in something of a odd foundation for his life; he seeks thrills and pushes forward without thought of consequences. It's a spontaneity not of childish glee but of the primal frantic state of a stricken animal being hunted, blindly pushing ahead just trying to get away.

Despite this if one manages to 'catch' Graham or at least manage to keep up with his frantic almost self-destructive vigor they will find he is at least personable. Graham believes highly in giving people a chance - note the singular tense of the word. He is amicable to those around him generally the life of every non-existent party focused almost singularly minded on finding that next rush. Life to him is something of a game, a terribly cruel game where the deck is stacked against your favor, the rules are vague and clouded at best and everything you do seems to have no inherent meaning to it but a game nevertheless. He laughs at the seemingly nonexistent joke whose punchline has been lost by time as he himself spirals deeper and deeper towards the ground.

Despite this he is in desperately over his head and he knows it. He is a coward, not the hero that the world is waiting for; a lowly fool in a gambit meant for kings. The dark ichor of self doubt and self destruction swirls about him and threatens to throw him off of an already precarious balancing act. But that's what it all really is isn't it? An act. A play in which he is nothing but an actor playing his part during the past to convince those around him that he is nothing but a charming if a bit off centered adrenaline junkie but eventually the curtain has to fall.


◆ B A C K G R O U N D
The crashing of water against sandy beaches a dark gray in color a mixture of decomposing wood fibers and volcanic ash. The modest city of Tyre stood against the ocean far to the southwest of Oakridge. The town was known for its relaxed and almost resort-like atmosphere that hung in the air and was a popular locale for vacationer wanting to escape away to a softer world if only for a moment of time. The primarily lifeline of the city beside it's tourism was of course Nexus Industries who had created a large offshore power plant that loomed on the horizon built to harvest the geothermic energies deep underneath the ocean waves. Graham's father Ulysses was a systems technician at the plant and his mother Claribel served as a teacher at one of the local schools. Graham was the first child of two, the second a younger sister Anna was two years younger.

Then everything changed. Soon ideas of vacations and relaxation quickly vanished as the Calamity struck. Tyre lost its most stable source of income and became even more heavily dependent on the mysterious power plant out at sea for their main source of income. Many were recruited and shipped off to fight creatures that they could not possibly comprehend, Graham's father being one of them recruited as a field engineer to service the many arms and armaments used in the defense of the world. Like so many others like him the last time Graham would see his father was him waving goodbye from the window of a train as he was ushered off with the hope and desire to protect his family. He would die several weeks later claimed by the war like many others before him.

Alone and taking care of two young children Claribel tried her best to provide for them but it was not enough. As more and more left Tyre many concerned that the tremendous flooding that had swept across most of the continent would hit them next fled to the safety of land further in. Soon the city itself was a small fragment of what it once was and many of Graham early childhood memories are wandering those streets with his sister. But mysteriously enough the flooding that had conquered many other coastal towns and cities sweeping them beneath the waves did not claim Tyre. The water remained rough but low enough to keep it underneath the flood barriers. Some of the survivors pointed this 'miracle' to the power plant off shore and the seemingly memorizing waltz of lights and flashes that came from it during the night. Those still employed at the plant though maintained that all it did was it's original intended purpose.

Then something cataclysmic happened. Graham was ten and the air that night was unnaturally frantic high winds whipping across the lonely streets. He and his sister watched from their bedroom window out at the sea. The horizon was alight with a crimson glow as the power plant at sea glowed furiously with a light that had not been seen before. The glow became brighter and brighter until the sky itself seemed almost awash with red daylight and then a beam of seemingly light pierced through the main tower of the plant and a large explosion followed. Almost immediately following the explosion, the sea churned and moved with a torrent and great waves of water swept over the flood walls of the city. Claribel was one such soul to be swept away in the resulting torrent. The city was left like a decaying piece of driftwood, corpse swept out to sea.

In the early morning of the next day, a 'relief' team came from Nexus Industries members of their private security force. The survivors thought that they came to help but the truth was revealed quickly after as the gunshots began to ring out. Whatever had happened at the offshore plant was not supposed to happen, it was a fluke, a mistake, a mistake that had killed hundreds within the city. It was something that Nexus needed to not escape, not to be spoken off. The official story was that Tyre was swept away by the ocean that night, but Graham remembers what happened. Through sheer luck and tenacity Graham was able to ghost him and his sister out underneath the defense perimeter that had been formed by Nexus' men and escaped. Eventually they found their way to Cetra where they managed to vanish in the slums like many others before them.

Eventually Anna would die in those slums of common sickness as they were too poor to get proper medical treatment for her. She would die with a smile on her face telling her older brother a simple joke from a time long ago. It was in this rage and grief induced state that Graham found out he was a guardian, several weeks later they found him. He did'nt know how they did but they did they found him in a gutter only a few days before he would've jumped and just ended it all. He needed to forget and they needed soldiers. It was a perfect match really. Soon afterward he was shipped out to Oakridge.


~~~

~~~


◆ W A R F A R E
Graham uses a rather interesting trick weapon that he lovingly has nicknamed Sera. Usually Sera appears as two metallic daggers that fit very comfortably in his hands and uses them to perform a flurry of blows at very rapid speeds cutting into an alien threat. These two blades can join together as the handles slide into one another and the two daggers become a strange thing which could mostly easily be described as a bladed boomerang. Graham uses a style of fluidity with the variations of the weapon using it to keep forward momentum going carving inwards with his blades than using his acrobatic ability to make distance when he is overwhelmed but continue the assault with the boomerang.

