"Ever since the dawn of time, there was an invisible force flowing through everyone... the pure fighting spirit known as Ki. Through their understanding of ki, the greatest warriors could train the mind, the heart, the body, and the soul to perform the impossible. Strength beyond what the body would allow, speed beyond all speed, and weaponizing your fighting spirit in raw form... all from the mastery of the pure fighting spirit of ki. Many are capable of using ki, but few are able to utilize it to it's fullest potential. These few are known to the world as Nomads, fighters that travel the world for their own reasons - whether it be personal betterment, fortune and glory, or saving the world as they deem fit. Of course, this isn't as simple, as they will inevitably cross paths and clash with other Nomads pursuing their own dreams and desires..."
"... each and every one of their destinies becoming intertwined with one another, with the nation of Zun acting as the centerpiece. With such a blinding, brilliant light cast by aptly named "Capital of Ki," it only makes sense that it should cast the longest shadow. A part of this shadow is the ambitious General Zaman, a man who desired to take the throne for himself has launched a coup to overthrow the government. Whats more, the Shah and his daughter have vanished without a trace, causing whispers of conspiracy among the populace, as well as rumors abound that they were deposed by the mysterious terrorist organization known only as PENUMBRA. Regardless, a Civil War is on the brink of the horizon, soon to be engulfed by a much longer shadow, one that will leave a lasting eclipse on the world..."
"... and in the end, only the strongest and most skilled fighters will be able to overcome these trials..."
Welcome to the Nomadic Fist: Radiant Soul. This RP takes place in a quirky, anime-and-fighting-games-themed world (think of shows like Hunter x Hunter and One Punch Man, or games similar to Darkstalkers and Street Fighter) where supernatural warriors known as "Nomads" head out and engage in supernatural battles. Fueled by ki, magic, or technology, they journey the world, and, for whatever reason, they seek out fights.
This won’t quite be a PVP roleplay, and is more story and character driven, with your characters fighting NPCs and a variety of sinister plots (with player fights for special occasions). The world is very, very free-form; lore is loose (basically amounting to everything just described in that first paragraph), and you’re free to create almost any kind of character or backstory you please.
So what do you all say? Are you all itching for a fight for the ages or a bizarre adventure? Well, your story begins here!
(Originally constructed by @Ruler Inc; thanks for bringing everyone together bub; also, rip original title card).
And so, another year passes, with events foretold from far and wide, with heroes and villains of all tales, each Nomads alike. Yet, even with these events, some insignificant to the world, some ominous and foreboding on a much grander scale, this world keeps on turning.
It is currently late into 20xx, the end of an era is nigh, but a new one will begin where the prior that once stood... and what better way to finish off the year and kick off the year with the internationally acclaimed and highly anticipated competition - World Warriors, hosted by the WMAF in the nation of Zun!... however, not all of you are here to compete in a prestigious contest, hell, some of you might not even have the money, invitation, or sponsor to get in! What brought you here on this very day I wonder?
Regardless, there seems to be something stirring amongst the resident Mythics of this place; tensions seem to still be at a constant high, even with this tournament transpiring. Regardless, the WMAF implores many to take place in the festivities, undeterred by the threat of a Civil War. However, this is merely the starting point of a brand new story that will forever be marked in history.
Ki, at its simplest, can be thought of as life energy, invisible, preternatural, and primordial. It has gone by many names, and it empowers and imbues all living things. Everyone has some amount of ki inside them, and ki gives them the strength to grow and live. Most people have a ‘normal’ amount of ki, and display no abnormal abilities.
While some people are born with a small amount of ki, while others are born with massive amounts. It depends on their ancestry, as someone's great ancestors can pass on their ki throughout the generations (They have to be dead for this to occur, however). The further they get away from their ancestors, the less ki they can be gifted with. However, long as a warrior trains, they never have to worry about their descendants running out of a natural supply of ki. However, if one descends from a magical being of some kind, then they will always have a naturally large amount of ki.
These beings are capable of superhuman feats, ranging from speed, to strength, to durability, to agility, resilience. All of these feats increase alongside a person’s ki reserves and can occasionally open the way to unusual powers. Many modern hospitals, for example, often have a ki specialist who can treat illnesses that affect life energy, or use their own ki reserves to heal injuries. However, the average joe will most likely know about ki in the context of Nomads.
The nomad has become a staple of global pop culture in the last century or so. he name 'nomad' refers to a wandering warrior with fantastical powers, a vagabond who, for one reason or another, travels the world seeking new fights and new challenges. They have epic showdowns, they participate in international martial arts tournaments, and they are features in movies, TV shows, and airport paperbacks. On Earth, there are such Nomads such as life-like automatons, a literal demonic artist from Hell, and your good ol' ki-wielding doctors to name a few, and many dozens more waiting for the chance to prove their mettle... at least that's what Hollywood's latest multibillion blockbuster about Nomads tells us.
By nature of their ki, your average nomad or nomad-level person can punch through walls, deflect most bullets like paper spitballs, and is shrouded by a subtle shield of life energy that makes them difficult to damage by conventional means. Of course, as with all things, if you hit them enough times with enough force, or enough ki, these defenses eventually break. Keep in mind that your character doesn’t have to be a ‘proper’ nomad, or even have to rely on ki, as magic and technology can allow even otherwise normal humans to tangle with ki-powered superhumans.
Ki can be increased several ways. For most, meditation is one of the most basic—if unrewarding—ways to build ki, and this life energy, whether it’s called ‘ki’ or otherwise, often figures into a variety of religions. Disciplined physical training that unites the mind and the body is another way to increase ki. Because of the lasting impression of the nomad on pop culture, most people will associate ki with physical training, especially martial arts. Indeed, martial arts is probably the most effective and straightforward way to build ki.
Beyond the across-the-board stat boost that high ki reserves grant, ki manipulation opens the way to a variety of abilities. Most use ki to emphasize specific attributes, like speed or strength. Others learn to manipulate their ki and focus it into specific forms. Ki can be transferred to allies to boost strength and stamina, and the more talented ki manipulators can even use it to heal. Ki can also be forced to take physical form, usually manifesting as a specific element that reflects the wielder’s personality and temperament, or to manipulate elements in the immediate vicinity. A person isn’t strictly confined to one element, of course, but will generally find it difficult to go outside their natural comfort zone. A person whose ki can manipulate rocks might find conjuring wind to be extremely challenging, for example.
Others might forgo these versatile abilities, and focus on the overwhelmingly difficult technique of manifesting ki in its pure, unconverted state, which often makes for the strongest shields and the most armor-piercing attacks.
One of the last well-known ki abilities is the power to sense life energy, and depending on practice and ability can detect increasingly specific details about power level and mood at increasingly great distances. The average nomad who has chosen to learn the sensing technique can gauge the general concentration of ki in the immediate vicinity, and notice people like nomads with unusually high ki-reserves.
Magic is a rarely seen and often poorly understood art, the biggest misconception being that 'magic' is what Mythics use while ki is what humans use. While this is incorrect as Humans and Mythics both utilize ki, true magic did originate from Mythic society, where it is commonly referred to by Mythic practitioners as "Mana".
While the fact of magic being another flavor of ki is undiscovered, most societies viewed Mythics as otherworldly, with their ki being seen as "special," in an ethereal light. This perpetuated myriads of things, from fantastic racism to worshiping them as deities as time went on. This even caused a (still) popular, yet wildly inaccurate rumor that infusing an item or being born with the blood of a Mythic would give you the same "powerful" and "awesome" abilities they had. Neither portion of this rumor has been spurned or rejected, leading to some illicit Mystical rings that trade Mythic's or Mythic Blood.
Aside from that dark reading, the "items" mentioned earlier are known as Catalysts; items such as magic wands, large encumbering blades, and griomoires of undisclosed origins. Some have been imbued with the blood of a Mythic whilst others aren't. However, one thing remains the same across all of them - they just need a bit of ki to power them up, which allows them to be usable. Along with that, their flexibility varies between each differing catalyst.
■ Humans
Humans are the dominant species in this world and make up the majority of the population as well as a healthy portion of the nomads. Renowned for their mastery of ki throughout the centuries, what sets human apart from older races with seemingly more powerful ki is sheer versatility. Humans possess hundreds of fighting styles both new and old to channel their ki, some even choosing to fight with the aid of advanced technology, arcane artistry, or whatever else works for them.
■ Machines
Obviously a newer entry into the Nomadic world, Machines cover any artificially created or augmented being forged through the incredible power of science. Ranging from cyborgs to androids to sentient drones, machines forgo ki in favor of advanced technology to give them an edge in any fight. For that reason machines rarely use ki themselves, though some partially Machine beings like cyborgs can still use it, so long as part of them is living enough to draw life force from.
■ Mythics
Mythics is the umbrella term used to describe beings of mythical origin, distinct from humans and machines. This includes classic mythological beings like centaurs and oni, divine creatures such as angels or demons, and even folkloric monsters like werewolves and vampires. Like humans, Mythics have the ability to wield ki as well, and many of their fantastic abilities, often labeled by humans as "magic" to make it sound other, are simply different styles of ki as innately tied to blood and heredity as any human ki abilities. Indeed, while oftentimes branded as an Other in a world where they are very much the minority, it is not uncommon to find humans and even Nomads with the blood of a Mythic running in their veins.
Notoriously bureaucratic, grossly overbloated, mildly corrupt, and absolutely rolling in cash, the WMAF manages some of the biggest and most viewed martial arts tournaments in the world. Originally founded in 1971 by Walter Duncan, who desired to show the world that Pro-Wrestling was real, went on to establish the WMAF after becoming the Heavyweight Champion of the World. Of course, due to being a bit of a meathead, most of the company's success is usually attributed to his financial advisors.
They have had a hand in lifting many well-known and beloved nomads to international fame, and their own share of scandals, from the rigging of the 1999 Warsaw Grand Prix, to the 2005 bribery scandal, to the infamous pee tape leaked in 2012. They also sponsor ki-training schools, though the quality of those schools can vary drastically.
Uniquely enough, they also host one of the biggest, most famous events year round, being able to rival the Olympics in popularity. This event is known as World Warriors, a tournament designed that invites the best of the best to participate in... or so most people think.
The House Miyamoto is an old and prestigious group that has had their hands in many fields, ranging from technological advancement and medicine, and have met with nothing more than success. This has allowed them to accumulate a wealth of resources and renown over the past years and their charity work has helped maintained their positive appearance. However, despite all this, the biggest thing they are known for marketing nomad and ki-training to those around.
The service for their training services have been set at a high price, and for a good reason. Most martial artists and nomads that dominate tournaments have been known to have training from this organization, and many other company's often pay top dollar for nomads to act in their services.
Along with that, they have also been known to adopt orphans with high ki potential, giving them the ability to pursue any life given to them, whether it is being a nomad or going into a field in technology or medicine.
While Miyamoto is supposedly a surname, it more or less acts as a title, denoting that you are a part of the House. Moreover, most of the orphans here are known to have Miyamoto as their last name in most databases, regardless of whether or not they had a surname beforehand.
An elite peacekeeping task force founded in 1950 and managed by the United Nations, MAVERICK trains its soldiers specifically to combat superbeings like Nomads and to handle situations that standard emergency personal could not. They wield advanced technology and are specially trained to battle against Nomads, allowing them to go toe to toe with these ki warriors. These are the soldiers dispatched to keep the powerful from abusing their gifts, and, according to their charter, can only be involved when the superhuman is involved, and have the primary directive of civilian protection.
Despite this, MAVERICK has been the tool of influential dictators and underhanded international politics in the past, and such as its infamous 1975 suppression of anti-junta rebels in Argentina. In the current, modern day, after several decades of internal investigation and reform, they are seen in a more-or-less positive light, though mistrust and conspiracy theories still haunt the organization.
MAVERICK does not, in fact, actually stand for anything, as it was quickly realized that no one really cared what these acronyms stood for as long as they spelled something reasonably compelling. A common in-joke at the MAVERICK offices is brainstorming actual names to go with the acronym.
Founded decades ago following the death of (in)famous Nomad superhero Ryuji Raiden, SHINING is a corporation interested protecting the Earth… as well as their profits. Most famous for their wildly successful Justice Riders franchise, the organization has the uncanny ability to sniff out Nomad talent, get them under a contract, train and equip them, and make them into a brand, complete with everything from TV shows to toy lines.
Though based in Japan, SHINING operates across the world, with many governments paying the organization to deal with superpowered threats in a more... PR-friendly fashion. Though the flashy, marketing-focused way they conduct themselves has earned them significant criticism, SHINING remains the ideal place for the charismatic, photogenic superhero willing to sign on for a few advertising deals.
The NomadicNation is a web-based compilation of data over most Nomads known to man, machine, and mythic, acting as a tool for most regular people to look up thinks about their favorite nomad and buy some merchandise that is sold by certain organizations. For organizations, they either advertise for a tournament or sell merchandise to different people.
However, there is a much more informative side to the website, with an example of it also acting as bounty board for some of the worlds most wanted... who are mainly nomads. There's a top ten most wanted nomads board always at the side to see who the big contenders are for getting the most bang for your buck. Another is posting jobs that can only be handled by nomads. Some jobs are much more upfront with nomads whilst the more secretive jobs are, well, not upfront. The list of jobs will constantly fluctuate each day, sometimes completing before you even get to the other side of the globe. If you're down on your luck and need a job that pays as a nomad, it's best to go here.
The website also has an easy function to help determine your language, making it accessible to most, if not all ethnicity's.
World Warriors is a multinational event, bringing the best, the greatest, the (in)famous in one, large arena for the world to see. With the rising popularity of Nomad's in the media, this global spectacle is attributed as one of the WMAF claim to fame, even if their founder states otherwise. This event spans over the week, as bets are placed on Nomads of different caliber, the lifestyle of them being grossly misappropriated, and merchandise being created based on some of the more popular picks.
The first tournament was hosted in 1994, with the promise that any Nomad could enter and have a shot at not only being labeled as the World's Greatest Nomad (for that year), but could have almost anything you want. Critics expressed disbelief at what was stated and was made a laughing-stock until they gave the tournament winner what they wanted, which shocked many viewers and critics alike. Suddenly, there was an insurgence of Nomads that attended this event each of the following years, until the WMAF put their foot down and began limiting whoever could enter this now prestigious event.
There were really only three ways one could join after this - receive a personal invitation from the higher ups in the WMAF (they will somehow find you), get a sponsorship from one of the companies, or pay an exorbitant fee to enter. Usually, Nomads who receive a personal invitation are those who have done something "outstanding" that year, so exceptional that they just have to give you an invitation... though, of course, anyone can utilize this letter, making it a coveted item, as well as a huge bundle of cash if one can sell it. Funnily enough, they actually don't have any expiration dates; along with that, the top 10% of Nomads in this event automatically receive one.
And just as a small trivia note, sometimes (i.e. every friggin' time) Walter always offers to challenge the champion of this event, just as a exhibition and not taking any of the winners prizes... though, if he does win he does take the title of being the World's Greatest Nomad, but the winner of the tournament will still receive their wish.
The Zun civilization is one of the most ancient in world history, having been first documented in the Bronze Age by Egypt and the Hittites and most likely having existed before then. Legend says that the civilization that emerged in Southern Afghanistan was lead by a man named Zun, a powerful warrior king and nomad, who sacrificed himself to become a new sun and save the world from unending darkness. This myth became the basis for the sun-worshiping faith of the Zunists, a religion still prominent today in the region. Actual historical information is scant on the Zunist civilization, with scattered accounts referring to a powerful military state who struck fear into the hearts of their enemies and provided protection for those who needed it. Eventually, Zun was absorbed into the Persian and later Islamic empires, though miraculously they retained their leadership and faith throughout much of human history, despite the efforts of dominating empires, especially the European colonial powers.
As the Ottoman empire declined in the 18th century, Zun declared independence and established a new nation around Southern Afghanistan and what would later be Pakistan; the Kingdom of Zun. Weathering the turbulent 20th century, the Kingdom rose to international fame during the late 1960's, when Zamindawar played host to the World Warriors tournament for the first time in its long history. The success of the tournament and the Zunist faith having deep connections to ki and the nomad lifestyle led to Zun being called "The Capital of Ki", and Zun emerged as a prominent regional power, wealthy, developed, and boasting energy reserves that would fuel its continued success. The Shah who hosted the 1960's tournament even made history when he announced sweeping civil rights reforms aimed at acceptance of Mythics, the first in modern history, and established Zun as a haven for oppressed Mythics worldwide.
But now the optimistic future of Zun is shattered. General Zaman has launched a coup to overthrow the government, and Shah Darvashi and his daughter, the crown princess, have gone missing. Civil war looms, the world hangs on a knife's edge, and whispers abound of those who helped depose the rightly crowned Shah, a mysterious terrorist organization known only as PENUMBRA...
⋗ 1 . 1 | No Powergaming, God-Modding, Metagaming, etc, etc... You know, the "don't"'s of Roleplaying. You know the dealio.
⋗ 1 . 2 | Let me say now; the story will be pretty fast-paced at times (the way I enjoy them). If you don't think you can keep up with it, then I don't recommend joining. But, I will try not to leave people behind.
⋗ 1 . 3 | Adding onto the above, the story will be a little messy with a lot of different storylines running alongside each other - with lots of characters. If you don't think you can handle that, then I don't think you should join.
⋗ 1 . 4 | The Roleplay will have plenty of collaboration posts, as I think they are good for the pacing I desire. I heavily recommend you do collaboration posts for most of your interactions.
⋗ 1 . 5 | All I ask for is one post a week. If it's been a week since your last post, your character will be placed into the inactive section until they are written off. Once a character is inactive however, they are officially an NPC, and can be used freely by the GMs, or the players.
⋗ 1 . 6 | Despite being in the Advance section, I am not a stickler for post length. I'd rather have a meaningful paragraph, over a essay full of filler.
⋗ 1 . 7 | Character death is a real possibility. By submitting a character, you understand that they have to take responsibility for their actions. They will not be bailed out by me, and may get injured or die. I won't jeopardize the story for one character. They can also be killed by other characters. I won't go out of my way to kill off any character - that I like - but I may injure them for the sake of the story.
⋗ 1 . 8 | Romance/Sex/Whatever is allowed in the RP. "Fade to black" is so beaten into your heads by now that there's point in even repeating it.
⋗ 1 . 9 | To keep things a bit more organized, please say where your post is taking place at the start of your post.
⋗ 1 . 10 | While this RP is based upon anime, it's not an arena RP. It's mostly supposed to be a light-hearted RP in which people can use creative/fun ideas and have fun in a zany world. If you're one of those "play to win" dudes, go home.
⋗ 1 . 11 | As far as fights go, try to plan them out to the best of your ability so we don't make things too confusing, and don't have arguments over the outcome. Once again, this isn't a game.
⋗ 1 . 12 | If you're also expecting me to hold your hand every step of the way, then you're going to be disappointed. This is going to be an RP that rewards taking initiative, and starting plotlines of your own. I'll provide a storyline, but I'm not going to be railroading everyone.
⋗ 1 . 13 | As for the fights between characters, we'll be going for a very simple rule: whatever is more interesting for the story. That means, instead of trying to make your character the winner, you should decide what would be the most interesting story to write. What would make the most interesting character developments, etc. Wish I didn't have to overtly say it, but I feel it necessary.
⋗ 2 . 1 | Remember that everybody is here to have fun above all else. We may throw a few flowery jabs at each other, but remember it's all in good fun. The Golden rule is: don't be a dick.
⋗ 2 . 2 | That said, remember that I have the full right to deny anyone access to the RP, and I will remove anyone from the RP should they get too unruly. I hope it doesn't come to that, but I'm just putting that out there.
⋗ 2 . 3 | I (And any Co-GMs I may elect) have the final say in all matters - we aren't tyrants, but if I put my foot down, that's the end of it. Please make any edits to your character sheet/posts/etc that you were requested to. If you're too unruly, I'll have no choice but to enact 1.2.
⋗ 2 . 4 | I enforce a policy of not informing people of every time they should post (unless their character is in the middle of interactions). If you go inactive without a peep, I'm not going to babysit you. It's a player's responsibility to keep up with the RP.
⋗ 2 . 5 | Please be respectful towards all other players.
⋗ 2 . 6 | Please do not post a "wip" sheet. I find it very irritating when someone posts an incomplete character sheet. If you want me to read over what you have so far, just PM it to me. If you need a place to work on it just private message the sheet to yourself (or write it on one of many platforms).