◇ Delvosh|Lighting|+Frenzy The spirit engulfs Graham in a thundering cascade of electrical energy empowering his strikes but also channeling attacks that strike him with the same power
◇ Kreos|Fire|-Curse The Spirit encases a foe in a burning embrace preventing it from being healed.
◇ Tywin|Lighting|+Empower Fanatic+Leech +Pain The Spirit grants Graham increased attacking abilities and allows for him to gain life from the damage he causes to his foes but it opens his defense up to more pain
◇ Lesalo|Fire|+Protect +Shell +Zombie The Spirit surrounds Graham in glowing and fiery aura that makes him more resilient to attacks made against him but for as long as the protection is maintained any healing done to the boy will cause the flames to strike inward towards Graham.


◆ A S P E K T S
◇ Fanatic
◇ Adept
◇ Lancer
◇ Lucky


◆ Secondary Characters ◆
~~~

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Jonathan Michael O'Malloray
23 25, October 6'1" Guardian


I D E O L O G Y
Mike lives by one rule and one rule only, live life to the absolute fullest and letting the rest fall where it may. Mike looks at everything; war, life, friends, even the Spirits themselves as a means to have the biggest "party" with the last call being death itself. Being the youngest of twenty and the only son of a farmers family, Mike has become a sort of protector of women which is odd since he more often than not tends to be a bit of a womanizer himself. Having to grow up fast has put a lot of stress on Mike to be the man he is supposed to be and so Mike has gained an unnatural love of liquor leading him to be a raging alcholic. While it never impedes his duties as a Guardian it does have a rather nasty effect on his social life.

B A C K G R O U N D
The story of Jonathan O'Malloray begins much farther back than even the conception of his birth. It begins with Alan O'Malloray living the life of a farmers son deep in the Anatolia wilderness years before the break out war with the Mordrem, a story that begins with true love and settling down to raise a family. Alan married Lillian and began birthing a litter of darling girls. Life for Alan couldn't be better for Alan, that was until the Mordrem attacked. On the eve of Libra's greatest tragadey came the birth of the one thing that Alan dreamed of for so long, his first born son, a son that he names Johnathan Michael.

Spending the first several years of Jonathan's life tending the land life, the war, everything seemed to pass right over the Anatolia farmlands as Alan's gaggle of children grew up strong and tending the fields. By the time Mike reached the age of ten a Mordrem attack forced the family to leave their home that was deep within the newly designated Dark Zone. As the horde of children and their parents trudged along the cold of Anatolia winter Michael learned the most important song of his life, the song that would later show him his role as a Guardian. The Song of the Misty Mountain. A song that speaks on the loss of a home and promise to one day return to it.

At the tender age of eleven Michael's father sent him and the entire O'Malloray brood off to join the ranks of the Oakridge military acadamy to become stronger and give the "softbloods at Oakridge a taste of true Anatolian might". While his sister's went off to become officers, medics, and other various other important pieces of the war effort, Mike and his newly found Spirits took on special training of a Guardian. It became clear that Mike took to combat early on shunning the more fancy equipment for body armor and a slew of knives and axes, the more stabey the better.

But Jonathan's true prowess came not from his strength but from his voice. Jonathan's spirits began truly manafesting in the songs that he sang when he found that his spirits not only aided himself but gave those around him the same amazing effects. Because of the attention his deep Anatolian baroque and haunting melodies Mike quickly became known around Oakridge as Johnny Charisma and as his fame grew so did his ego.

Now on the day of Operation Downfall is set to take place Mike prepares for the biggest party his life has ever known, taking the mission in Doral to see what trouble he can get in to.


W A R F A R E
On the basest level Mike is an all out brawler, wearing nothing but the bare minimum of armor and wading out into combat wielding only a series of knives and axes, one in particular having different attachments for a spear, axe and hammer. While in the field he dawns his heavy duty chest plate bare chested wearing cestes on either hand and heavy steel toed combat boots.

The only thing that is not hand to hand related is the microphone and earpieces locked around his neck. Not only do they tie into his comm system but it also amplifies his spirits by projecting his voice beyond natural limits


◇ Bua - Holy ] - [ Empower, Frenzy ] - [ Posion, Curse ] Bua generally manifests itself during time great celebration, or when Mike has been drinking too much. It generally clings to songs of merriment and togetherness and as such tends to gravitate to all of those that Mike is close with. Bua generally revels itself as a glowing radiance that often envelopes Mike and his entire party.


◇Fios - [ Holy ] - [ Protect, Dispel ] - [ Terror, Imperil ]Fios is perhaps the most fickle of Mike's spirits, being a spirit of knowledge it generally shys away from most combative scenarios. It generally gravitates towards songs that speak of knowledge, and often mimics Bua but not as bright.


◇Eire - [ Holy ] - [ Empower, Protect, Immune ] [ -Exotic Effect ]Eire was Mike's first Spirit and shows itself only during one song, The Song of the Misty Mountain. This is considered Mike's most powerful spirit in the fact that it grants not only himself but all within earshot immunity to the elements as long as he keeps singing. However this also prevents him from doing anything else so within combat.


A S P E K T S

◇ Lancer
◇ Ravager
◇ Medic
◇ Lucky
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