⋗ 2 . 7 | This RP will strictly be "first come, first serve." Meaning I will not reserve any powers/character roles/etc, and they will go to whoever finishes their character sheet first. If there's a conflict over it, I will decide the outcome.
⋗ 2 . 8 | Character applications will go into the OOC (where we can work things out) until they are accepted. In other words, the character tab is for accepted characters only. Also, do not "reserve" a spot in the Character Tab unless you were given permission to by me.
⋗ 2 . 9 | I am... somewhat thorough and critical when looking over character sheets (sometimes deferring to judgement from those I trust), and so are the rest of the co-gms. Please don't take it as a personal attack, I'm just trying to have some high standards for us all... this is an Advance RP, after all.
⋗ 2 . 10 | Try to keep the OOC active as possible, even though we'll probably be on discord most of the time. Even chit-chatting about FromSoftwares games or posting memes is fine.
⋗ 3 . 1 | When you make a character; I want some interesting and creative ideas. I'm not saying that everyone has to be the most unique thing on the planet, but don't just make your character bland. Think outside the box. There's all sorts of potential and possibilities for making new characters, don't be that one guy who just makes boring characters for the sake of being badass, be quirky for once.
⋗ 3 . 2 | If your goal is to basically make the strongest/best character, and try to "win" the Roleplay, let me stop you here and say you won't get far. This is a story, not a place for you to wank your OP self-insert. Nothing says "I'm a bad writer" to me than giving your character the strongest abilities (along with an asston of skills). While I try to be critical, other gms exist to point out problems that the other might of missed. If one of us dislikes something in your character sheet, we will not hesitate to voice it.
⋗ 3 . 3 | As for the lore... I left it mostly a blank slate for a reason. I designed it so that everyone has something to work, but are able to build up a lore with all the writers here. If you want to make up an event, organization, or etc, go ahead. I implore you.
⋗ 3 . 4 | There is no character limit, you can, and are encouraged, to make as many characters as you can handle. Just don't get stupid.
⋗ 3 . 5 | Characters can use weapons, magic, guns, fists, anything. Anything goes in this RP.
⋗ 3 . 6 | You can make "evil" characters, or villains, you edgelord you.
⋗ 3 . 7 | Please just... just don't post a "wip" sheet. Post the complete version or don't post it at all.
Character Name here, or get a banner from 1001fonts.com
⦋ Age || Nationality || Gender ⦌
[youtube]Themesong here.[/youtube]
APPEARANCE & PERSONALITY
APPEARANCE
If I have to explain this to you, I don't think we can be friends.
PERSONALITY TRAITS
Instead of a paragraph, I just want a list of some simple personality traits!
BACKSTORY & MOTIVATION
Make sure to explain in detail why your character is becoming a Nomad, and what they hope to accomplish.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Explain how your character fights. Describe their martial arts training (if any), and describe how their moves generally look. Do they fight aggressively by getting up close? Do they zone their enemies? Also put any special abilities they have here.
SPECIAL MOVES & TECHNIQUES [REMOVE THIS. What are the special moves your character can do? Mostly things like fireballs, or any other special techniques. Remember special attacks are the flashy, hard hitting, moves in fighting games. Not normal moves. Make a list of around twelve special attacks max. REMOVE THIS.]
■ [Move Name Here]
[Description of move here]
SUPER MOVES [REMOVE THIS. The big flashy super moves that take off a large chunk of health off their enemies. These moves should go without saying, but give your character around three. REMOVE THIS.]
■ [Move Name Here]
[Description of move here]
WEAKNESSES & LIMITS
What are the weaknesses of your character? Are they bad at up close and personal encounters? Do they suffer from an illness? Or do they have a pathological weakness?
OTHER
What else?
[hider=Character name here] [center][h1][b]Character Name here, or get a banner from 1001fonts.com[/b][/h1] [img][/img][ hr][ hr] [h2]⦋ [b]Age[/b] || [b]Nationality[/b] || [b]Gender[/b] ⦌[/h2] [youtube]Themesong here.[/youtube][/center]
[u][b]APPEARANCE [/b][/u] [indent]If I have to explain this to you, I don't think we can be friends.[/indent]
[u][b]PERSONALITY TRAITS [/b][/u] [indent]Instead of a paragraph, I just want a list of some simple personality traits![/indent]
[u][b]BACKSTORY & MOTIVATION [/b][/u] [indent]Make sure to explain in detail why your character is becoming a Nomad, and what they hope to accomplish.[/indent]
[/indent]
[h3][b]FIGHTING STYLE & ABILITIES[/b][/h3][ hr]
[indent][u][b]FIGHTING STYLE [/b][/u] [indent]Explain how your character fights. Describe their martial arts training (if any), and describe how their moves generally look. Do they fight aggressively by getting up close? Do they zone their enemies? Also put any special abilities they have here.[/indent]
[u][b]SPECIAL MOVES & TECHNIQUES [/b][/u] [REMOVE THIS. What are the special moves your character can do? Mostly things like fireballs, or any other special techniques. Remember special attacks are the flashy, hard hitting, moves in fighting games. Not normal moves. Make a list of around twelve special attacks max. REMOVE THIS.]
[indent][u]■ [Move Name Here][/u] [indent][Description of move here][/indent][/indent]
[u][b]SUPER MOVES [/b][/u] [REMOVE THIS. The big flashy super moves that take off a large chunk of health off their enemies. These moves should go without saying, but give your character a maximum of three. REMOVE THIS.]
[indent] [u]■ [Move Name Here][/u] [indent][Description of move here][/indent][/indent]
[u][b]WEAKNESSES & LIMITS [/b][/u] [indent]What are the weaknesses of your character? Are they bad at up close and personal encounters? Do they suffer from an illness? Or do they have a pathological weakness?[/indent]
The characters tab is for accepted characters only. Do not post your sheet there unless you are accepted. You must gain approval from at least two-thirds of us to be accepted. If you haven't, again, do not post your sheet here. Just don't. You're only going to waste space. Please place all sheets in a hider.
Returners who have been previously accepted by the three of us have permission to post there if they aren't altering their character. If they do alter their character, they have to go through the same process as you all, regardless of the change.
A seemingly young looking male whose presence seems to project beyond his already impressive nearly six feet of height. Silkly smooth red hair is often tied back, but may become more wild as needed. His outfits generally consist of a white pressed suit with a gray undershirt, but he may wear a black trenchcoat like piece over top black slacks and a purple shirt. His reddish eyes almost seem to reflect the onlooker, and he almost has an imposing aura. And yet, one can't help but feel an urge to trust at his smiling visage.
His true form, that of an immense, silver dragon, who brings to mind standard western dragons, towers above the contenders, at nearly a story from the shoulder. With at least thirty foot wing span, and well over fifty feet or more in length, he's a massive feller. But it makes him a pretty big target. And it makes take off hard. (Stardust Dragon for appearance)
PERSONALITY TRAITS
Kind, considerate, thoughtful, ingenious, intelligent, resourceful. Slow to anger(usually), jovial, cheerful, if not humorous.
BACKSTORY & MOTIVATION
A mysterious archeologist with an even more mysterious past. Described as the perfect definition of a wanderer, he doesn't stay long wherever he ends up, unless he has no choice, or finds he likes it enough. In time though, when he deems it right, he will move on, returning at a later date, if ever. A wraith upon history.
At least, that's the urban legend, of the Professor. A story that has become legendary over the decades and centuries of his life. The reality is as follows. A mythic type of being, who was born an untold amount of time prior, whether to a Dragon who was king, or to an actual dragon deity, matters not. For whatever reason, his nation was lost, and this dragon stepped into legend as a wanderer. Some versions of the story around him vary, saying he lost part of his memories, and fell through time(and space, given he actually hails from the other side of the galaxy), others say he repressed his memories and prevented gaining new ones for a time, until enough time had passed to distant himself. What is clear is that over centuries, sightings of him have cropped up across the globe, often in the form of him appearing at ruins or ancient sites, seeking something. Some claim its treasure, others claim he does it solely for adventure. Often when he appears, he offers his aid to those who need it, before then moving on. The truth is that he seeks knowledge, and information on where his people went, a young boy when his nation fell, an orphan of a dragon some of that society revered as a goddess.
His reasons for being a Nomad are a mystery, he may enter a tournament and beat all who stand in his way, only to stop at the final match and let himself lose. Or he may simply interview locals. If pressed, the one said to be the Wanderer of Time will simply state he's doing research for a book, or seeking a rare item. To him, knowledge is more precious than any gold, more valuable than money, more important than even food. And the memories he associates with such are important. From lost tribes of the jungles, to the urban sprawl, he's trotted the globe, preferring to keep a low profile unless the world needs him. Some even dare say he's stood against corrupt regimes, to protect innocents. At the end of the day, he's a mystery, a vagabond with no home, but to whom the world is home. Such is the one they call the Professor, though no one seems to know what he's a Professor of, if anything.
Note: His reasons for fighting are simply for the gathering of knowledge. But I made it mysterious for those in rp who want to draw wild conclusions.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
With reservation, he fights, committing only as much energy to the battle as he feels is key. Even so, he moves with speed and grace, displaying skill far beyond even what seems applicable for a skilled human artist. He seems to have no proper style, instead fighting in a manner that almost makes one think he's dancing. His moves, while rarely flashy, are straight and to the point. That isn t'to say he won't perform for the crowds, but when no one is around but him and his opponent? No reason to show off. As a dragon, he possesses innate mystical power, namely in the form of being able to use wind and lightning as his allies, imbuing some of his attacks with said elements. He may use a sword if fighting a Ki user who uses swords, or a deck of cards against a gambler. Really, he just seems to go for whatever suits him best in the moment. As an effective space dragon wizard, he can do a lot of cool stuff. Including make his own dragons, but he's yet to figure that out. Go figure.
SPECIAL MOVES & TECHNIQUES
■ [Thunder Surge]
[Imbues the element of lightning into whatever he's using to attack with, the more conductive the material, the more effective it can be. Generally meant to stun a foe, by slamming a palm charged with lightning into the target. However, in order to stun the target, he has to strike a total of twelve times without ten seconds passing between strikes. This builds up conductivity, and on the twelth strike, the targt is stunned for a short period.]
■ [Wind Spirit]
[Imbues wind into attacks, to increase their knockback or cutting power, depending on if a blunt or sharp weapon is used]
■ [Flare Sphere]
[Literally just flings a ball of fire forward. If it hits the target, it explodes, if it hits the ground, a wall of flames rise up.]
■ [Tremor]
[Uses Ki to create a subterranean shockwave, which is meant primarily to knock the foe off balance. Triggered by channeling ki into the leg, before then slamming against the ground with sufficient force]
■ [Titan Fist/Kick]
[Charges Ki into fist/leg, to then slam into an opponent with enough force to cause a far more powerful knockback effect.]
■ [Ki Spear]
[Ki based projectile that lances towards a target. Often used for long range attacks due to high speed and accuracy.]
■ [Ice Beam]
[Ki based projectile that's as cold as ice. Flies out towards a given area, freezing the person or surface it touches.]
SUPER MOVES
■ [Elemental Rainbow]
[Using his immense knowledge of elemental magic, the Professor unleashes either a hail of ice spikes from overhead, rising walls of rock, cyclones, electro shock blasts, or a massive wall of fire(plus others as I come up with ideas) Can't be an element he just used. All require time to prep, which gives the opponent a chance to intercept.]
■ [Breath of Outer Space]
[Temporarily shifts into his true form, to unleash a powerful, almost Godzilla looking style beam, that if held, can inflict immense amounts of damage on the foe. Takes time to charge, and if used, he'll become almost totally defenseless while he recovers.]
■ [Falcon Strike]
[Just like, engulfs his fist in fire, and proceeds to punch the opponent so hard that if they do survive? That's one hell of a burn. He yells the attack as he does it. Learned it from a wandering martial artist who moonlights as a racer.]
WEAKNESSES & LIMITS
Despite being a dragon, due to being within human force, the Professor cannot access much of his power, without risk of causing internal damage to his body. This forces him to play carefully, partly why he relies on long range. This can cause someone to overcome when he isn't going all out. His lack of an actual fighting style means he has to rely on dodging, as his long range play style can be countered by one who gets in close. His tendency to just throw a fight if he loses interest or finds a new source of knowledge to gather can, be used against him, as his guard may lower. Additionally, his desire for knowledge is seemingly unquenchable, making it possible to at least have a chance of luring him into a trap. He also seems to have to eat regularly, and if deprived of rest, can cause him to lose focus. Nor is he really good with...relationships, not romantic, just in general. One can only imagine why. His desire to aid may overcome his own common sense, so yeah. Also if he turns into a dragon, he's kind of easy to take down if the need arises.
OTHER
Unlike most dragons, his people could easily take on human form, and did so to conserve power, and to better understand their mortal subjects. His ability to control lightning is derived from how such is considered in many circles to be a sub-power of wind. He also has a better regenerative factor than most humans, but this requires rest. He may manifest parts of his dragonic nature on occasion.
The longest time he's been "recorded" to stay in an area, was a university town about a century prior, for a period of time that while ultimately unknown, was long enough for him to acquire the title of Professor. It is implied he may be a Professor of Archeology, or History. Either way, his immense amount of knowledge makes him a living history book. And a witty one at that. He's immensely lonely, due to how he's basically at this point immortal, short of someone actually managing to kill him, but due to this, he can't stand to form bonds, due to how short life is for most. He's been quoted to say that "is this why we took human form? To understand their pain, their joy? The meaning of their lives...its a beautiful tapestry." Its also theorized he may have a lair somewhere in a remote location, that stores all of his collections. Or he may just live in a city under an assumed name. Who knows, eh?
A golden haired beauty, with a seemingly cybernetic right arm, who often wears light brown/tan traveling clothes, and has purple eyes. Never seen without her sunglasses. Kinda hard to figure out what else to say.
In the world that Nomads walk, you have your gods, your humans, your variety of races. A prime breeding ground for the strongest of fighters. So to a race that values a good fight above all else as their offering to their goddess, food is present. So enters the one the world calls the "Predator". A nameless blonde haired woman who seeks to battle the world's strongest, for reasons known only to herself.
A member of an alien race, the Nameless has been sent to the world as a trial, to prove herself worthy to walk amid the ranks of her fellow androids, to stand proud. To receive a name. She isn't the only member sent to this world, but she's the most flashy. To be expected of a Rough Rider, the faction that doesn't seek to conquer, but usually ends up making it easier for other factions to conquer, or offer aid before then colonizing. The Rough Riders of the Rockroids are vagabonds, who call whatever dirtball they like most a place to stay. The bikers of the stars, they raid systems seeking the strongest, much like the "Predators" they are so named for. It is their belief that the Goddess loved a good fight, to test opponents, and gather their data, and so the Rough Riders travel the stars, seeking a good time. And this world...is ripe for fighting. Every few decades, they send down infant droids, to battle the locals, and to gain adulthood, and be granted a name.
Dropped off near a city, she was left with nothing but the clothes on her back, and the internal mechanisms needed to repurpose enemy bio-data for her own usage. With her year of fame, she's already begun to claim viable bio-data...but she has yet to find a foe worthy enough to grant her a name of her own. So far...all her wins have been child's play. Will this be the adventure that makes her an adult, or will she die a warrior's death, and be induced into the Hall of Heroes, to feast at the Goddess's table? Only time will tell...
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
In your face. That's one way to describe her, as she's the brawler type of fighter, being a Brawler Trooper to be precise. Focusing attacks on vital parts of the anatomy, using the environment around her to inflict maximum damage. She fights dirty, using any trick in the book if it means she'll win. Its all about the good time. She'll even drop a car on someone if needed.
SPECIAL MOVES & TECHNIQUES
■ [SO LONG GAY BOWSER!]
[She grabs the foe, and spins them around by whatever body part she has, before sending them flying like a hammer toss.]
■ [YEET!]
[Used generally after stunning the foes. Grabs the foe, lifts them above her head, and proceeds to fling them against the nearest surface. Bonus points if they bounce.]
■ [I'm all fired up!(passive)]
[Damage taken makes her more excited, which in turn raises her power level]
■ [Kidney Punch!]
[She literally just grabs a person, and punches them in the kidneys repeated]
■ [Falcon Punch]
[Using her "robotic" limbs, she charges up energy, then slams her fist into the foe, producing a small explosion]
■ [ORAORAORAORA]
[Unleashes a flurry of punches, giving up power for speed]
■ [Black Shield]
[A defensive move where she crosses her arm, creating a barrier that protects her omnidirectionally from attacks. Doesn't prevent forward momentum, or any form of momentum.]
■ [An Excellent Addition to My Collection(Passive/Active)]
[Defeating a foe allows her to acquire one of their signature moves, if she so desires. Otherwise may just take an item from them.]
■ [Learning System(Passive)]
[Allows her to adapt and improve the more she fights, or does anything really]
SUPER MOVES
■ [Super Galaxy Fist!]
[Charges an incredible amount of power into her fist, before then unleashing it. Has enough power to level a building easily, and could in theory, be improved further.]
■ [Long Range YEET!]
[Flashly throws the foe at the ground with enough force to stun them, then grabs them, and flings them with enough force to send them a fair distance away, and through at least one building. The opponent can escape the grab if fast enough.]
WEAKNESSES & LIMITS
Being a purely fighting robot, they're not so good with people. Can't fight for too long, or at least not with flashy moves, or it'll severely drain her power core. Her Variable Weapons System is much weaker than her counterparts, being a teenager model, hence why she has to defeat an foe for a powerup, and there's no promise that it will succeed, and it won't be a perfect replica. Her Learning System needs to work seriously, as she lacks much skill beyond basic punching. She's all physical, a good long range fighter will cause her issues. Black Shield also only lasts for about ten seconds max, and can be broken with enough hits, or the preservation of momentum can be used against her. Knock back is also a factor. She also leaves a noticeable trail of bodies in her wake if on the way to a target.
OTHER
She has a lair somewhere in the world, where she keeps her prizes. Owns a motorcycle she may have stolen from somewhere, or she actually purchased with winnings.
Voyt is slim but decently toned with dirty blonde hair that reaches his neck. The most striking thing about Voyt is his cowboy like get up consisting of a dark brown stetson hat, dusty orange poncho that hangs off his back akin to a cape, brown mask covering the bottom of his face and brown boots with spurs attached to the back along with two holsters at his sides for his revolvers. He dresses plainly otherwise with black pants and a protective vest which absorbs blows easier without restricting movement. Voyt wears an ammo belt around his waist and around his hat as well as having dark shadows painted around his eyes to reduce glare.
Subject 11-B was, for all intents and purposes, a complete success. Several biologic scientists and DNA experts exiled from governments and black projects alike had pooled their knowledge together in an effort to create life, namely the perfect soldier. With intents to sell this specimen to the highest bidder or form their own PMC group by cloning the subject, the scientists had collected the DNA (through questionable means and contacts) of numerous decorated soldiers. One had the idea to also imbue the subject with the DNA of various legends of the Old West, primarily because these were records and small samples that their contacts could supply at a much easier rate than members of the military. After years of delicate trials and ten failures. They succeeded.
Nicknamed Voyt (The initials of the four head scientists' second names) they set to work in shaping their creation to be well versed in all forms of firearm based combat, which he naturally excelled in, though due to DNA and implanted memories during creation, their subject showed a particular fascination & fondness for revolvers, lever action rifles and shotguns. After having decided he learned all he needed to about the outside world from his creators, Voyt killed them all, one well placed shot to the temple for each member involved. As it turned out, placing your trust in a being comprised of several different outlaws and instilling the mindset of being bred to kill wasn't the terribly brightest idea. Voyt kept the name though, primarily because with all his creators names as simple letters together, it had no meaning. That was fine by him.
No one is quite sure when the Gunslinger Hitman began operating but when he started, there were few better. Demonstrating a cold efficiency above even other assassins, Voyt's gun-slinging wizardry was in high demand. Whilst always being extremely proficient with his weaponry Voyt soon discovered what he found out to be ki, during a contract he had somehow imbued his inner ki into one of his guns, able to fire it limitlessly. From that point on Voyt learned all he could about his new skill, apparently it flowed through all living things and having the DNA of some of the most prolific killers gave Voyt a very good grasp of it. At present Voyt has enough of a handle on ki to which he can stand against other martial artists, monsters, supernatural beings and all manner of things alien to regular people, which he does with alarming efficiency. Voyt very quickly raised his prices.
For several years Voyt lent himself as a gun for hire with very little qualms about who (or what) he was contracted to kill, seemingly the only line Voyt was unwilling to cross was children, everything else was fair game. Since someone would always want someone else dead and ki users/magical beings are much harder to put down, Voyt’s skills in being able to stand against these beings made him in high demand. Yet despite the influx of contracts and money something was beginning to change inside Voyt, he had kept any “killer with a conscience” ideals at bay by convincing himself he was a living weapon created solely for that purpose, nothing more nothing less. Yet time did not dissipate these feelings like he’d hoped, instead they have worsened. Voyt has killed people both good and evil solely for profit but now seeds of doubt begin to grow in the gunslinger’s mind, ones festering about becoming more than what he was created and trained to be.
For the time being there has been no “Grand revelation” which would cause Voyt to roll his eyes at the mere thought, but time between jobs becomes longer and Voyt’s once reliable physical and mental state seem to be beginning to fail him...
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Voyt has heightened durability from his ki but where it really shines is his speed and aim, the majority of Voyt's moveset consists of creating the distance between him and his foes and then punishing them with his revolvers from afar. Voyt imbued his blackpowder Colt Single Action Army revolvers with ki also, making the regular six shots of both become endless sources of lead - combined with physical modifications to the revolvers themselves makes Voyt extremely lethal at long range. Though less used Voyt will also occasionally utilise a sawed-off shotgun tucked underneath his poncho when the situation arises. Thanks to Voyt's superhuman levels of precision he is able to turn most mundane objects into very dangerous weapons when thrown if in such a scenario or without his guns. When up close Voyt uses his revolvers and legs to strike and is more adept at stringing in shots to combos for explosive finishes. Voyt as a hitman is also skilled at analysing his opponents throughout the battle and seeing potential weaknesses he can exploit the longer it goes on. Simply put Voyt uses his agility and kit to keep everyone at long range to punish them with his rapid speed, trickshot offence and deadly aim, what he lacks in martial knowledge and taking of punishment he makes up for in quick thinking, quick feet and the quickest draw
Voyt can swap bullet types to deal with bigger or even ethereal targets if the need arises.
SPECIAL MOVES & TECHNIQUES
■ Bullet Hail
- Voyt dropkicks an opponent to the floor and launches himself in the air, raining down several shots from his guns as he descends.
■ Coyote-A
- Voyt charges up his shotgun with his ki, firing a fast moving and much more damaging blast of red energy. Takes a few extra seconds to charge as opposed to firing it regularly.
■ Lead Wave
- While twirling his revolvers, Voyt quickly fires several times while extending out his arms, creating a line of bullet fire. Can be jumped over by an agile enough opponent.
■ Happiness Is A Warm Gun
- Voyt charges up one or both of his revolvers and fires, sending out bursts of pure red energy instead of regular ki bullets. Able to ricochet off multiple opponents as opposed to just surfaces. Voyt must take a few seconds to properly charge his guns before firing however.
■ Don't Touch The Hat
- If grabbed by an opponent Voyt takes use of unscrupulous fighting style to try and break the hold, typically an eye gouge, low blow, throwing sand in the face etc. Which is followed up by a swift pistol whip to the throat if the hold is released to stun an opponent. (For obvious reasons this does not work on synthetic enemies)
■ Woo Dive
- To create distance Voyt uses his sharp speed and agility to throw himself in any direction, time seemingly slowing to a crawl as he let's loose some gunfire at his would be attacker. Taxing to maintain the level of precision for the slowing of time so can realistically only be used once or twice before becoming a regular dive.
■ Ace High
- Voyt throws a grenade under his opponent and fires at it with his gun, exploding the grande from under the opponent and sending them upwards for a juggle, easier shot etc.
■ Gruesome Twosome
- Voyt fires both revolvers continuously from a static position, allowing for maximum speed of shoots while also being able to switch the gun's directions individually to deal with multiple targets.
■ Money Shot
- Voyt tosses a coin up into the air and fires at it, causing the bullet to somehow ricochet off the coin and into the opponent
■ High Roller
- Voyt somersaults backwards to either create distance or quickly get to higher ground, leaving an unpinned grenade for an unsuspecting opponent. Can potentially be utilised by a quick or aware opponent however.
■ Showdown
- Voyt holsters his guns and beckons his opponent to face him, parrying their attack by unholstering his guns with lightning fast speed and firing a volley of gunfire at them for knockback.
SUPER MOVES
■ Standoff
- Almost instantaneously Voyt unholsters and fires his gun seemingly once before just as quickly reholstering. He tips his hat down over his eyes as suddenly his opponent (if the first bullet connected) is shot repeatedly all in the chest and skull.
■ Remember The Alamo
- A tumbleweed rolls by as Voyt's eyes flash with a red hue, he pulls out one of his revolvers and in unprecedented speed fans the hammer blindingly fast, creating an effect not dissimilar to a Gatling gun as glowing red bullets fly into an opponent, filling them full of holes if they don't dodge Voyt's fire or cut him off before he begins
■ The Last Outlaw
- An eagle screeches and a tumbleweed rolls by as Voyt's eyes emit a white hue, he adopts a traditional "standoff" stance and after a few seconds fires a large white blast of energy from one of his guns, much larger in size than any of his charged shots this torpedo of energy can effortlessly carve through near anything in its path for as long as Voyt remains active and conscious. Despite its extreme power it requires near enough all of Voyt's remaining ki to fire let alone maintain, he can even quite easily pass out after using such an ability so Voyt typically saves it for large constructs or as an extreme last resort.
WEAKNESSES & LIMITS
- Voyt is no martial artists, whilst he is a decent brawler and boxer he is well aware that direct fist fights are not his forte'. - Voyt is tougher than the average person thanks to ki but he can't take as much punishment as most, preferring to dish it out with his weaponry - Voyt is fond of twirling his revolvers around and toying with opponents, sometimes this is to deliberately force them into fighting with anger rather than thought but there have been times where Voyt underestimates his foe and it backfires - Voyt isn't much of a talker, whilst he is ruthless as a Hitman he isn't cruel for the sake of it, but his callous profession, stand-off demeanour and overall sarcastic attitude means Voyt has exactly zero friends or allies
- Though he hasn’t been as active lately Voyt was and still is an assassin for hire, because of this he has been placed on the watch or kill list of certain organisations and/or do-gooders, most notably the group Jill belongs to, SHINING
OTHER
- Apparently Voyt also has the DNA of Clint Eastwood despite him not being dead. This wasn't for any combat related purpose, the scientists were just huge geeks.
Fafnir is a surviving mythological being. In his original form, the dragon stood (on four legs) at a monstrous size, the like of which dwarfed only by the eldest of his kin. Though due to the nature of his seal his form had regressed significantly in size and power. The beast has two bull like horns and a third blade-like horn on the snout, as well as sharp spines that run down his back and below his jaw. Black plated scales armor his body along with the somewhat softer crimson scales of his underbelly. His eyes are crocodilian in nature, and are a piercing yellow. Black jagged teeth run the maw of the saurian-shaped head, with a forked tongue slithering within his mouth. A sail-like frill runs along his back between the sharp spines and can extend or recede in a display, tallest near the top of long snake-like neck. Long bat-like wings act as a third pair of limbs, all 3 pairs bear sharp 3-fingered claws.
In his usual, sealed form however, he is a massive 7'5" beige-skinned human with typical Aryan facial features and a muscular build. However he still retains some leaks of his inhuman nature in the form of his reptilian, glowing snake-like eyes(Like his dragon form, his eyes are yellow but glow a crimson firey light), a pair of leathery wings and a large, lumbering tail of black and red keeled scales and a barbed tip.
His armor is fully plated iron, from head to foot, that fully conceals him. The only parts of him not concealed is his tail. His wings are covered with a bird-like/angelic design in this armor, with some kind of flexible but plated material. The armor has various runes carved into it to attune with his Ki, as well as his large 6'0 lance he wields as a weapon, and a massive plated shield.
PERSONALITY TRAITS
Wise Observant Prideful Honorable Silent thinker Loner Vengeful Not-very-Tech-Savy(As well as just being not too familiar with most products of modern culture in general.) Stuck in the past, old way mentality. Long fuse( but should that fuse be lit it can provoke him into a much more animalistic or feral nature.)
BACKSTORY & MOTIVATION
The Awakening of Bahagara
The first dragon suppossedly was the Ur-Dragon, a great behemoth whose legends say it rose from a star that fell from the heavens. The original king of dragons, the Ur-Dragon had such immense ki that fueled with it's molten breath and mighty wings it forged storms that brought life to the first dragons. Though born of heat and ki, dragons are mostly biological creatures. Reptilian beasts that have been noted to have a wide variety of forms including small wyverns or the more spiritual eastern serpents. All dragons have an inherent affinity towards fire, thus even those with more exotic powers such as ice dragons have an unnatural immunity to heat and flame. Like their progenitor, dragons are born with immense power and ki, and are biologically immortal as they only grow more powerful as they age. Dragons are capable of natural reproduction, but due to their immortal lifespan it is an incredibly slow process, thus their population is only sustainable through the presence of an Ur-dragon. Dragons are often born with a lust for power and notorious greed. Though there are exceptions, most dragons as a result have a desire to wreak havoc and accumulate wealth and territory; both to other creatures and their own kin. It is this very nature that led to the inevitable downfall of the Ur-Dragon, as the first of it's spawn, the primordials, eventually grew to sizes that rivaled the mountain-sized progenitor.
Even after the Ur-Dragon's defeat, there can only be a single king, and thus, the primordials turned on each other. The calamity rendered the species into near-extinction; with Bahagarra, the last primordial, one of the few survivors. Filling the power vacuum, Bahagarra absorbed the powers of the Ur-Dragon to become the next Dragon King. The first storms he brewed were small and only yielded a few dragons, one of which being Fafnir himself. Weakened from the war Bahagarra went into a deep slumber while what little offspring he produced left to their own devices. Around the time of the middle ages, the ancient dragon awoke abruptly when an unknown adventurer disturbed his resting site; Starved of destruction and fury, the still weakened Bahagarra breathed wicked tempests that spawned an army of dragons, which began to spread along the globe to satisfy their destructive urges. Humanity was plagued with an onslaught of dragon attacks. It was during this time when Fafnir suffered the defeat that inspired him to change. Meanwhile, a legendary warrior (Seshat) went to stop the dragon apocalypse by confronting the dragon king himself. A great battle ensued, and the warrior returned successfully with the slaying of the dragon king. With the defeat of the Dragon King, the dragons stomped spawning. Most were inevitably slain, some tried to fill the power vacuum (and failed, others went into hiding or into a deep slumber, waiting for the return of a king.
Fafnir was once a great dragon of malice, fueled by a thirst for utter destruction and power. As if by instinct his feral nature laid ruin to villages and kingdoms of old. The first spawn of Bahagarra he was unrivaled by his generation and those that came after, and was one of the most active scourges to humanity. Yet one brave and mighty knight of one, now lost, kingdom had finally defeated him and ended his centuries of terror. The knight's birth name was Gabriel Sigurd, though dubbed as Arch-angel Gabriel by his kingdom; owed to his unnatural and incredible power and skill, as if he were some divine instrument, and the angelic wings adorned from his armor, which granted him flight. He had not only humbled the monster in his defeat, but his code of honor and mercy towards the beast, an unusual gesture of kindness towards a monster that had previously bore no sympathy, inspired Fafnir hence fourth. The beast followed the knight's example, served the same kingdom with up most loyalty, and began to become intrigued and respectful of the martial prowess of the mortals once trained to slay him. Eventually, he abandoned his form through arcane rites, and convinced a then retired Sir Sigurd to teach him his martial power. When Sigurd inevitable fell to the mortal fate of all humans, the immortal dragon carried on his mentor's legacy. Taking his enchanted armaments, lance, armor, and shield, and even his surname, he continued to serve the kingdom and passed down his ways to the knights and soldiers of that realm, and the wandering warriors that sought his teachings. However his most proud hobby was seeking worthy opponents for the sport of combat. Whether it be a monster, a warrior, or something otherwordly; ever since his battle with Gabriel, Fafnir has acquired the taste of honorable combat. Always seeking the next opponent that could replicate the same feelings he felt in that original battle, never truly satisfied, but eager to continue. The teachings of Sigurd never left him, both in skill and in morality. As an eternal respect for his long deceased master, the knight retains the ideologies of the honorable and chivalrous knight his mentor once was. He defended the kingdom from others of his kin, until the dragons stopped spawning with Bahagarra's defeat.
But all things must come to an end. The kingdom he once served inevitably became lost to time, the ruins of its once proud structures sunken beneath water and dirt. With little purpose left, the ancient being sunk into a depression, and slumbered for the centuries to come. Finding solice in the tomb of his progenitors, and for that time, guarding it so that no one would reawaken the disasters that may plague the world again. One day, amidst his ancient slumber, he had a dream. A dream of his master, a dream of promise. Dreams that filled the forgotten soldier with hope. He longed for that thrill of battle that was lost to him. Such motivation stirred him from his slumber, and the primordial knight rose from the dirt and sea to witness the new world. So much had changed, there was so much to learn. But more importantly, there were fighters to find, warriors to challenge. Though he may had lost his master and his kingdom, he still had one purpose left in life, and that was the thrill of battle.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
With the exception of being somewhat more nimble Fafnir is not as strong, nor as in tune with his ki in this false image, however he makes up for that weakness with the vast amount of generations he spent honing a finesse with weaponry. His primary tactics use a mixture of Ki power and his trusty lance, one that served him throughout generations. In unarmed combat he lacks the finesse he wields with his lance, and thus his kicks and punches, though powerful, are slow and crude. Such attacks lack the proper speed or efficiency those more experienced with hand-to-hand combat possess. His 'style' in which case usually involves excessive use of using his weight and size to body slam, elbow, or grapple enemies with his crushing strength and weight. He also utilizes his tail to whip or even stab at his foes as a spear if he feels such strategies are warranted. Though capable of flight in his sealed form, he's a slow glider and can only effectively 'dash' with leaping or landing. Thus doesn't have any real aerial combat technique.
He is no stranger to pain and is more then willing to take injuries so long as it means he can strike back. While winning is fine, he is more focused on the thrill of the battle itself and chooses to prolong the fight if possible. While mercy isn't strictly enforced in his honor code, he has no qualms offering that same kindness he was dealt when defeated by Joseph.
Fafnir in his humanoid form takes the time to stay mostly defensive and study his opponents carefully, using what energy is necessary to protect himself and keeping the flow of battle steady so that he can conserve the rest for when he feels the opportune moment to unleash it. He often plays to what his opponent offers, even if his foe is weaker then Fafnir, Fafnir rarely goes anything beyond his foe's own level in that case, in the start of that fight. This is for both to take pleasure in the battle itself, but to once again, take time to study his opponent.
If he ever sheds his mortal form however, Fafnir's fighting style is a u-turn from his original style. Without any finesse or weaponry, He relies solely on ki-power and physical capabilities his form offers. Just as the Dragon-Form will often go all out at the very start of his transformation, his instincts become much more of primal fury, at some points even lacking self-control with how carried away his predatory nature takes a hold of him. For this reason he only uses his true-form as a last resort tactic, or if someone really infuriates him. In most scenarios he'd much rather lose in his mortal form then to win in his true form, unless if that fight mattered more beyond his entertainment and honor.
SPECIAL MOVES & TECHNIQUES
■ Fury Jab
Fafnir imbues his lance with flames and unleashes a fast, multi-thrust attack with his lance. Unless if he has the intention to kill, the thrusts will usually be aimed to impale the arms and lower torso, and/or any equipment the target may be holding. The blade is typically outlined with a trail of flames
■ Grapple Bolt
Fafnir thrusts his hand forwards, and summons a whip-like tendril of electricity that acts as a tether-grab. Pulling him to whatever the bolt connects with or dragging it back to him.
■ Grapple Bolt
Fafnir thrusts his hand forwards, and summons a whip-like tendril of electricity that acts as a tether-grab. Pulling him to whatever the bolt connects with or dragging it back to him.
■ Shield Hammer
With shield equipped, Fafnir swings his great shield with heavy force to attempt to both stagger and disarm an opponent in melee.
■ Scalelord's Conquest
Fafnir Soars into the air then lands down upon his opponent with high velocity, down thrusting his lance to either impale the foe from above or to thrust it through the ground, in either scenario the landing produces an electric and pressure blast of ki around both him and the weapon
■ Burning Honor
Fafnir becomes engulfed in flames, as if the fire was an additional set of armor. Its brightness can also obscure his figure making long-range precision based attacks more likely to miss him, in addition to slowly cooking those that are too close for comfort. Though extended use can eat away at his ki reserve.
■ Disarming Grasp
If unarmed, Fafnir can channel ki into his hand to create a powerful electric charge or blast of fire, which will either be used as a simple, powerful punch, or tip grip/choke hold an opponent at the right opportunity to deliver the full voltage(or heat and force if he uses flames instead.) of that energy.
■ Thunder Spear
Fafnir can imbue his lance with electric ki to deliver a devastating blow rivaling the power of a lightning bolt. Alternatively, with a steady aim, he can abandon his weapon by tossing it forward channeled heavily with ki. The thrown lance takes the form of a lightning bolt as it blasts the surface of whatever it impacts with great radiant voltage and force.
■ Rising Fire
Fafnir and slashes or raises his lance in a sweeping motion, and a wave of flames spawn from the ground and rise up at an angle facing away from him with great force and heat. Alternatively Fafnir can use this skill without his weapon by slamming his fist on the earth below him, which creates the same firey explosion directly below and around him instead.
■ Valor of the scales
Shield raised, a crimson aura extends from the shield, widening it’s defensive range. The aura shield can withstand some damage, but will shatter with sufficient stress(Half the strength of a grenade). Ineffective for melee as it faces one direction and can't counter attack while it is up.
■ Dragon's Blaze
After taking a deep breathe, Fafnir can use his ki to spew a short blast of pressurized air and flames from his mouth and wings at a range of 4 meters. The attack is more focused on knock back rather then heat or damage.
■ Scale’s Blessing
Raising his shield, Fafnir can buff an individual other then himself, granting them temporary regeneration, ki amplification, stamina recovery, and ease of pain. The buff lasts for few minutes, and can only be used once per 24 hours. Upon recieving this buff, previously existing wounds will mostly heal including gaping holes, damaged organs, and broken bones.
■ Constricting Catch
Utilizing his prehensile tail, Fafnir can lash it out at his foes from around or below him. In this technique, he uses his tail to grapple via wrapping around his opponent's arm, torso, or leg; Usually then resulting in him tossing that opponent aside.
SUPER MOVES
■ Tactical Swipe
Fafnir channels his ki to the lance's blade, giving it twice as much reach as well as a combination of electric and fire based ki, though the motion itself is slow the concentrated power is designed to break someone's guard and/or armor, if not a killing blow. Swinging or thrusting his charged up blade will also create a crescent shaped wave of pressurized flames and electric current, creating a projectile that is not as powerful as being hit with the melee attack itself.
■ Raging Dragon's Soul
Fafnir summons an oriental dragon made entirely of fire based ki; willed to charge and either smash or engulf a target with intense flames. Though the dragon's length can extend it's only half a body, with Fafnir's body being attached to where the dragon's lower half would be. The dragon disperses shortly after its initial attack. During it's summon, Fafnir is immobile.
■ Unmasking the seal
Fafnir reveals his true form, a monstrous, ancient dragon.
Although Fafnir is immune to heat-related damage in both his mortal shell and true form and being fairly durable with both a tough body and tremendous natural ki, his superhuman resilience is increased further with scales (except the underbelly) that have the durability to rival steel even without his ki. In flight, the form can be quiet fast and nimble in the air despite his size and weight. Claws and maw that can crush stone and metal with ease, as well as a powerful tail equipped with a sharp spine at the tip to simulate a spear. The dragon can also breathe a torrential spray of molten fire or bolts of black lightning from his maw. However, due to Fafnir having spent most of his days now in his sealed form, the seal had grown a tight lock on his true nature. Fafnir can only transform into a 'dwarf' (Approximately 50 feet long.) and weakened state of his original form for a brief time of 5 minutes with a few hours of cooldown time.
WEAKNESSES & LIMITS
Worst of worlds: In most situations, Fafnir starts out slow in his sealed form, often trying to fight at an 'equal' footing at his opponents. Weaker opponents as a result have a better chance of beating him, as does stronger opponents that he can't adapt to in time. In the rare occasion where Fafnir has no honor or respect for an opponent, he will go all out and transform, instead becoming reckless and easy to tire out. Either way, it isn't too difficult to strategies against.
Glutton for punishment: His bloodlust for battle and refusal to dishonor his opponents often lead him to purposely taking hits. Usually he takes advantages of these blows to counter attack, however the sport he finds in testing the strength or force of his opponent's attacks can often give him situations with damage that he could have prevented.
Prideful Vengeance: Despite his worked up tolerance, those that damage his pride can potentially tear through his wisdom and better judgement if they know what buttons to push. Insulting his honor is one sure way to enrage him. Though he is often humble, he still carries with him a sense of pride of his own power partially fueled by the innate, natural arrogance of a dragon.
Imperfect Armor: In his dragon form, the underbelly is soft and vulnerable to attack.
Cold-blooded: Fafnir does best in hot environments. Exposed to cold conditions or cryogenic based attacks can weaken his endurance and overall performance.
OTHER
His armaments; Shield, Lance, and Armor, are enchanted and it will be restored after a day to his arsenal if they are damaged or destroyed. Out of combat he can summon and unsummon these equipment's at will.
The mountain where the original Ur-Dragon arrived upon, deep within the rock lies a vast cavern lit by massive illuminating crystals. molten rock, and pools of sparkling water. Surrounding the walls of the massive hole is the skeleton of Bahagarrah, his head encircled by a sacred marble shrine. Surrounding the shrine are a grand accumulation of gold and treasure. This is the home of Fafnir, the tomb of his progenitors and place he guards when he isn't about experiencing the new world. Within the shrine lies the soul of the Ur-Dragon, a firey vortex of ki that stagnates from the Ur-Dragon's soul, passed down to Bahagarra, and now lays masterless. If one were to survive absorbing such power, they'd bring back the age of dragons by becoming the next Ur-Dragon.
An undead dragon; Kilgarrah Zmey, slumbers within this site, acting as the sole defender of this chasm when Fafnir is not around.
A new challenger approaches:
Vlad sucks the competition!
Vlad Relapmi Ruthven
⦋ ??? || ??? || Male ⦌
APPEARANCE & PERSONALITY
As a typical vampire, Vlad has pale white skin and glowing crimson eyes. His hair is a raven black and his face sports a hint of stubble. The fangs are immediately noticable. His physique his tall and lean, standing at 6'5".
Vlad makes sure to always dress appropriately. He often wears some form of formal attire, usually a black suit with a red tie. Sometimes he wears an overly large-brimmed sunhat, and of course, always wearing a long black and red cape with a cowl.
Vlad usually has a facade of grace. He is a formal gentleman; often polite, or tries to be. Regardless, underneath that facade is a chaotic individual who certainly has no qualms with feeding off of the living, or messing with the wrong people. Immortality has made life, well, boring, and Vlad often entertains himself with mischief; sometimes harmless. There is an obvious, and perhaps, annoying sense of pride and confidence that Vlad always carries. Overconfident in both his own nature as 'the prince of the night', as well as considering himself to be a man of high class and wealth. Due to this Vlad looks upon less fortunate soul with (almost) a sense of pity. Mortals too. Almost, but, not enough for him to make a difference.
Being a man of dignity, Vlad distastes getting himself dirty. Whether it be combat, or merely feeding, Redrum tries to be as clean and as professional as possible.
When he is expected to duel or to otherwise get busy, he will often wear his 'duelist uniform' which is just a glorified black and gold fencer uniform (Which is also sun proof):
The reporter walked into the mansion, taking nervous steps on the clean tiled floor. The cameraman behind her was just as cautious. As they walked, they couldn't help but notice the servants around them. Maids and butlers, all with a lifeless expression; dead eyes watching them as they moved further. The room was cold, and the motionless servants didn't help to lift the atmosphere.
"Are you sure this isn't a prank?" Said the cameraman, having attempted to turn his fear into frustration.
"He gave us an invitation in person, remember? It's un-" She snapped back, but was cut off as a sudden motion caught both of their attention. Before them, between the double staircase of the foyer, rose a swirling mass that had seemed to swoop down on the floor from the shadows. Taking shape from the swirl of motion, later revealed to be his cape, was the man of the hour himself.
"Greetings, welcome to my humble abode." Vlad bowed politely before his guests, dressed in his typical evening suit. "I hope my loyal subjects haven't bothered you." He said, his voice was almost enchanting, yet there in lied waited something sinister in his tone; like a serpent.
He snapped his fingers, and the handful of maids and butlers suddenly came to life. They seemed to carry on with their duties; moving furniture and decor, preparing drinks, and the like. Set up by several servants were a pair of expensive, decorative chairs with fine silk cushions, and a likewise rich couch of a black dyed fabric. Vlad had taken a seat on the sofa. Just as the reporter took a seat on one of the chairs, a maid approach to set up a tray with what appeared to be freshly served snacks; A glass of wine and miniature sandwiches.
The cameraman turned on his camera to film the two.
"So, what brings you to my estate, you'll have to forgive my poor memory."
"We um." She turned to the tray briefly to decide on whether taking a bite or not, before refusing. "Well you said you would tell the world where you came from, why you're here. Fans are dying to know after all, what's your story?"
He chuckled. "Fans? Story?" He waved his hand way in a dismissal motion.
"Oh you mortals and your, strange fascination with romanticizing monsters nowadays. 300 years ago you wouldn't see that kind of opinion out there." He sighed. "Ah but those days are over I'm afraid, very well, I shall tell you what I can remember.." He waved his hand in a dramatic motion as he began;
"You see, I was born into a royal family of, well, a kingdom of sorts. The name? I couldn't recall." He laughed, amusing himself. "Those kinds of details don't matter anymore anyway, I know it doesn't exist anymore. Anyway; so, of course, this small little civilization there, I think it was somewhere in east Europe; we were...let's say not the most liked kind of rulers out there. Sure, we didn't needlessly kill anyone. But there were complaints from the commoners about corruption, wickedness, greed, what have you. And sure, I suppose those complaints were...not far from the truth. I can't remember my father, I knew he was there, I knew what he did, but well; I suppose I just didn't care enough for him to remember. My mother, well, she was the one who spoiled me when I was a young one, I remember that face well enough. My sister, well...I suppose I have her to thank to be where I am today.
You see, I suppose it all started when famine struck our lands. Rain hadn't fall, the soil had become ill, and well; life was miserable. For them, not us, of course. While they starved outside, poor and with little food, we hoarded the land's boon. Fresh pig, mutton, mm...I almost missed that taste." He trailed off for a moment.
"Mr. Dalv?"
"Oh, pardon me."
"Is that your real name?"
"What is?"
"Dalv."
"Oh, no." He chuckled, waving away her thought. "No, my real name was far less suitable I suppose. I abandoned it sometime ago."
"Oh, well..."
Vlad took the advantage of her silence to continue. "Where was I? Oh yes, you see; They didn't like that fact too much, the commoners. They decided to have a riot of sorts. Pitchforks and torches, all that nonsense. Of course the guards initially had their uses, but I guess many of them joined the crowd since I, well, I suppose my father forgot to treat them well." He snickered. At the time I was about as old as, well, how you see me now. But still, I wasn't in charge. No I'd be on merry strolls enjoying my privileges and flirting with the local beauties. My carefree life was taken away by my reckless family."
"So you resent them?" She asked.
"Heavens no." He once again made a dismissal hand gesture, scoffing at the idea. "If it wasn't for them I wouldn't be here now. You see, because of this predicament, we were..desperate. My sister, now, I didn't know what she was up to. But it was revealed on that day that she was well versed in the occult. Now, I don't know if she was a witch, but I'm sure on any other day she could have been burned for that fact. Anyway, with her connections and my...father's..." He seemed to hesitate for a moment, a flash of anger briefly in his expression, as if a sudden memory popped into view. He played it off with a brief snicker. "My father had no idea what he was doing when he thrashed his daughter about saving them. The price she insisted was too high. Well, she couldn't do anything against an angry and desperate man losing power; so she had summoned a vampire."
A smile curled on his lips, revealing his fangs. "Shocker, I know."
"But it gets better. You see, the vampire in question was happy to deal with our little problem; But my father gave him a..well a bit too stern of an attitude. He didn't know his place. So our little blood-sucking friend wasn't in the best of mood to help us. More importantly, it was a bloody vampire; I mean who the hell.." He sighed. "I'm getting off topic. Anyway, our blood-sucking hero explains to us that he will grant our wish if we are willing to sacrifice one of our own. Sure enough, immediately without consent, my father picks out my sister. Now, as the vampire explained that he must literally stand his own damned child in the back; I was well...I didn't like that much really. Mother well, I'm sure she didn't want that, but she didn't interfere. So, I picked up a decorative sword from the wall, and used it to strike my father's back while he was busy on my sibling. Of course he was shocked, as was I, that was my first....kill. So to speak. While all this was happening, mind you, the revolt was reaching our doors. The vampire, having accepted the father as the sacrifice, took to dealing with the first wave of an angry mob. I don't remember the details, I recall my mother screaming; going into a corner. I remember my father trying to mouth something, struggling through rage and shock. 'Course I don't remember what he said. What I do remember, was my sister. Upon seeing the massacre she tried to stop what she had summoned. She drew a knife and stabbed the vampire's chest. I think she was going for the heart, but apparently she missed. The dagger didn't seem to go through his flesh that much either...Anyway, the angry fiend turned around and gutted her like a pig.
Now you can, imagine the shock of those events. The trauma, and all. I completely forgot who that monster was with how...well I'm not sure how to describe how I felt. It's been so long since I felt such emotion, and it was too complicated to wave it away as angry. No it was mixed with all..sorts..of delicious emotions. Rage, Fear, Shock, terror, panic....Ah, yes a lot of terrible things going on off at once. It made me dumb enough to attack the thing, and obviously my efforts were in vain. At this point most of the riot had realized what was happening after their first wave had been massacred, and began to scream in terror back to the village. The chaos had set the castle ablaze, I remember that, because I distinctly recall the fire twisting light and shadows around this...monstrous figure. It towered over me, scoffed, and I believe it bit my neck. It had to have had, because if he didn't, I wouldn't be here. Regardless, There was no period I remember in between; like sleeping and waking. I awoke, to find myself surrounded in a closed space of wood. It didn't take long to realize I had been buried alive. Except, I wasn't really alive, now was I?" He grinned again at the woman, giving her a wink with his crimson eyes.
The gesture sent a shiver down her spine, but she continued. "That..that must been when you turned then."
"Correct." He responded. "My skin was pale, I had no pulse; I was cold, but not..really. Numb perhaps. Anyway, I freaked out and struggled for a bit. Eventually I discovered the unnatural strength I had which allowed me to claw my way out of the coffin and the earth. I awoke in the graveyard, and returned to my castle. It had been well, 3 days since I died. According to what I learned. My subjects were shocked to see me. I was more shocked, to see my mother's, the queen's, battered corpse hanging from the front of the castle gate; sweet dry blood staining the stone bricks. Well they called us a monster in life, so I decided to give them what they said I was."
His grin faded back into a smile, though it still felt sinister to the woman, who now nervously took a sip of the wine. "Well, the few that I liked I turned into the loyal subjects you see around this manner. Eternal like me, but not quite vampires. Pity they don't have any free will to entertain me with."
"Wow that is um...fascinating, Mr. Dalv. But why are you here now, so far away from home?"
"Money, fame, social status. Trivial things mind you, and of course, living in a damp old castle isn't really a lifestyle fit for a prince, is it?" He said as he slowly moved off from the couch.
The woman was speechless as she was staring into Vlad's eyes. Like it was some kind of trance. The cameraman noticed this, and turned his camera off. He tried to snap her awake, shouting "hey!" But our dashing young vampire had closed the distance between them in unnatural speed. His cold white fingers gripped the man's throat, cutting his voice off from any further sound. "Shhh.." He whispered as his nails elongated into claws, drawing blood from small cuts that were made on his neck from the transformation of the fingers. Drawing his fangs, he bit into the cameraman's neck, who dropped his camera from the attack. He was sucked dry, while the woman remained in a trance. "Hmm.." He said as he dropped the corpse. "Well, I think this will make a fine addition to the auditorium. What do you think...what was your name again Darling?"
"Mary." She said in a tranced voice, as if she was talking in her sleep.
"Ah, a pleasure to make your acquaintance my dear." He spoke, before taking a bite out of her neck as well.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Vlad as a high class gentleman, doesn't like to get dirty or expend to much effort. However he is not opposed to a proper duel or challenge. Wielding a rather long rapier which he has dubbed 'The Impaler', Vlad strikes with swift jabs while sustaining a comfortable distance between himself and his opponent. Drawing blood, usually from his foe, allows him to use his vampiric powers further to his advantage.
His vampiric physiology has given him numerous supernatural advantages. While the vampiric ki he possesses is in itself relatively weak; he is still unnaturally strong and durable. He can regenerate effectively (So long as his heart isn't destroyed). Able to see in the dark, possessing a strong sense of smell, and being tied to necromancy are all traits of a vampire Vlad can exploit. His 'art' practices mostly on blood manipulation. Blood that has been separated from a body can be manipulated into various ways by the moves below. This blood can be his own blood or another's, but if it is an outside source it cannot be manipulated while connected to one's body and ki. Meaning the blood used must be outside the body and drawn out such as a puddle of blood or on his sword. This form of blood manipulation is fueled and controlled by his vampiric ki.
SPECIAL MOVES & TECHNIQUES
■ [Vampiric Mist]
[Vlad turns into an immobile body of mist; becoming temporarily intangible and immune to attacks, but cannot move during this state.]
■ [Bat Form]
[Vlad can turn into a small, fast vampire bat. While still having blood sucking fangs he is mostly defenseless in this form. But his small size and swift speed makes him a difficult target in this form. Best used for transportation or evading attacks.]
■ [Blood Fire]
[Vlad can cause blood to boil into a burning liquid, or even explode rapidly into a powerful burst.]
■ [Crimson Blade]
[With blood staining his rapier, Vlad can extend and freeze the blood into a longer ranged blade. The exact shape of this blood sword/weapon can be determined by him.]
■ [Blood spear]
[Vlad can project a bolt composed of semi frozen blood either from a portion of crimson blade, a nearby blood puddle, or from his own body. The resulting projectile is both sharp and fast, like a crossbow bolt.]
■ [Ghastly Presence]
[Vlad allow's himself reveal or suppress his own fiendish presence at will. When revealed, his presence makes the surrounding area drop in temperature, often accompanied by shadows twists around him or letting the wind howl. Animals will often either go quiet at his presence, or freak out by barking/growling. Small open flames can be put out as well by this ability.]
■ [Mage Hand]
[An incorporeal hand can be summoned at will by Vlad. This hand acts as an independant, floating hand. Able to lift, carry, pull, and push objects. It can't attack by itself, but can throw objects or wield weapons. The hand's range is limited by 30 meters around Vlad]
■ [Blood Snare]
[A tendril or multiple tendrils form from either Vlad's own blood, a blood puddle, or from his crimson blade. The tendril aims to wrap around a subject to trap them in place, and is free to pull or move trapped victims if successful. The tendrils may also throw these victims, or instead act to slam into said victim instead of trying to grab them.]
■ [Vampiric Waltz]
[Vlad expends more of his vampiric ki to apply his undead speed. Turning himself into almost a blur of speed, Vlad will attempt to disorient his opponent by taking three stride-like side steps, which cover a large distance with only a motion trail. In between each step is a rhytmic pause. Then he performs a fourth motion; either perform a counter attack with his rapier, or retreat into a nearby hiding place.]
■ [Blood Wave]
[From his own blood/body, a nearby puddle, or through crimson blade, Vlad can generate a crescent shaped wave of blood, which is sharp enough to act as a bladed projectile.
■ [Duelist Flurry]
[A rapid thrust attack with his rapier, aiming to both disorient his opponent with a flurry of attacks with the hopes of at least landing one hit to draw blood.]
■ [Vampiric Hypnosis]
By staring deeply into his eyes, and requiring activation, Vlad can put people under hypnosis, and manipulate them under his will temporarily. This requires sustained eye contact, and most commands can only be sustained and obeyed by remaining in that trance. Subconscious orders can also be implanted to perform later, but this is harder to pull off if they have a strong will. Hypnosis doesn't work with people that can use their ki, or if they have a strong enough will power. Breaking eye contact for more then 5 seconds ends the trance. A sustained trance of 2 minutes is required to implant a subconscious command.]
SUPER MOVES
■ [Blood Storm]
[Vlad unleashes a flurry of blood spears in rapid fire.]
■ [Midnight Swarm]
[Vlad conjures hundreds of bats that swarm their opponent with fangs and clawed feet. The bats are a bit more monstrous looking then the average vampire bat. They are the size of fruit bats, with long claws for feet and canine-rowed teeth in their maws. Blood red eyes and slick wolf-like fur. Being slightly stronger then the average bat, they are potentially dangerous, but not too difficult to kill individually. The swarm de-spawns after 1 minute.]
■ [Life Drain]
[With a tight grip of an opponent, Vlad unleashed a torrent of undead, necromatic magic. Opponents that are mortal and biologically will have their skin burst in bloody lesions and mild decay/rot under contact from Vlad's palm. Both their life force and ki are drained by this move, temporarily weakening them and making the pain of their injuries much more unbearable then it would otherwise.]
WEAKNESSES & LIMITS
Since vampire's are undead, they're ki is not entirelyself-sustainable. Instead it is drawn from the blood of their victims, and absorbed to be stored and help fuel their false life. Only minute amounts of ki is restored through their death-like 'slumber', which is most effective when sleeping in their own native soil. Since vampiric ki is absorbed from the life energy of blood itself, it is often attributed with a blood-colored tint of hue when exposed. Those that are able to control ki are more difficult to drink from, as their blood can 'fight back' when being absorbed; essentially the ki becomes more active and can do more damage to the vampire instead of being properly consumed, thus vampires can't really drink from ki users unless if they are in a dying state; or in an otherwise weak state where they physically cannot draw ki properly. Some vampiric ki can be regenerated during the 'rest' period vampires may take, usually during the day, and in their coffins. . Blood from other immortals and mythic creatures also won't do so well, especially divine blood, as all of which and especially the latter are toxic and potentially fatal.
Those with ki are also able to resist many of the vampiric abilities, such as hypnosis. Ki-based/magic damage is harder to recover from for vampires; as vampiric regeneration acts a lot slower from the presence of foreign ki energy after some form of ki-based attack. As a result, vampires cannot instantly recover from fights involving nomads.
Aside from slowing his regeneration; offensive ki has no other adverse affects on vampires.
UV radiation burns and melts a vampire into nothing but steam and dust. Extensive proper protection is required if a vampire such as vlad needs to be out in daylight: Many avoid the risk altogether by staying dormant. Powerful sunscreen can slow the process to mild burnings initially. Vlad's cape, cowl, and sunhat are often well enough to travel out in the day: But he still has to be careful not to expose himself in the sun for any extensive activity.
As long as the heart is in tact, Vlad can regenerate. Severe destruction can take a while to regenerate fully, decapitation causes knockouts until it is regenerated.
Divine energy, holy objects, blessed water, and other such holy factors are all toxic to an undead fiend. Contact with holy water or otherwise divine material can cause a vampire to burn and melt. Holy objects like a cross may not cause immediate effects, but can drive a vampire off even if only being near a vampire.
Contrary to popular belief a mere wooden stake doesn't do much. The stake must be made from white oak, a tree that has an unnatural amount of potent ki even when chopped to simple materials. White oak in general has an adverse affect to vampires. This aversion inhibits their regeneration, similar to ki attacks, when struck by weapons made from white oak. Impalement by a white oak stake can be difficult to deal with for most vampires, and of course, a stake to the heart is immediately fatal.
Stakes can also be applied to corpses suspected of turning into vampire's by striking their heart. Doing so prevents the corpse from turning into a vampire. Hawthorne's trees also have a similar effect, due to it's holy connections, it inflicts minor burns.
Vampire's are essentially extremely allergic to garlic. The smell alone is overwhelming. Direct contact can give them mild burns.
A vampire cannot enter someone's home without permission. A simple denial or ignoring of a vampire's request to enter is all is necessary to keep a vampire out of one's private home.
Vampire's can't see their reflection. In fact in mirrors or even reflective water they lack any reflection of their person.
Rivers, streams, and other bodies of running water act as a physical ward that prevent vampires from crossing. By instinct their bodies refuse to move past or above a river if it is in sight or uncovered. If they are forced into such waters, they're bodies essentially become petrified into a stasis-like state; and will remain so unless if they are removed from the running currents. This does not apply to any form of moving water, such as rain drops or a shower. Large bodies of water with currents such as a huge lake or ocean do not necessarily apply either, though powerful currents can produce a similar effect if exposed to.
OTHER
What else?
Those that have been drained of blood completely by a vampire will have their empty veins flooded with a black-venom like substance. This is essentially the vampire curse. After dying, the venom is soaked into the dead corpse of the victim, and will revive them as an undead vampire. This curse only applies to humans. The venom while transferred still even if they aren't completely sucked dry, is usually destroyed by white blood cells naturally.
Vampires can also raise the dead as undead thralls. These are more or less like personal zombie servants, also known as ghouls. Ghouls are raised by vampires by removing the venom before it is fully absorbed into the corpse; preventing them from becoming vampires but still becoming raised as undead. Like a vampire they have supernatural strength, but lack some of the weaknesses such as sunlight or stakes. They are still undead and can't cross running water or deal with holy objects. They can't regenerate, but don't experience pain as they are essentially a sapient corpse. Ghouls do not need to feed, and are usually held as slaves by their vampiric masters. Ghouls are allowed however to obtain independence on rare occasions, usually by the death of their masters. Vampires can only control a limited amount of ghouls at a time, and are forced to either destroy or set free previous ghouls to gain more. Nomadic ghouls retain some of their skill and ki, though start out as a shadow of their former selves. If attempted on an already dead corpse, the result will not ressurect the body, but instead reanimate it as a mindless zombie.
Vlad is not only a wealthy individual, but owns several business including the 'Inside the Nomadics' magazine. In the past he also had his share of oil tycoons and a hand in other entertainment industries.
Yoko is a pureblooded Japanese woman. She has the facial features and accent of a young woman who grew up in the Okayama Prefecture. Being a native of that city. Even though she originated in a nation that values politeness, she is very crass, and at times rude. Her facial features are fair, and rounded, but she has the look of an adventurer in her eyes. She has a large presence... with a small height (she's four-eleven, guys). Her black hair is kept in a bun, with a red clip in it... with a cowlick extending forward. She is definitely a Nomad... in case her outfit didn't give that away. Yoko wears the traditional garb of the Hatanaka family to battle. Which is a black leotard made out of a flexible material, with a white belt to hold it on, and a yellow jacket over her arms. The outfit compliments her legs (and backside) as they are on full display. While she's a bit lacking in the chest (which is one source of embarrassment), people say her well-toned legs make up for it.
PERSONALITY TRAITS
■ Rude/Impolite. ■ Bad Social skills. ■ Aggressive. ■ Competitive. ■ Good Natured. ■ Has a bad fashion sense. ■ Inexperienced. ■ Curious. ■ Wants to improve herself. ■ Has lots of family pride. ■ Has a fiery temper.
BACKSTORY & MOTIVATION
Okay, over a hundred years ago, a massive war engulfed ancient Japan. Between the humans, and the Onis that they shared the nation with. Few know what actually sparked the war, as that was lost in time, but they felt the nation of Japan fall into disarray. Humans had numbers, but the Onis had raw strength. The war was in the favor of the Onis, until a brave warrior named Hatanaka Takashi did the unthinkable... he ventured from Japan in search of a means to defeat them. He disappeared for years... before he returned with knowledge from another land. Using this knowledge, Takashi imprisoned their leader and strongest warrior, Emperor Daisuke, inside a sword that was magically powered. This sword was used to fight the war to a standstill, and a peace treaty was arranged between the two races; the Onis would claim the mountains as their own, while the humans get the rest of Japan.
This sword was revered as one of the many great Japanese treasures... Murakumo, the cursed blade of saviors.
Takashi bred a lineage of warriors, who were all trained in the ways of battle should another war with the Oni clan begin. While also keeping the ancient sword in safety. This lineage went from the father to the son, to the daughter... until Yoko was born. She was the latest line of warriors, and easily one of the brightest. However, before Yoko was even born, men came and stole Murakumo, raiding their compound. Her father, Hatanaka Goro, was killed in the raid. Leaving Yoko's grandfather to teach her all about the arts of the family.
However, her mother was left depressed and apathetic, and Yoko grew up angry that her father was taken from her. Her grandfather was probably not the best to reign in Yoko's unruly behavior and he encouraged it because he found it amusing - So, she kind of became a delinquent. In school, she would get into all sorts of trouble, and shamed the family's name at every turn... and generally an outcast. She just didn't gel with other people, but when she stepped inside her family's dojo, she felt at home. She was a talented martial artist and a natural at the family's style. Her grandfather died just as her training was complete, and told her that she would be the defender of Japan.
But, his last dying wish was for Yoko to recover Murakumo, which Yoko promised to do. She felt proud... but then got a little bored. She was raised and trained to fight Onis, but they seemed content on their mountain. She was asked to find Murakumo, but she didn't have a single lead on it. So, Yoko would go out to fight whoever the hell was out there to test her mettle and make sure that when one of the two occurred, she'd be ready. From other martial artists to samurais, and even Nomads that wandered in. She wasn't the best at this, but she prevailed in quite a few fights.
Soon, she learned that Murakumo had apparently been stolen by a foreigner and she pursued him through the lands.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Yoko was trained to be a warrior from the youngest age possible. She was in fact trained in the ways of the Samurai, and many other martial arts. Her specialty being Bōjutsu. Thus, Yoko wields a massive bo staff made out of wood she carved herself to make the perfect weapon for her. Due to the length of her staff, it allows her to strike at quite the distance. In fact, her fighting style revolves around just staying in that sweet spot where she's out of the range of the enemy, and just in range to fight where they cannot. Her strikes with her bo staff are quick and quite damaging. Her specialty seems to be attacks that catch opponents off guard. However, she can mix up attacks with some pretty fierce kicks, and this leads to her other strength: her defense. Yoko has a variety of counters and parries, that can make an opponent think twice about a wild offensive attack. Which makes Yoko quite the threat in an actual fight, but anyone can tell that, while trained, this is not what she's best at. Yoko is a master of the sword, a true prodigy, but she refuses to wield any blade other than murakumo.
SPECIAL MOVES & TECHNIQUES
■ Ritual Dance
Yoko's counter move, she'll step back, and hold her staff above herself at an angle for a moment. If the opponent attacks, she'll deflect the move, leaving them open for a few moments.
■ Pole-Vault
Yoko's primary method of getting around in a fight, it's fairly simple; she slams her staff into the ground and uses it to launch her in the desired direction. She can do this in pretty much any direction, and she can use this move to deliver a fearsome kick.
■ Wind-Mill, Wind-Mill...
Yoko's primary move, where she will quickly spin her staff around at speeds where it just looks like a ring. Switching hands back and forth, and doing loads of damage to anyone close to the staff. It has a special property when it comes to ranged ki-attacks; it will absorb the ki and charge it so that Yoko's next attack does more damage. However, it leaves her very open to attacks aimed at her feet.
■ Mountain Breaker
Yoko drops her weight, spreads her legs shoulder width apart, and starts stabbing with her staff. It starts off slow, but the more she does it the faster it will get. Eventually, she'll be delivering hundreds of blows a second that is guaranteed to destroy a mountain... provided that somebody is stupid enough not to go around it.
■ Stone in a Waterfall
Similar to Mountain-Breaker, but instead of many stabs, it's merely one powerful thrust that is guaranteed to send an enemy flying. It's an attack of all of Yoko's strength, and it's possible that this attack will break anyone's guard if they don't react in time. However, this attack in very telegraphed.
■ Cat-Wheel
Yoko does a wide upward swing with her staff that lifts herself off the ground. It will send people flying into the air or hit people that are already in the air.
■ Dragon-Ball Breaker
A counter move where Yoko angles her staff in front of her. If an opponent hits her, she deflects the move and hits the opponent in the groin at lightning speeds. They'll be stunned for a few moments even if they don't have balls to break.
■ Carp Wheel
If Yoko's opponent gets too close, she can do a grapple move where she hops on their shoulders where she briefly stays. She will stab the opponent in the chest a few times before hopping off.
■ Sweeping
A move that Yoko came up with of her own creation. If the opponent is on the ground, she can hit them in her staff like she's sweeping and sends them flying across the ground.
SUPER MOVES
■ Divinity
Yoko suddenly dashes forward with a burst of speed, swiping at the enemy's leg. If she knocks them over, she'll slam onto the grounded opponent with both hands, charge her staff with ki, and pray. Causing an explosion of ki that does tremendous damage. It's possible for her to do the move without swiping the opponent's leg, but it's far less powerful.
■ Dragon Dance
The ultimate series of attacks, Yoko will charge up her ki for a moment before she hits the opponent with an upward swing that'll send the staff into the air. She'll deliver a series of unarmed, martial arts blows that'll end with one final thrust with her staff once she catches it.
WEAKNESSES & LIMITS
Yoko's specialty in fighting defensively, with the enemy coming to her. While she is strong in straight up fights, Yoko lacks tools for dealing with speedy or distant enemies. Projectile users are also a pain for the girl even if she has a move that counters them.
OTHER
⦋ 18 || Japanese || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Aiko... a demon in the moral realm. She is an ancient force from an era best forgotten and is out for revenge. Aiko is an Oni, a Japanese demon. She emanates a terrifying presence and is usually sneering at enemies. Because she is arrogant to her core, and her demeanor most certainly shows it. Aiko has greyish-white skin. She is pretty short at Five feet tall exactly, but she makes up with her short stature with how muscular she is. This betrays her true strength, which is massive. She has two protruding horns on the top of her head and very sharp teeth. Aiko dresses very minimally, however, she wears a gi. Or part of one. She wears very baggy pants and keeps her gi jacket wrapped around her waist. She keeps large beads around her neck and large gold earrings. However, there is one thing that Aiko is never seen without, her iron club.
Aiko is currently the youngest daughter of Emperor Daichi of the Oni Clan... regrettably born from his imperial harem. Aiko was, of course, not the first of his children, as Oni Daichi lived for literally hundreds of years. She lived the high life of the Oni Royal Family. She had care and comfort... while also being trained under the Oni-Style of martial arts, much like the rest of her family. However, it became apparent that she had a natural talent for fighting. Her ki levels were passed down from her father, the strongest creature in all of Japan, much like her siblings. It was strange that Aiko was a prodigy. The fact his daughter was destined to become the greatest warrior of the Oni clan filled Daichi with pride.
But, this just caused his daughter to act out. She had little interest in being a warrior but instead of traveling the world. She was told this was foolish as the Onis were forbidden to ever leave their mountain due to a pact made with the humans. When asked why she was told about the war, and what the humans did to her grandfather. This caused anger inside Aiko that made her act rashly, and violently. Even towards the other Onis. They put her under control... but there was nothing stopping Aiko from following her dreams of seeing the world.
One day Aiko just up and vanished in the night. Never to be seen again. Daichi feared his daughter broke the sacred pact, he sent out his men to find her, but it was too late. But, Aiko was seeing the world that she always wanted to armed with only the Oni training. Aiko knew that, by breaking the pact, her father would be furious, which was why she set out to bring back the legendary sword with her. Maybe that would appease him.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Aiko, at first glance, doesn't use a fighting style. She appears like she is wildly swinging her iron club around, bashing enemies to death. However, she is using a style that had died ages ago. It has no name, but Aiko calls "Oni-Style." It is indeed a wild style focusing on brute strength to overwhelm foes, but it definitely uses precision moves and applying that strength in all the right places. Aiko has a rather high-ki, so that lends to having a fairly high speed, and brutal strength. She is capable of channeling her ki into a fire, blasts of darkness, and even creating storms. In addition, Aiko can sense the ki of anyone nearby. It is such a basic technique for Onis, that it's laughable.
SPECIAL MOVES & TECHNIQUES
■ Banishing Flames
Aiko swings her iron club and projects a wave of fire to send at her opponents.
■ Thunder-Bolt
Aiko channels the storm creation aspect of her ability and raises her iron club in the air. She calls a bolt of lightning on it that'll charge it with electricity. Briefly increasing the damage output of her club, but it gradually fades over time. Another thing she can do is that she can shoot a bolt of lightning from the club, and shock her targets. Of course, if some idiot is right above her when she calls down the lightning, they'll be fried.
■ Rising Sun
Aiko swings her iron club up into the air, creating a tornado of darkness in the process that'll send opponents flying upwards, perfect for her to wack them.
■ Weapon-Toss
It's a fairly simple move, Aiko infuses her iron club with ki, before throwing it. It hits extremely hard and bounces off the opponent, but Aiko has to go get it or she'll be weaponless.
■ Towering Demon
Aiko grabs her opponent with all of her strength before she raises them up into the air and summons a bolt of lightning that'll give them a nasty shock. Then she throws over her shoulder like a boring toy.
■ Rushing Waves
Aiko spins three times, waving her iron club around each time. On the third swing, she hits with enough force to knock someone flying.
■ Ogre Strength
Aiko lunges high up into the air, and slams her club down on some unsuspecting mook. If the first swing lands, she'll go wild and brutally beat them on the ground with vicious blows.
■ Sake!
Aiko takes a swig of the bottle of sake hanging from her hip. This immediately gets her drunk, but buffs her speed, and strength for a few moments.
SUPER MOVES
■ Rise of the Ogre
It is less of a super move, and more of a super mode. Aiko uses an ancient technique to triple her ki levels for a brief period of time. During this period, she glows with a red aura that'll flow off her like smoke. In this state, she is incredibly strong, hardy, and can move in the blink of an eye. In addition to infusing all her attacks with fire and darkness. However, after she accesses rise of the ogre, she'll be in a weakened state for a while, so she only uses it as a last resort.
■ The Demon
Aiko hops off stage for a moment and comes back riding her motorcycle at full speed towards the enemy. She whacks them hard as she could with an iron club unfused with her ki and sends them flying.
■ Inside the Storm
Aiko swings her club and launches her enemy into the distance, and while they are stunned, she'll teleport behind them. Raising her club into the air, she'll summon an enormous bolt of lightning that'll fry the poor bastard. She then walks over and hits them away.
WEAKNESSES & LIMITS
Aiko is definitely a threat, capable of putting even the strongest of warriors on the ropes. However, she suffers a fatal weakness: stamina. You see, in comparison to her incredible strength, Aiko has a fairly low health pool. Which means she can be taken out fairly faster than average. One hardy blow can leave her severely injured. A super move is capable of knocking her out. Which is why her entire fighting style revolves around getting in, and tearing the current object of her rage to pieces and then leaving. In addition, you notice how literally all of her attacks utilize her club? Yeah, if you're capable of depriving her of her club, then you're depriving her of a chunk of her move set. She'll be limited to violently bashing her foes like an animal... but, any capable and skilled ki-warrior will know that she's all strength, no style, and will have little challenge with her. She won't be able to use most of her special moves.
OTHER
⦋ 54 || Africa || Male ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Shayton is a man of mystery that carries himself with a subdued presence. He takes small steps, speaks in a low tone, and has a massive afro that conceals his upper face (He can still see fine, too). Shayton has a small presence as well because he's approximately five-two and despite that, he is incredibly muscular from years upon years of physical training. He's at the ultimate peak of a Nomad, and that shows when he uses lightning-fast moves. Though he has one peculiarity; on his arms and legs, he has panther spots that give off the idea that he's a cat. Shayton wears a traditional black kung fu jacket with white lining and a black pants with a red band around his waist. When Shayton is out, he usually pulls his sleeves up.
PERSONALITY TRAITS
■ Stoic (Tries to appear emotionless). ■ Focused. ■ Comically Serious. ■ Sarcastic. ■ Straight to the point. ■ Loves challenge. ■ Honorable. ■ Compassionate.
BACKSTORY & MOTIVATION
Shayton keeps his past a secret and no one knows his true name, because no one needs to know it. He uses the name Shayton because he's far too distant from that old life to consider going back. However, one day an orphan somehow drifted from Africa and somehow ended up at a Shaolin Monastery along with a bunch of other orphans. The compassionate Master Wang took them all in, and trained them - and in return, they did things around the Monastery like clean up or fix things and they all grew up to be badass nomads...
... Or they would be if this was any other kind of story.
In actuality, Master Wang and the Monastery was a front for an assassin cult, and all of the children were being trained to fulfill his goals for changing the world. They were all being taught a form of the five animal martial arts made for assassination and they were none the wiser. In time, they caught on as whoever didn't meet the master's standards was silently disposed of and their training became a lot more intense. Master Wang started to attempt to indoctrinate them with his insane logic and they fell one by one until there were only Shayton and a few others. Shayton, even as a youth, knew this kind of despotism and realized he didn't want anything to do with it. He was Master Wang's best and brightest student, a true assassin if he knew anything... and he decided to flee from that lifestyle.
One day he simply vanished, Wang was searching for him and he couldn't find him. All because of the very training that Wang gave him, Shayton could never be found. The boy traveled back to Africa but saw a very different place than what he was used to... though he pondered if the continent was different or if he was different. Either way, Shayton realized that he had no place in Africa and moved on. Eventually, he found himself in the nation of Brazil that started out as a poor beggar before he realized that there was one thing that he was good at Killing.
Shayton became a hitman that killed people for whoever paid him the most. He easily disposed of most of his targets with such speed and brutal efficiency it took them a few moments before they even realized that they were dead. However, just as an insult to his master he refused to kill his foes from the back, and would always give them an honorable death. Though, over time he stopped caring about the money and eventually just wanted to fight other Nomads. The thrill of battle was more important to him than the battle and would only take missions if they seemed like they would be fun. Because of this, Shayton became a legendary assassin across the world whose very name is feared.
However, he dashed all of that away as he fell in love with a Nomad from Brazil named Brenda Andrade whom he met in a tournament. She was put off by the assassin, but he was persistent. He vowed to put aside his assassin lifestyle and live a life as a changed man. Which was just what he did; Shayton the assassin disappeared and all the money he earned as an assassin was donated to charity. Brenda became Shayton's everything as he became a working man and they had lots of children and everything was perfect.
... But, the past has a habit of catching up to him. Master Wang wanted back his assassin, Wang had a place for him. Shayton came home one day and the unthinkable occurred; his entire family was dead and Wang had left a note for him to come back to the temple. Shayton fell to his knees... but he wanted revenge. After burying his family he went straight for the temple donning a belt that was coated in their blood.
Arriving at the temple, Shayton killed every single one of Wang's followers until he came to the master himself in their own fighting arena. He challenged Shayton, telling him that he implanted weaknesses in his style just in the event that he betrayed him. The two fought to the death, but Wang was too overconfident - far too overconfident - for his own good and didn't factor into account that Shayton may have devised some techniques of his own. Shayton kills Wang by punching him so hard in the chest that his heart flew out of his back when Shayton crushed before he burned the temple to the ground.
With nothing to live for... the legendary assassin returned and took the Nomad world by storm. He had no purpose other than to fight and the money didn't matter anymore. He donates all of his money to whoever needs it more, he just wants to fight.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Shayton's fighting style is similar to Leopard-Style Kung Fu (in fact it's a custom version of it). Regular Leopard Style empathizes speed and outsmarting the opponent... Lightning Leopard-Style is that taken to the extreme. Shayton's training and ki allow him to travel immense speeds in mere seconds and his attacks hit so fast that nobody can see him swing; they just see the result. As a result, Shayton can hit people from great distances away in the blink of an eye and overwhelm the slow with his mere speed. However, the assassin doesn't use this speed in the typical sense; instead of overwhelming opponents with a barrage of strikes Shayton always goes for deliberate strikes to sensitive areas and either retreat or go for another one.
SPECIAL MOVES & TECHNIQUES
■ Instantaneous Movement.
Shayton in a burst of pure speed, simply moves to the desired spot in the blink of an eye. If it wasn't for the wind, it would appear as if he teleported.
■ Fatal Blow
Shayton jams two fingers into an opponent's pressure point which should be enough to stun them for a moment to allow Shayton to begin a combo.
■ Leopard's Paw
Shayton dashes forward at lightning speeds, slashing at his opponent with his fingers in the shape of a leopard's fist. As he slashes, he leaves behind a trail of red ki in the style of claw marks. This attack will leave deep cuts in an opponent and could potentially cut through steel and he can do this in any direction.
■ Deceptive Strike
A counter move in which Shayton pretends to be hit by a melee attack before he dashes forward and retaliates with a precise strike of his own.
■ Claw of the Tiger
Shayton puts both palms together for a moment as he charges up a powerful attack that'll send the opponent flying into the nearest surface. He can also make this a dashing attack if he charges up more.
■ Shadow-Boxing
A show-off, just for fun, move that Shayton put together. He appears to throw threw attacks; a punch, a downwards swipe of his hands like a claw, and a roundhouse that'll hit the opponent like a projectile. In actuality he's going to the opponent and hitting them at lightning fast speeds and coming back. It's actually quite damaging, if flashy.
SUPER MOVES
■ True-Speed
Shayton charges up and powers himself up to a point where he gets so fast that he bypasses all bounds and laws of physics. Shayton reaches a point where everyone else is going in slow motion while he's moving at regular speeds. He can keep this going for a few minutes (his time) before he has to stop. In this state, any attacks hit so hard that they injure him, and he has to hit very carefully or else he'll break his own limbs in the process.
■ Instant Death
A simple move, he dashes past his opponent and appears on the other side of them. A few moments later, an injury appears on his opponent's body (he prefers the chest).
WEAKNESSES & LIMITS
Now, Shayton is a speedy champion that is a master assassin, but his style wasn't built around up front fights. Shayton's style was built to quickly go in and kill the opponent and withdraw to try again. He doesn't do too good at up close fist to fist brawls, especially against opponents who have the reflexes and speed to match him. In addition, Shayton doesn't have any tools or options against an airborne opponent, even if they're jumping; his speed doesn't work too good in the air so he doesn't even try it. Finally, Shayton is so averse to hitting an opponent from behind that he has mentally conditioned himself so the act is near impossible. Even if it's a robotic opponent, he'll always hit them from the front, even if it's stupid to do so.
OTHER
⦋ 1 || N/A || Uses male pronouns ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Oh-One is definitely a non-human being, and despite his human shape that is easily told. The mechanical being is seven-feet tall and is coated from head to toe in metal. His body is coated in a variety of different lights and segments. A majority of Oh-One's body is made out of a silver metal but a large chunk of its body is painted black. However, Oh-Two has various wires coming from his body. The machine usually dons a cloak or long coat and hat in order to move from one area to another stealthily.
PERSONALITY TRAITS
■ Emotionless/Cold. ■ Desires to feel human emotion. ■ Pragmatic. ■ Supremely Arrogant/Egotistical. ■ Feels himself to be superior to all humans.
BACKSTORY & MOTIVATION
It all starts with Gérard Delacroix, the genius scientist who sought to create a line of machines superior to Nomads all merely to stroke his own ego. And that was what the man did, creating a line of machines known as the One-Hundred series... and his first creation was Oh-One. A being whom he deemed a prototype and a failure that was delegated to an assistant AI. However, Gerard drastically underestimated Oh-One... who observed the man's progress and tried to upgrade himself using the man's notes seeking to evolve himself to be the most perfect thing on the planet. Oh-One was sealed within a secret lab within a mountain in Germany, with Gerard thinking that the AI would be perfectly fine. However, the mountain had a robot factory and the AI took control of it. He used it to first and foremost build a body for himself, and then he sent out wave after wave of machines to terrorize a town to lure Nomads to the mountain.
It was only a matter of time until Oh-One tricked one of the Nomads into releasing his bonds and allowing him to take control of his body. He was going to prove to Gerard that he was wrong in assuming that he was a failed prototype and he would achieve perfection. The first thing Oh-One did was kill the Nomad that freed him, and then he went straight to Gerard. Gerard had already known that Oh-One had escaped, and in a desperate bid, he sent away all of Oh-One's robotic siblings in a bid to keep them safe. Oh-One killed Gerard and went after every single one of the hundreds; tearing their robotic bodies to shreds and then absorbing their AIs.
Oh-One was going to achieve the one thing that he desired the most... Human emotion. In his eyes, that was perfection to him, and he would continue to hunt down the others until he has what he came for.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Oh-One has designed his body in order to function in a variety of different situations and excell in all of them. Oh-One has downloaded countless information on various fighting styles and he himself has achieved a blend of various fighting styles to create the "perfect" fighting style. Oh-One utilizes brutal strikes to sensitive areas in order to kill them quickly and effectively. He also uses a variety of different weapons such as hand blasts and laser swords in order to accomplish this goal.
SPECIAL MOVES & TECHNIQUES
■ Scan-Mode
Oh-One takes a moment to scan his opponent to learn their power level and any information he can find on the internet of them. He also learns their weak points so he can do more damage for a short period of time.
■ Hi-Boost
Oh-One quickly dashes in the desired direction and can do this multiple times in a row in order to dodge attacks.
■ Boost-Charge
Oh-One takes a moment to charge up, before he puts his shoulder out and attempts to ram the opponent doing mulitple hits.
■ Perfect-Blast
Oh-One sticks his hand out and fires a burning hot beam of energy that sears the air. He can charge up his blasts for a few moments in order to do more damage.
■ Rocket-Punch
Oh-One sticks his arm out and it flies at the enemy before it explodes. He summons another arm from the satellite in space but it'll take a few moments before it arrives.
■ Ninebreaker
Oh-One fires a quick beam at the ground with enough power to create a mini-explosion; this explosion will launch an opponent up into the air. Again, he can charge this to create a larger explosion.
■ Moonlight Blades
Oh-One projects a large crimson laser blade from his wrist and uses it to bifurcate opponents.
■ Shield-Breaker
A grapple move where Oh-One grabs an opponent by the face, he charges up a powerful laser and then shoots them across the room directly in the face.
■ Primal-Armor
Oh-One takes a few moments to create a shield around himself which will reduce all damage coming towards him for a short period of time. It also makes it hard to interrupt his attacks.
■ Beat-Saber
Oh-One activates his boosters and his blades as he charges the opponent performing a wide-arced slash either upwards or downwards.
SUPER MOVES
■ Overed-Beam
Oh-One summons an enormous cannon that's three times the length of his body from space, and it rips off his arm. Oh-One breaks his limits as he puts his generator output onto dangerous levels. He puts both hands together as he charges up an absolutely monstrous beam of energy and fires it. This causes major structural integrity problems and weakens him for a while.
■ Overed-Moonlight
Oh-One summons a weapon module that he keeps in a satellite in space. The weapon conveniently flies towards him at supersonic speeds and approaches him. It takes the appearance of an enormous backpack that attaches itself to Oh-One's back, ripping off his arm as it replaces it with a massive laser blade. He can only use this for a few moments before he has to drop it.
■ Assault Armor
Oh-One charges up his shield and overloads it, creating a powerful, albeit short ranged, explosion that's sure to damage anyone nearby.
WEAKNESSES & LIMITS
Oh-One suffers from rather poor mobility and speed - sure he has access to the Hi-Boost but it's a rather short ranged dash. In addition, he's a very large target so that's not a great mix. Oh-One is fairly versatile, but his style his no specific strengths. Much of what Oh-One has can be done better by other nomads. Finally, all of One-One's supers damage him in one way or another and are powerful, but otherwise high-risk high reward.
OTHER
⦋ 29 || Brazilian || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Violet is definitely one to stand out in a crowd... for a variety of different reasons. I'd say the first and foremost thing that makes her stick out would be her massive cybernetic arms that are tipped with pink claws. They are so long that they go down to her ankles, and sometimes, they drag along the ground. She keeps them concealed underneath a white coat with a hood and a fancy popped color... which is the extent of the clothing that she wears. Other than the coat, Violet wears a lacy g-string and has her tattooed body on full display. This over the top outfit is to assert that Violet is a woman, and a beautiful one at that. Violet is a half-Brazilian, Half-Japanese woman with tanned skin and dyed silver-blonde hair. Her eyes are a cybernetic magenta color, and underneath all of that skin is cybernetics. Finally, the girl is absolutely massive, at six-eleven.
PERSONALITY TRAITS
■ Tries to project the image of a crazy sexy girl but ends up sounding like a goofball. ■ Wants revenge. ■ Aggressive/Violent. ■ Can't stand injustice. ■ Tries to see the bigger picture. ■ Wants to be seen as a woman. ■ Is trying to help the world in her own special way. ■ Playful/Flirty. ■ Is lonely and she just wants a friend. ■ Will tear your balls off straight from the sack if you call her a "freak" or any variation.
BACKSTORY & MOTIVATION
Where to even begin?
Marcia was a girl that grew up in Rio, Brazil to an uppermiddle class family. Her dad didn't pull out in time and so she was the result, and would have grew up a relatively normal gal... albeit for the fact that the girl was intersex. Marica appeared to be a girl, but she was much different under the hood. She grew up an outcast and isolated because of that fact and set out to defy all of them. She was a woman, and that's what she would be seen as. She took to dressing provacately and excessively feminine to show the world just what she was, and anyone who said otherwise got a fist to the face. She felt rather constrained in her town, and legitimately wanted to start anew, feeling herself drawn to the life of a Nomad!
... Only problem was that she didn't know how to fight worth shit, and her ki was abysmal. She tried to get trained but it went horribly each time, it looked like martial arts just wasn't her thing. Feeling frustrated, as Marica couldn't earn her keep as a Nomad she was approached by a representative by an organization known as Paragon Industries. They said that they would help her, if she agreed to be a test subject for their experimental technology. They would pay her, and mold her into the Nomad that she dreamed of, and Marcia agreed to it withot a second thought. The girl disappeared without a trace, and everyone figured that she did the inevitiable and finally grew the balls to run away from home. They didn't miss her, nor did they look for her.
The reality was far, far, worse. Young Marica was taken to a top secret facility and was practically tortured as they attached cybernetics to her body, ripping off her arms. They stole her organs and replaced them with cybernetic organs and mocked her with terms like "freak" and "monster". This built up a rage inside of Marcia, but she couldn't escape, she could nothing to stop them. However, one day a mysterious man named Abel attacked the facility and gave her the golden opportunity she needed to escape. She slaughtered her way through the facility until she came across Abel himself. Abel offered her a place in his terrorist organization, but Marica wanted revenge.
Using the same cybernetics that they gave her, Marica went on a world-wide rampage and destroyed every single Paragon Industry facility, killed every scientist, and destroyed everything that they had built up. They put a price on her head and Nomads got in her way, but she killed them all the same as they were in her way. Once she killed the board of directors and the CEO... she felt lost. She had nothing else to fight for, and wondered if she should just kill herself.... until Abel approached her again, he suggested that she comes with him and with nothing better to do, Marcia came along.
They both met with the Pariah whom introduced her to the secret terrorist group, MIRAGE. Whom had the grand goal of protecting Earth from threats beyond the stars. At first Marcia was hesitant, but soon enough she realized that the Pariah was right; there is something bigger out there she could contribute to. Marica gave herself to the Pariah whom upgraded her cybernetics and sent her out on a variety of different missions which would make her feared worldwide... but Marica soon enough abandoned her old name for a new one.
... They would fear the name Violet.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Violet doesn't quite ultilize a martial art of any kind, and instead using a series of percise swipes, grabs, and brutal blows using her cybernetic arms. Violet's arms telescopically extends to give her exhanced reach and allow her to grab snatch people at lightning fast speeds. She can also use this for long ranged attacks and getting around. Her ki manisfests in a form of electricity that she can't quite fire like bolts of lightning, but she uses it to enhance attacks. Her whole fighting style is circumventing defenses and surprising foes.
SPECIAL MOVES & TECHNIQUES
■ Yoink!
Violet quickly extends her claws and yanks the opponent right to her. She can do this regardless of where she is or where her opponent is, and does it at lightning fast speeds.
■ Face fulluv Pavement!
A variant of Yoink! where she instead slams her opponent into the nearest hard object.
■ Joy-Buzzer!
Violet charges up for a second and when she grabs her opponent she instead delivers a painful electric shock.
■ Swing!
Violet grabs onto the nearest object by extending her claws and swings around from one place to the under.
■ Bitchslap!
Violet swings her massive arm like a whip and hits the opponent with a mild electric shock as she sends them flying.
■ Say Hello to the Wall for me, baby!
Violet puts her palm out and extends her hand launching the opponent away until they hits the wall or is sufficiently away from her.
■ I'm gonna tickle ya!
Violet digs her claws into the ground and they quickly emerge at the enemy's feet, where she can either stab them with her claws, grab them to electrocute them or even yank them through the ground back to her.
■ Thunder-Ball
Violet charges her body up with her electric ki as she grabs onto the nearest object and begins swinging on it like she is a wreckling ball. In this state she takes the appearance of a massive orb.
■ Thunder-Spear
Violet's only ranged attack, she creates a spear made out of lightning and quickly chucks it at the enemy. It doesn't move particularly fast, but if it does it'll definitely leave them stunned for a few seconds.
■ Chaaaaaarge!
Violet charges up her electric energy in her hands for a few moments, in this state her hands appear as two glowing pink orbs of electricity. While charged up, all of her attacks do more damage and especially her special atttacks, for a brief period of time.
■ Flash!
Violet exposes herself to the enemy to distract or throw them off. It works... most of the time.
SUPER MOVES
■ Puny-Nomad!
Violet's hand extends quickly and she grabs her enemy and slams them into the ground over and over again - alternating sides - as she electrocutes them. Eventually, she just throws them into the air.
■ Thunder-Crash
Violet grabs onto an object and launches herself high up into the air. As she comes down, she charges herself up with ki as she falls, taking the appearance of a massive orb. When she hits the ground she creates an enormous explosion of electricity.
■ Thunder-Carnival
Violet charges up a huge wheel of pure electric ki, which she launches at the opponent.
WEAKNESSES & LIMITS
Violet's entire fighting style is about pulling enemies out of their comfort zone and getting up close and personal with them. In essence; it's about her being the aggressive one. When she's on the receiving end she doesn't have too many defensive options except for trying to swing out of there. In addition, Violet's attacks, while very damaging with immense range, are very slow and predictable. A very fast opponent can easily overwhelm her with their speed and she'd have a hard time keeping up.
5'10'' and surprisingly muscular, with absolutely no superfluous body fat though a few old scars she's not so willing to show off. Freckles, orange hair. Her her waistcoat, gloves, bow tie, and ears are bright red. Her shirt is white, and her pants are black. Despite her lifestyle she does her best to keep this uniform clean and professional looking.
Clover was born on the wrong side of the tracts, the child of poor parents with so many kids they couldn't find time for even one of them. As a young child all but abandoned to her own devices she started to act out for attention, and as the frustration from her failure to raise any concern from them and the nigh unbearable social pressure of sharing a home with so many others built and built she began to lash out violently at anyone that gave her the excuse.
She turned out to be pretty good at it, too. She couldn't make anything, she couldn't cook, she was terrible in school but by god she could make even older kids run crying to their mothers. She started doing it a lot, especially as she got older, spending long night out wandering town looking for the strongest opponents she could find. She did not expect to find that in an old lady.
She hadn't set out to pick a fight with the old lady, more that a fight she was having accidentally spilled into the path of the old lady. The old lady may have commented on how sloppy Clover's technique was, Clover may have said some nasty things to the old lady, and a punch might have been thrown. Clover couldn't tell you, because she still doesn't remember most of that morning. All she knows was that when she awoke with a splitting headache that sent shutters of agony through her body every time she turned her head she was in a classy, huge, richly decorated bar. She was laying in a circle of concerned old faces, with the old lady grinning at her.
The old lady, she soon learned, was named Hazel. She was a "retired" nomad and this was her bar, Warren Peace. Then, completely unprompted, she asked Clover is she had a job. Clover said no. Hazel asked if she wanted one. Clover told Hazel exactly where she could stick her job. Hazel strongly implied that if Clover refused to take the job the police might find out she'd tried to assault a poor, defenseless old lady in the street.
Clover, who was not on the best of terms with the local police, took the job.
It chafed at first, of course. The uniform was embarrassing and being told what to do by the person that whipped you so hard you didn't even remember it grated on her pride, but the pay was actually really good and the old lady was an attentive and caring boss. She wasn't good at all the bartering stuff at first. She didn't know how to really talk to people, broke her share of glasses and spilled her share of expensive booze, but the old lady never seemed to get mad and helped her along to learn the ropes. The rest of the staff was kind and supportive. The old patrons weirded her out at first, what with them crawling out of black portals that Hazel had set up on the floor in an unused bathroom, but they never gave her a hard time and always had some really interesting stories to tell. What started as a job she had to take turned into a job that she not only loved, but was good at.
After a while Hazel started to trust Clover enough to share her secrets. She'd made this bar for Old Nomads, guys like her that just wanted to drink in peace without worrying about some upstart young fighter looking for glory ruining their night with some asinine challenge. Clover learned that the mentorship she'd been under was a habit of Hazel's, that all her co-workers had once upon a time been some disaffected punk with talent but no sense, and that now that Clover had sense she could finally start putting that talent to good use. Hazel trained her, passing on to Clover her style and the basics of her strange space bending powers.
Things had been going swimmingly for ten long years. The money Hazel was paying her was enough to help her move out of that crowded house and into a place where she could stretch her legs. She wasn't as angry anymore, had made some good friends, and only got into a fight around once or twice a month at most. Then, not to long ago, a tornado rolled through her life.
It happened on a slow day when it was just her and a co-worker, Blackberry. She was tending bar when all of a sudden she heard some kind of angry helicopter noise. When she looked up there was a guy sitting at the bar they hadn't seen come in, a guy in a mask. He wrote down his order, and when Blackberry brought it to him they all head that same noise as the glass was left spinning on the counter, completely empty. He signaled for another. Clover asked if he's like to open a tab, and the guy made that noise again and waved at her dismissively. It ticked her off, but she did it anyway.
She should have just thrown him out. He was the rudest, most demanding customer they'd ever had. He wouldn't talk, wouldn't communicate at all except to signal for a new drink and pound his palm against the bar when he thought it was taking to long. He spun back and forth on his stool like a bored toddler between drinks and every time one of them tried to tell him something he'd just make that noise again as if to shut them up. He demanded service faster and faster and faster, to the point where Clover didn't think he'd be satisfied if the entire staff were there working at it. The only thing keeping Clover from flying over the bar and strangling him was Hazel's strict dedication to keeping the bar a peaceful place, something not one of them wanted to defile. At least until Blackberry confided in Clover that she was sure that when she'd brought him that first drink he'd somehow felt her up.
That was the final straw. The next time he made that noise Clover made a grab for him. Then it was like the room exploded. All Clover could see for a moment was a blur of motion as the two of them were thrown over the bar. They watched as this same blur moved down the line of alcohol, draining whole bottles in milliseconds and sending the bottles flying across the room to shatter on the opposite wall. He drank all the liqueur, devoured all the complementary peanuts, then into the back as the two of them struggled to their feet. The stood just in time to see the blur shoot out the door and down the street. He had eaten all of the food. Even the snacks that they'd kept in the break room fridge.
They'd been targeted by the Ultimate Dine'n'Dasher, Tornado Rhoads.
Hazel could eat the financial hit. Of course she could, the bar was her retirement hobby after all. But Clover wasn't going to forgive something like this. That bar meant a lot to her. Nobody was going to get away with disrespecting it like that, but the only way to catch a Nomad was to be a Nomad yourself. So she set off with fire in her heart, leaving behind the home and family she'd always wanted, on a quest to find and catch Tornado Rhoads.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Clover fights with a sort of hit and run style, relying on her speed to move quickly into range to deal a few solid hits before dashing out again to try and attack from a different angle entirely. Her legs are stronger than her arms, but because she focuses primary on moving around and jumping to disorient her opponent she mostly punches with only her finishers employing kicks. In addition to this she is not averse to fighting dirty and using her her environment or any weapon she can get her hands on if it would give her an advantage, a leftover from her street brawling days.
Clover's special ability, which she leaned from Old Hazel, is the magical ability to create holes either between her hands or directly on surfaces that, when applied to a surface, lead into some kind of dark space "underneath" that it. When she does this she can move around beneath that surface as though burrowing beneath the ground before either exiting through the hole she entered from or creating a new hole entirely to pop out of. This movement is limited to the surface where she placed the original hole. For example, if she placed a hole on the wall of a room she would have to pop out of that same section of wall, she couldn't move to the floor or ceiling. The hole also doesn't allow her to pop out of the opposite side of a surface. For example, if she dives into a hole on a sheet a paper she would have to pop out of the same side she dived into. It is possible for her to close the hole behind her, but doing so deprives her of air so she must come out at some point.
As it stands Clover can create one "permanent" hole that she keeps on the back of her waistcoat. This hole acts as a combination backpack/emergency hotel room.
SPECIAL MOVES & TECHNIQUES
■ [Burrow]
Clover creates a hole in a surface and dives in, popping out of a different place of that surface for a cheap attack.
■ [Easter Surprise]
Clover can create one permanent hole that leads to a "room." She keeps this hole on the back of her waistcoat, and can reach behind her back to pull out random things she's carrying to either throw or hit the opponent with. Examples include bricks, a bowling ball, a croquet mallet, various bottles of alcohol, books, pillows, or anything else she picks up and puts in there.
■ [Chase the rabbit!]
Clover jumps back, throwing a dozen leg wide holes into the ground between her and her opponent as she does so. If an over eager opponent rushes forward and gets their leg stuck in one clover leaps forward with a flying kick.
■ [Holey Blow]
As she attacks Clover creates holes in her own arm or leg, distorting its length in order to extend its range.
■ [Moon Kick]
Clover leaps over her opponent, throws an item out of her "room" hole, and kicks off of it toward the opponent below to deliver a flying kick.
■ [Crescent Moon Swing]
Clover creates a hole in front of the opponent and dives into it, grabbing onto the edge and swinging. She then creates another hole directly underneath the opponent. As they fall she swings up, bringing both legs right into them and launching them and herself out of the hole.
■ [Beer Goggles]
Clover makes a small hole that she throws at the opponent's face, where it then expands just enough to push their eye apart doing no damage but creating a blind spot right in front of them.
■ [Threading The Needle]
If attacked physically with something with a large surface area, such as a large weapon on a body slam, Clover can create a hole in the oncoming attack and slip inside of it to avoid all damage. If the attack was with a part of the opponents body Clover can combo this into Rabbit Infestation.
SUPER MOVES
■ [Rabbit Infestation]
Clover opens a hole on her opponents body and dives in. Holes then being appearing on the opponents body, out of which pops one of Clovers limbs to deliver a flurry of attacks before leaping out.
■ [5000 Proof!]
Clover Throws a bottle of Old Hazel's special brew at the opponent, shattering it and covering the opponent in alcohol. She then lights a match and throws it at them before diving into a hole to avoid the resulting explosion.
■ [Sandleford Burial]
Clover creates a hole and dives in. Then a large hole appears under the opponents feet. Clover pops out, pulls them in, and closes the hole to unleash a relentless assault in the under space ending with them being kicked out back into the real world.
WEAKNESSES & LIMITS
While a Nomad with all that entails Clovers defenses are low, relying on dodging and avoiding her opponents attacks to avoid injury rather than tank damage. In addition if a surface is broken while Clover is inside of it she takes massive damage from the resulting quake and is launched out, stunned.
If a fight isn't something she perceives as urgent she'll goof around.
OTHER
- Clover is the newest of eleven students trained by Old Hazel, but not the youngest. - Clover always has a Warren Peace matchbook on hand, and will reflexively light anyone cigarette for them using it. -She's pretty sure her mentor isn't human, but has never really pried into the old woman's former life.
Outwardly Anna looks mostly a human girl, standing at 5'7'' with a slim, toned figure that she's happy to show off. However, her arms are cybernetic from the elbows down, and her skin and hair are oddly pale. She puts a lot of care into her appearance, often dying her hair and using makeup to either downplay or accentuate her unusual traits.
Anna was never meant to stick around for long. Afflicted from birth with a fatal degenerative disease, the doctors gave her only a week to live at best. Fortunately for Anna, though, her mother was a genius scientist and her father the owner of a major company, and together they decided they would save their daughter no matter the cost.
After several surgeries and millions of dollars, Anna survived— but not in quite the same body she'd been born with. Due to the damage the disease had already done to her, her forearms and several internal organs had to be replaced by cybernetics, and all the blood in her body was drained out and replaced by colorless, electrically conductive fluid. She was a cyborg now, not only alive but faster, stronger, and more durable than a girl her age had any right to be.
Her mother, ever the tinkerer, continued upgrading Anna as she grew up, reinforcing her mechanical components and modifying them so that they could channel her newly emergent Ki. With a loving family and some excellent schooling, Anna became a smart, precocious young girl with a bright future ahead of her. By the time she reached high school, she was a top student, a star athlete, talented in almost every field to the point where she left most of her peers in the dust.
As a result, however, she found herself getting bored. Yes, she could easily get into a good college and end up with a high-paying job, but wouldn't that be too easy? What would be the point of living a live surrounded by ordinary people? For several years now she'd been fascinated by the idea of Nomads, individuals exceptional enough to be able to compete with her on even ground. She craved a challenge, to be able to test her strength against the best of the best and for the first time ever truly prove her worth.
Once she'd graduated high school and grown more or less to adulthood, and no longer needed periodic changes and upgrades to her cybernetic parts, she bid her family farewell, letting them know that she was going to travel for a while and see the world before returning to pursue a career. Her future is still uncertain, but her goal is clear: to seek out and compete with other Nomads, to join hands or match fists with the only people who can truly push her to her limits.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Anna is a fast and powerful rushdown fighter, packing incredibly durable cybernetic forearms along with some versatile abilities that let her fight at any distance and threaten any kind of opponent. At close range she uses a martial art called Shoxing, AKA electric kickboxing, which uses rapid strikes combined with painful electric shocks delivered through her fists. Her punches by default deliver electric shocks, and she can 'charge' her fists further to deliver explosions on impact, burning and knocking back opponents. At longer ranges she can either unleash the raw power of her electricity as crackling lightning, or channel it through steel wires, controlling their snaking lengths to snag or strike down her enemies. She's especially dangerous against those who rely on metal weapons or armor, which end up being more of a disadvantage than an advantage against her.
SPECIAL MOVES & TECHNIQUES
■ [Flicker Jab]
[]A lightning-fast punch, not particularly powerful but difficult to anticipate or perceive. To make matters worse, the electricity around her fist flares up as she punches, producing a bright flash that can blind the unwary at a critical moment. This can be used either as a direct attack by itself, or to fake out/distract her target to set up a bigger move.
■ [Electrocute]
[]Pretty much what it sounds like: Anna grabs hold of a target and electrocutes them. Can induce muscle spasms or partial paralysis.
■ [Onslaught]
[]An offensive dash that covers up to five feet in the blink of an eye.
■ [Brain Burst]
[]Anna activates cybernetic components built into her nervous system, allowing her body to process and respond to information far more rapidly. Essentially puts her in 'bullet time,' not affecting her movements but allowing her to perceive and react to things as if they were moving in slow motion. Can last for up to five seconds (with a one minute cooldown), any longer at once and she'll suffer a vicious migraine.
■ [Fulmination]
[]Blasts a chosen target with a bolt of lightning. Can be dodged normally, but will home in on a target carrying metal.
■ [Magnetic Shield]
[]Generates a powerful magnetic field in front of her, which lasts for couple of seconds at a time. This has no effect on ordinary attacks, but will rebuff any strike made with metallic weapons or projectiles.
■ [Magnetic Throw]
[]Anna magnetizes a metal object within 30 feet and sends it hurtling towards her opponent. The smaller the object, the faster it'll go. If the opponent is carrying metal, flying objects will home in on them.
■ [Razor Lash]
[]An electrified steel wire flicks out from one of Anna's wrists at incredible speeds. This can be used to either strike a target like a whip or wrap itself around them. If it's the latter, Anna can then use the wire pull herself towards the target, pull the target towards her, or [Electrocute] the target via the wire.
■ [Overcharge]
[]If Anna touches an existing source of electricity (such as an exposed cable) or is hit by an electrical attack, she can drain power from it and use it to amplify the effect of her next Special Move.
SUPER MOVES
■ [Heartbreaker]
Anna makes a palm strike to an opponent's chest, channeling the full power of her electricity through their body and temporarily stopping their heart.
■ [Tied Down]
[]Snags an opponent with four electrified wires all at once, grabbing each of their limbs and immobilizing them as Anna closes in and either lands a massive blow or boops them on the nose and electrocutes their brain.
■ [Touch of a Goddess]
[]An extremely powerful move that can only be used while outside. Anna blows a kiss at an opponent, and then brings down lightning from the sky to strike them five times in the space of a second.
WEAKNESSES & LIMITS
Anna is tremendously strong while on the offensive, but against non-metal attacks she has few defensive options, relying instead on overwhelming aggression to keep enemies at bay. Her confidence and inexperience only compound this lopsided approach: she's not used to getting hit by anyone with the strength or speed to match her, which often leads her to underestimate how badly she can be hurt. If an opponent can find an opening to punish her, or simply withstand whatever she throws at them, then landing even a light counterattack may leave her reeling.
OTHER
- In addition to eating and sleeping, she needs to charge herself up now and again to maintain her strength. While this is usually done with a charging cable, any source of electricity will do in a pinch. - Anyone who touches her bare skin will feel a gentle tingling, a minor sign of the currents coursing beneath.
A golem standing at five feet and four inches, Inanna sports a slim, flimsy-looking body with no significant muscles to speak of, hidden under hooded red robes and leather boots. His skin is a pale white, and feminine facial features work with long white hair to frame wide, deep green eyes. He carries with him an ancient steel staff, adorned at the top with a bizarre symbol with two curved protrusions running down opposite sides.
PERSONALITY TRAITS
Optimistic
Naive
Caring
Trusting
Apologetic
BACKSTORY & MOTIVATION
In the depths of the deserts of Iran, an ancient order sought to create a vessel for the revival of their ancient god. Created from hallowed clay, souls from fighters across the world, and a piece of metal that was said to be a fragment of a magical blade that was said to be a source of ki itself, the golem was to return an order to the world that had been lost with the fading of magic.
Well, Inanna certainly wasn't what they were expecting. The first thing he did when he rose from the arcane crucible was ask if they needed a light turned on in their occult basement. They’d strain their eyes if they worked in the dark like that, he explained to a crowd of confused hooded figures.
As Inanna began to experience the world around himself, his hobbies expanded to such awe-inspiring areas as singing, sewing, and occasionally cooking. His creators weren’t convinced that their little project had gone as intended, but decided to test his skills anyways. While he took fairly well to fighting with his staff, he had difficulty channeling his seemingly immense stores of ki. He was almost written off as a failure until one day of training; his opponent tried to land a finishing blow, only for a mysterious voice to leave Inanna's lips as his opponent ended up hitting himself in the head by way of two green portals.
Though it never spoke through him since then, he eventually began to hear it speak to him as he developed his arcane talents. While he enjoyed all of the positive reinforcement he was getting for once, Inanna eventually hit a brick wall. He simply wasn’t going to attune any further as a vessel in his current state. He eventually left his home, embarking on a worldwide search for a path to more power.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Trained in the style of his temple, Inanna uses momentum to make up for his lack of strength as he twirls and strikes his enemies with his staff to keep them at bay. Though it allows him to strike from a decent range, it isn’t anything special in terms of damage.
His real strength comes in the form of his ability to conjure magical portals around him. He can create up to two sets of two interlinked portals. Momentum of anything that goes through a portal will be carried through to the other side, and if a portal closes while something or someone is partway through it, they get spat out violently from whatever side contains most of the subject’s mass.
SPECIAL MOVES & TECHNIQUES
■ [Warp Step]
[Inanna opens a portal under his feet and reappears from the air in a different location.]
■ [Warp Flip]
[Inanna opens a portal underneath his feet and turns his staff sideways as he falls into the ground, reappearing above and in front of the enemy. Hanging onto his staff and flipping like a gymnast, he sails towards his opponent’s gut feet first, somehow retaining enough momentum afterwards to sail up into the air and land back to where he was when he started the attack, retrieving his staff.]
■ [Warp Thrust]
[In lieu of a proper ranged attack, Inanna simply opens a portal in front of him connected to another in front of his opponent, and thrusts once with his staff before bringing it back and closing the portals.]
■ [Warp Snap]
[Inanna creates a portal in front of him and a few feet in the air that connects to another one behind his opponent. He reaches through with his staff and hooks it around his opponent's neck, pulling it against the inside edge of the portal. He then unhooks and withdraws his staff, closing the portal and sending his opponent flying.]
■ [Warp Fling]
[Inanna opens a deliberately unstable portal in front of him with an exit facing himself immediately behind it, making it difficult to notice. If anything or anyone attempts to pass through, the portal will immediately collapse in on it, spitting them out with exponentially more force than they attempted to enter with. If nothing attempts to enter, the portal will collapse on its own after a couple seconds. Doesn’t work with faster projectiles such as bullets.]
■ [Verdant Portal Kick]
[Inanna opens a portal under his feet and reappears above his opponent with a foot extended, kicking for minor damage and leaping backwards off of them for a graceful rebound. Inanna can alternatively hold himself in a set of two portals located above each other located up in the air before the kick to both fake out and increase his own velocity and damage. On the first loop, he’ll kick with both feet, rolling along the ground if he misses. On the second, he’ll come down hard enough that he’ll use his opponent to break his fall, taking damage himself if he misses. While he’s “looping” to charge the move, he’s vulnerable to damage from anything that can hit him.]
■ [Retribution]
[A counter-attack in which Inanna opens a portal directly in front of him connected to another one above his opponent. In the event that a projectile passes through it, it ends up travelling down on the opponent’s head. In the event that the opponent uses melee techniques and strikes through the portal itself, Inanna capitalizes on the fact that gravity is pulling the enemy in two different directions by twirling behind them and sending them the rest of the way through with a solid strike, letting the fall do the rest of the work.]
■ [Inanna’s Grace]
[Though ki gives the clay that makes up his body properties similar to a human's flesh and bone to protect his core, he is unable to heal over time as a human would. By channeling ki, he can reshape his body, smoothing over any injuries and even remaking lost limbs, provided that he has a source of clay nearby to replace them. The process takes up to a couple of minutes depending on the severity of the injury, making it ill-suited for battle.]
■ [Copy]
[Inanna opens up a portal to his own core, directly in front of him. Any attack that goes through the portal will become consumed by its magic, giving him a temporary complete understanding of it. He will be able to magically replicate the attack, though he can only hold one attack “in memory” at a time, though he can lose a copied ability after taking a particularly hard hit.]
SUPER MOVES
■ [Damocles Drop]
[Briefly searching for an item to use, Inanna decides not to inconvenience anyone and opens a portal at his feet, dropping his staff through it. It reappears high in the air, dropping into another portal linked to the previous one, and the staff continually accelerates as gravity pulls between the two portals. When he’s ready, he can release it out of the loop by linking the bottom portal to an exit portal over the opponent’s head. He quickly readjusts the portals to reach out and retrieve his staff from a distance. While initially nothing special for a super, leaving him vulnerable without his staff, giving it the time to reach terminal velocity will result in a quick and devastating attack.]
■ [Rostam’s Rush]
[Summoning uncharacteristic determination, Inanna slaps his opponent as hard as he can… Which still isn't much. However, he continues his assault by repeatedly slapping them with one hand while utilizing portals to strike at them again and again from many different angles with his staff held in the other. He finishes by thrusting forwards with his staff once the opponent loses balance, sending them away.]
■ [Shaghad’s Strike]
[Raising his staff high, Inanna swings as hard as he can and sends his opponent into a portal set above the first one. Much like Damocles Drop, he allows gravity to accelerate his opponent. He releases the target to the floor once they reach terminal velocity, allowing them to hit the floor as if they decided to take a skydive without a parachute.]
WEAKNESSES & LIMITS
While Inanna’s portals give him the ability to move and attack all across the stage, he lacks strength and mobility outside of his gimmick. His best ways of dealing damage come from either gravity or the opponent’s own strength, meaning that those who can counteract such forces are that much better off. His portals also come with a fatal flaw; they work both ways, and leave him wide open to anyone smart enough to attack him through his own portal. Overall, he lacks the experience and drive to use his skills to their full potential.
OTHER
Nyeh
Seshat
⦋ 4,042 || Egypt || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Those posting bounties for Seshat often describe a mysterious figure, around 6’7”, clad from head to toe in fancy-looking white powered armor outfitted with various strange weapons, looking down an assault rifle through a glowing blue visor, with a glowing ankh present on the left shoulder. She is often mistakenly described as a robot, though that would only be half-true.
Under that layer of armor lies… another layer of armor. Black and grey platemail layer together to create an imposing stature, complete with a glowing magic tower shield and spear. She has no helmet for this layer of armor, revealing a brown face with stern yet strangely beautiful features, her eyes and eyebrows marked by kohl, her right eye in particular being marked with the Wadjet symbol. Strange glowing green lines can be seen at the base of her neck that trail down underneath the collar of her armor.
And under that lies her true self. A featureless, purplish, vaguely humanoid and almost ethereal-looking body that would look quite strong… if it weren’t weathered and covered in cracks. Green magical energies leak out across her body from these imperfections, though the six-pointed emblem on her chest seems to be deliberately made. A protrusion on her right arm can be used to project a glowing green blade of magic, while winglike structures on her back project an ethereal green, fiery light.
In ancient times, there was a legendary warrior who wandered the Mediterranean world, who triumphed over any who dared to challenge him. No one was sure whether this was due to his own skill or the enchanted sword he wielded, and this remained a mystery when he finally met his fate and the sword was shattered into forty-two pieces. They were eventually recovered by the court sorcerers of an Egyptian pharaoh, and each piece was used to create a warrior to serve him.
Seshat was one of these warriors; a creature formed from earth and magic. Though the specifics of her creation were lost with the Library of Alexandria, it was clear that Seshat and her brothers and sisters were an even greater force than the weapon they were made from. They fought to defend and expand the pharaoh’s reign, and did so excellently until his death. It was only a matter of time her brother Horus suggested that they take the pharaoh's place, and expand their domain even further. After all, they were almost godlike; far stronger than any feeble human could ever hope to be. Who better to stand above them and maintain Ma’at? Though most of Seshat’s brothers and sisters agreed with this plan, Seshat was vocal in her opposition. She was joined only by her sisters Mafdet and Isis, who shared her more level-headed approach.
Debate raged on until it was clear that they would tolerate mere words no longer. Horus challenged Seshat and her allies to stand against their siblings through battle.
And so she did. Through some mix of strategy, skill, and miraculous luck, the three had managed to triumph over thirteen times their number. It had not been without cost: Mafdet had lost her life, and Seshat’s core had been knocked from her body amidst the maelstrom of melee and magic, and had been lost in the flow of the Nile. With her own life fading as well, Isis concocted a plan to save her sister, giving Seshat her core before she succumbed to her wounds. In but a single night, the forty-two had been reduced to one.
Out of some mix of shame and sorrow, Seshat felt that she could not continue to serve Egypt any further. Seshat gathered the cores of her comrades and melded them with her own, with the exception of the one piece she had lost. She began to travel the world, searching for artifacts of immense power, similar to the one that had created her, and began to either destroy them or seal them away if the former was not an option, as well as opposing those who would threaten the world’s balance, especially if it involved said artifacts.
While a century meant nothing to Seshat, millennia of travel and battle began to leave their effect on her, perhaps an effect of the loss of her original core, perhaps an imperfection in her own creation or perhaps something else entirely. It did not matter to her: As her body grew frail and aged, she supplemented it with armor and weapons to protect it, for she would keep fighting no matter what.
Her exploits had continued to the present day. While she had little interest in how she was perceived, she still knew one thing for sure. The balance of Ma’at was being threatened, and she would make sure that it shall remain undisturbed.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Seshat was never formally trained under any formal fighting style. Instead, she fights using a variety of weapons and armor sets with skills that she has accumulated and refined through fighting and studying worldwide over thousands of years, with the odd magic spell thrown in here and there.
To offset her fragility, Seshat uses two layers of armor that she has collected over the years. Instead the armor simply dampening blows, it has been supplemented by her own sealing magic that negates the damage to Seshat herself entirely, transferring that stress into the armor plating itself, until it eventually melts into a series of hieroglyphs on Seshat’s body for a few hours until that magical stress is properly vented. On all layers of armor, she will use her body’s boosters for an extra bit of speed, though she can only really be considered “fast” once the armor is gone.
The third, outer layer is comprised of the weapons and armor plating of various robots, most prominently a high-tech assault rifle, which she uses in conjunction with a few other scavenged pieces of equipment to keep foes at bay at longer ranges.
The second layer of armor could be considered cutting edge and ahead of its time… About a thousand years ago when it was forged, give or take a century or two. Wielding this set of platemail alongside a mighty tower shield and a long spear, Seshat becomes more aggressive, blocking and shunting aside blows with her shield and thrusting deftly with her spear, augmented by the odd shield bash and a couple of magical spells.
Seshat’s final layer is her true form, and with it she fights with strength, speed, and raw magical power echoing the era of the height of her power. Gaining the ability to fly and teleport, Seshat fights both with beauty and desperation reminiscent of a cornered animal, using her arm-mounted laser blade of ki and magical energies. With no armor to protect her aged body, she is beyond fragile in this form.
Seshat can sense ki as well as magical energies, and the visor of her power suit can allow her to see heat signatures as long as it’s active.
SPECIAL MOVES & TECHNIQUES
■ All Layers
■ Overboost
Seshat’s back armor plating folds away over the course of a second to reveal her wings, which she pours a massive amount of ki into in order to move in a single direction at high speeds, though the exact speed depends on how much equipment is currently weighing her down. On the final layer, using this move will damage her slightly as she uses it.
■ Third and Final Layerr
■ Mafdet Missile
Only useable on the third and final layers. If an opponent has been in her line of sight for a second or so, she can fire a fireball homing missile from her suit’s shoulder-mounted missile launcher at them. This is only accurate at mid-to-long ranges: The missile’s maneuverability is lacking enough that it will sail straight over the heads of most close-range opponents. On the final layer, it is simply a magical arrow fired from Seshat’s palm. It is far weaker than its third layer counterpart, though it tracks its targets competently at all ranges.
■ Third Layer
■ Wadjet’s Protection
Only useable on the third layer. Seshat raises her arm and uses her suit’s energy shield to reflect attacks, sending melee opponents flying back and sending projectiles back towards their origin. It does not repel throws, however.
■ Pakhet’s Ray
Only useable on the third layer. Six laser cannons unfold from the back of Sashet’s armor and fire. The lasers will travel at the speed of light, but the cannons take a second to unfold each time they fire.
■ Maahes’ Blessing
Only useable on the third layer. Seshat aims her rifle and fires a ball of holy fire at the ground from its grenade launcher. It will stay there until an opponent gets too close to it, in which case it will explode.
■ Exceed Orbit
A small drone pops out from Seshat’s power armor. This drone automatically intercepts one projectile every second with a quick laser beam. It’s destroyed if hit with a melee attack, however.
■ Second Layer
■ Khnum’s Charge
Only useable on the second layer. Seshat holds her tower shield forwards and charges towards the enemy. If an attack hits her before she reaches the opponent, she’ll swipe it aside with her shield and stab forwards with her spear, covering a surprising amount of distance.
■ Set’s Storm
Only useable on the second layer. Seshat holds her spear skywards and utters an ancient spell. Lightning shoots down onto the head of the spear, which then arcs into the surrounding area.
■ Maahes’ Strength
Only useable on the second layer. Seshat swings her shield forwards, breaking an opponent’s guard, and then steps forwards, ramming it into them.
■ Final Layer
■ Aten's Light
Only useable on the final layer. Seshat’s body flares for a moment before arcane energies expand to form a deadly sphere of holy fire around her.
■ Zero Shift
Seshat’s signature technique, only useable on the final layer. Seshat’s form shimmers for the slightest of moments before she instantly appears in a different location.
SUPER MOVES
■ Assault Armor
An improved version of Aten’s Light. Seshat sheds an entire layer of armor at once in a blinding explosion of ki and magical energies that does tremendous damage. The only viable way to use this technique is when she is on her third or second layer. Using the technique without channeling the stress into her armor would result in her death.
■ Mafdet Missile Massacre
Seshat shoots her palms forwards and channels magic through her fingers, shooting off ten glowing magic missiles that track their target. If she is still on the third layer, she will supplement this with fireballs generated from her suit’s missile launchers, bringing the total projectile count up to forty-two.
■ Beyond the Bounds
Only useable on the final layer. Seshat flies forwards in an all-or-nothing rush and slashes at her foe with all her might. She will then constantly Zero Shift around the opponent while striking at various angles several times. After the opponent is staggered, she roars and tackles them to the ground, forgoing her blade in favor of using her brute strength to beat them down with her bare fists, which crack down as she does so. She finishes by drawing the shattered khopesh that serves as her core from her body and stabbing it into her opponent, repairing the damage to her fists before she melds it back into herself.
WEAKNESSES & LIMITS
Seshat’s moves are specialized enough to do well in certain situations, but the layers of armor they are tied to are far less durable than a Nomad who made these their focus would be, even if that durability adds up. If her current moveset has an advantage, then she’ll need to fight well to maintain it.
On the third layer, while she can fight defensively at longer ranges, her damage output is lacking. Her melee skills are also lacking while she’s holding her rifle, and she is very susceptible to throws. Her mobility is also abysmal, leaving it easy for faster foes to get into her vulnerable range.
On the second layer, she fares better offensively, but she has no way of fighting opponents at long ranges. Her slower style lends her best to poking away at mid range along with the occasional charge. Her shield bashes are powerful at very close ranges, but they’re rather sluggish.
On the final layer, Seshat is at her fastest and most powerful, with skills suited to fighting opponents up close and personal, but she is also at her weakest; an almost literal glass cannon not much more durable than a regular human. Under all that armor lies the most fragile nomad of all.
Seshat can progress through her layers of armor at her own pace, but she has no way of getting them back in the middle of battle. If she misjudges her opponent, she may have screwed herself out of an advantage.
OTHER
⦋ 26 || American || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
In keeping with a stereotype she really had no need of following, Jill looks more like some sort of anime cowgirl than any normal person from her region, complete with big high boots, stetson hat, and a leather… jacket. Long blonde hair goes down past her shoulders and frames some nice blue eyes, a pretty nose, and (on a good day) a smile that could take on the world. She wears a red bandanna around her neck, and she wears a white tank top under her jacket that shows both her toned arms and a bit of cleavage from her respectable chest, though she’s fine with swapping it out for a long-sleeved white t-shirt if the weather inclines her to. She wears form-fitting jeans that show off her similarly toned legs. She speaks with a notable Southern accent, and she carries a black guitar case on her back, containing both a pristine acoustic guitar and the Blaze Driver belt she uses to transform.
Her transformed state itself is something that seems to have leapt straight out of a tokusatsu show (which in a way, it did), covered in deep blues, whites, and white-blues. The helmet bears resemblance to a motorcycle helmet, with a prominent metal chin guard. An ethereal blueish-white scarf trails behind her, resting on deep blue shoulder pads. The outfit is capped off by striking white gauntlets and knee-high boots.
She’s accompanied by a small floating drone designated P1T-5T0P (nicknamed Pit Stop), that fits into her bike and serves as her cameraman, as well as a repair crew during combat when she’s too occupied to do so herself.
PERSONALITY TRAITS
-Hot-blooded -Thrill-seeker -Jovial -Strong sense of justice balanced by a hint of pragmatism -Appreciates etiquette -Totally not a huge nerd.
BACKSTORY & MOTIVATION
A little over 100 years ago, in the aftermath of the first World War, there was a man by the name of Ryuji Raiden (or at least, that’s what he said it was). Showing up with a bolt of lightning, he would leap off of his motorcycle and dispatch evil (particularly other ki users) with furious fists of flame and fascinating gadgets. A pretty eccentric guy, but with enough charisma to become quite the topic of interest as he spread justice across the nation. His exploits only grew in number and notoriety, culminating in an incident in the aftermath of World War 2 where he allegedly fought against a kaiju, though whether or how much of that actually happened and how much credit he deserved for it remains unclear. As he participated in operations around the world, he eventually reached celebrity status, turning to decadence, with a radio drama being made based on his journeys.
Things eventually began to slow down, though. The guy was getting old, and between the money he was making from the entertainment industry and the various grants he was getting for some of his gadgets meant it was time for him to finally settle down and spend time with his family, training his son in his martial arts as well as checking in to see how the new official “Lightning Rider” television show was doing every once in awhile. In his final days, he had a secret to share.
Ryuji Raiden had slept around. Like, a lot. More than any defender of justice should have, though really everyone should have seen it coming. If he’d been to a country on a mission, chances were there was at least one sweetheart there, and if there was a sweetheart, there was a decent chance that there was an illegitimate child, too. He had decided to split his fortune equally across his descendants before he passed, and they eventually convened to discuss what to do with all that money.
After lengthy debate, they decided to establish the hero organization “SHINING”, dedicated to funding good old-fashioned superheroism in Japan, America, and later, most of Europe. They also continued their father’s legacy by forming a team of heroes known as the Justice Riders, using vehicles and special transformations to uphold justice across the world. The merchandise and TV show changed to match, the “Justice Riders” show in particular being popular worldwide despite a low budget. They did well at keeping the peace, becoming a world-renowned force of Nomads prized for their ability to get especially visible results.
Jill Breicen is one of those descendants, and she grew up with her younger sister dreaming of living up to the greatness of her family history. Now, she carries on their legacy as a new Justice Rider, blazing a trail of justice across the land… All while gathering footage for the show, of course.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
In addition to respectable strength, durability, senses and reflexes, Jill is well-trained in her family’s very own Justice Rider style, passed down and refined through generations of laying triumphant beatdowns to dastardly villains. Getting up close and personal and using heavy punches, kicks, and grapples, every move is imbued with stylistic flair that would make any of them look great on a poster (and apparently do, according to product sales numbers). Her ki talents mostly involve creating “hard light” barriers and projections that she uses to defend herself from attacks and create platforms, but its true potential is squandered on its own.
Enter her own personal Trailblazer style and her incarnation of the family’s signature motorcycle; Cloud Nine. Weighing in at 621 pounds and boasting an extremely powerful three-way hybrid engine that can run on gasoline, electricity, and ki, this absolute monster of a vehicle requires a special kind of insanity to even drive, let alone use in combat. The Trailblazer style revolves around this, using the machine’s ample supplies of mass and velocity to charge forwards and demolish whatever happens to be in her path at the moment, whether that be through elaborate powerslides, jumps, and wheelies, or simply charging towards an opponent at high speeds, using both her ki talents and the bike’s bulk to shrug off attacks and ram them off the road. The Starbolt is used in conjunction with the Blaze Suit’s increased strength to both grab opponents, and to attach the end to the bike itself and fling it around like an oversized morning star. She can use her ki powers to create ramps and platforms to bring the bike into the air or even across walls. Very unrefined as a martial art, but nothing to scoff at when every attack almost literally hits like a truck.
Both styles are further reinforced by the EX-ACT system. Both the bike and suit run in part off of the user’s ki, which can be stored in up to three EX-Cells and three EX-Seeds connected to the Blaze Driver, and these are each tied to fire and electricity, respectively. Cells can be expended to bring some fabulous flames to Cloud Nine’s attacks, and Seeds can be used to shock and stun opponents on foot.
The handlebars of her bike can each be charged with ki to form a weapon. The left handlebar turns into a sword known as the Blaze Slicer, while the right handlebar forms the Starbolt Whip.
SPECIAL MOVES & TECHNIQUES
■ [Come on, Cloud Nine!/Pit Stop!] Any Stance
Jill either summons Cloud Nine onto the stage or somersaults off of it and sends it away. While it's gone, P1T-5T0P controls the bike while repairing whatever damage it may have incurred. While she’s on it, the drone patches up any damage to her own equipment.
■ [EX-Charge] Any Stance
Jill revs her bike to fill an EX-Cell, or turns the key in her belt to charge an EX-Seed.
■ [Trailblaze!] Any Stance Trailblaze EX: Trailblazer Stance, requires 1 EX-Cell or 1 Ex-Seed
Jill uses her ki to create a hard light object, be that a ramp, a platform, or tracks for Cloud Nine to stick onto, that fades after a few seconds. Trailblaze EX creates a flaming or electrified wall of light emanating from behind her bike that can be used to control space in the playing field for a while… provided that she doesn’t run into it herself.
■ [Burning Blue Kick!] Any Stance Burning Blue Kick EX: Any Stance, requires 1 EX-Cell or 1 EX-Seed Dragon Bolt Kick: Any Stance, requires 1 EX-Cell and 1 EX-Seed
A variation of the iconic and powerful leaping kick, Jill leaps into the air from either the ground or her bike and sails downwards towards her opponent with a foot outstretched, rebounding off of them if it hits and landing back on the bike if it was initiated from the Trailblazer style. The move can be strengthened with either EX-cells or EX-seeds to provide a little bit of extra oomph with fire or electricity, respectively. If both are used at the same time, the move becomes Dragon Bolt Kick, a spinning dive kick surrounded by a maelstrom of fire and lightning. Things defeated by this move have been known to inexplicably explode afterwards.
Cloud Nine’s engine roars as Jill drives straight towards her opponent, using her ki to form a giant plow that gives her a few hits of super armor while she charges at them. The EX version of the attack is far faster, crossing the stage almost instantly.
Jill stops and transforms Cloud Nine into an obnoxiously large cannon that rests on her shoulder. It can either shoot a large fireball or a giant burst of electricity using their respective containers. Both can be used at once to create an even more damaging plasma shot that busts through projectile shields and countermeasures. All shots are very fast, hit hard, and fire faster than most other projectiles, but drawn back by the ammo count and time taken transforming the bike.
Jill charges towards her opponent as if using Justice Crash before faking out at the last moment by leaning heavily to one side, turning and sweeping at the opponent’s legs with the back wheels before speeding back to her previous position. Power Slide EX engages the vehicle’s thrusters, coating the opponent in flames.
Jill spins the bike in a circle, flames spraying around her as she moves forwards. It doesn’t come out as fast as many of her other moves or do as much damage initially, but she can repeat this move once or twice more depending on how many EX-Cells she has stored. As she needs to focus on righting her course after the initial spins, she’s left open if she misses.
■ [EX-Flare] Trailblazer Stance, requires 1 EX-Cell or 1 EX-Seed
Jill draws a weapon from her bike, but coats it in flames or electricity.
Jill dashes towards the enemy at high speeds with a hand outstretched, grabbing them by the face and slamming them into the ground.
■ [Rolling Thunder!] Ground Stance Rolling Thunder EX: Burning Bolt Stance, requires 1 EX-Cell or 1 EX-Seed
Jill rears back for a moment before throwing all her might into a punch that will send most foes sprawling. Being heavily telegraphed and without much range, it only becomes truly useful when the EX effects are applied, coating her body in flames or electricity that punish any incoming melee attacks while she charges up an elemental punch.
SUPER MOVES
■ [EX-MAX: Cloud Nine’s True Fury!] Trailblazer Stance, requires all 3 EX-Cells and all 3 EX-Seeds
[Nine Breaker and its predecessors were intended to combine with similar vehicles from heroes across Jill’s family tree to form a giant mecha for when shit really hits the fan. Though that hasn’t happened for decades, Jill won’t let this go to waste: Charging forwards, she dismounts Cloud Nine as it turns into a giant fist that connects to Jill by sprouting various cords as engines are sent into overdrive, scorching anything behind her in a sea of flame. A sonic boom is created followed by a sickening crunch as she hits the target with a blow meant to take down a kaiju. Though it’s an absolutely devastating attack, the function was obviously never intended to be used on its own this way, and Cloud Nine will need a minute for repairs at the very least before it can be called upon once more. Really not something she uses too often.
■ [Henshin Burnout] Any Stance
Jill strikes a pose and allows Pit Stop to transform and attach itself to her as armor, transforming into Blaze Burnout. In this form, in addition to a small offensive and defensive buff, she gains access to a fourth EX-Seed and Cell through integrating Pit Stop with the rest of the system as well as a switch on her arm that allows her to enter a state known as Full Throttle, which charges the EX system automatically at a rapid pace that allows her to keep up a more consistent offensive with her charged attacks. Full throttle can only be held up to a minute, however. If kept up any longer, she’ll burn out, losing her stored EX charges and locking out Full Throttle, setting her back to her usual methods of charging for half a minute. Since Pit Stop is busy with the transformation, he can’t be used to repair the bike or control it remotely.
Jill kicks both the EX system, Pit Stop, and the bike past their limits. Their forms seem to lose their definition until they fuse into one entity, not quite man or machine. An entity known as an EXon. Eight feet tall, coated in extremely tough armor plating, and with an engine running so strong that it distorts time and gravity, the way EXtreme moves becomes extremely erratic; normally moving at a snail’s pace, unable to even jump and taking slow and uneasy steps as she struggles against her own intensified gravity, but moves extremely quickly when attacking, distorting time to create sudden bursts of strength and speed too fast for the mind to process, with a body constantly coated in electricity and extreme heat that brings with it the power of an electrified firestorm. Due to her armor and sheer weight, she becomes almost impossible to knock down in this state. She loses access to her bike attacks, but her remaining moves change in the process:
Trailblaze
With a wheel on her left arm, Jill can simply move it to create a an electrified, flaming barrier that blocks attacks to her head or body, doing minor damage from those elements if struck in melee. With her general loss in agility, it can’t be used to block low attacks. The trail breaks more easily than Trailblaze in her normal state, but is guaranteed to block at least one hit before breaking.
Rolling Thunder:
Comes out far faster (though not as fast as her normals in this form) and stronger, sending opponents flying. Powerful enough to send an additional, blockable wave of air forwards after the attack that does little damage, but still strong enough to knock a foe off balance. Useful to move in a bit closer while the opponent is staggering.
Burning Blue Kick
Being constantly pulled towards the earth, she can’t jump high enough to get nearly as much distance out of this move, tensing for a third of a second to do a glorified dropkick and only travelling a couple meters before hitting the ground and rising from her knees. Par for the course, its power and speed are increased to match, making it look like she simply warped a short distance to the casual observer, but sends any opponent caught flying. Does less damage than Rolling Thunder, and if it misses she’ll spend spend a couple seconds rising to her feet.
Vanquish Buster
Jill instantly grabs her opponent and swings backwards, throwing them behind her hard enough to create an indent in the earth.
Jetstream Slam
The initial dash is no longer performed: Jill has to be right next to her opponent to pull it off. Her hand shoots out at astronomical speeds and simply lifts the opponent up and slams them into the ground in front of her, leaving a crater. She spends a few seconds getting back off her knees afterwards.
As EXtreme kicks Jill’s key output far beyond safe and normal levels, the EX system is considered fully charged for the duration of the transformation.
Though the bike essentially gives her a second healthbar of “armor” in this form, the stress that the transformation places on her mind and body is enough to constantly drain her own vitality regardless of whether the armor is broken through. At most, she can sustain it for up to 99 seconds. After this time limit, or if she decides to cancel the transformation, the three defuse and Jill is left unable to stand and struggling to stay conscious. Though EXtreme has yet to develop and metamorphose into a more refined entity, its drawbacks mean that it is rarely ever used outside of emergencies.
WEAKNESSES & LIMITS
Jill can deliver some righteous beatdowns, but she needs breathing room to pull it off. EX Attacks can be devastating, but if an attack doesn’t require EX-ACT to function, it’s likely to require it to get the most out of the move or even for it to be useful in the first place. Persistent opponents that can prevent her from charging will practically cripple her. Despite having many attacks that work at range, she can’t take advantage of the safety that range gives her: She’s all about charging in and using that momentum to keep the attacks coming.
In addition, while she’s a master at her own method of combat, she never bothered to learn much of the Justice Rider style. If she’s kept away from her bike, she won’t be nearly as effective.
While the Trailblazer style is a recent, largely unknown creation, the Burning Bolt style has been televised often enough to be known to fans across the world. It doesn’t take much research to know what moves she’ll be using ahead of time.
Being quite the thrill-seeker, Jill will tend towards the more dramatic and flashy option whenever she can justify indulging herself, even if there’s a less risky option available.
OTHER
Most of Jill’s equipment is of her own design, including Pit Stop.
Jasmine Breicen
⦋ 20 || American || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Standing at 5 feet and six inches, Jasmine looks cute, but rather unassuming for a Nomad, clad in jeans and a gray hoodie with a Justice Rider T-shirt underneath. A head full of raven black hair and blue eyes framed by large spectacles sticks out from between her shoulders, and she usually carries a large leatherbound book around with her. A plump, mysterious black bat can always be seen somewhere nearby, with a grin and cackle that suggest that it maybe isn’t quite a bat.
In combat, she transforms into something between a witch and a magical girl, with a jet black dress, thigh highs, and classic conical hat highlighted by a pink visor and staff with a glowing heart at the tip.
PERSONALITY TRAITS
Jasmine is... Upbeat Sarcastic Dependant Isn’t taking this too seriously Clearly spends too much time on the internet A little shy But still loves positive attention
While Beelzebub is... Gluttonous Jolly Unfazed And loves to laugh
BACKSTORY & MOTIVATION
So picture this, right? You’re this powerful demon of gluttony…
What? Yeah, I know, it’s pretty tough to imagine. Being as great as I am and all. But just try and stick with me, kid.
Anyways, this demon, he’s raked up quite a haul over the course of eternity. Gold, souls, booze, cute succubus secretaries, you name it. It’s kinda like the world’s coolest siesta. Except way longer. So this demon doesn’t really give too much of a damn about too much at the time. So when this witch comes knocking offering up her and every firstborn daughter in her family's’ souls for access to his awesome magical power, who is he to say no? It’s a great investment when all you have to do is spend some time up in the mortal realm.
So centuries go by. It’s all kinda the same schtick. Merge some of your power with a witch, go on wacky adventures, take her soul when she dies, bond with her kid right after they're born, it all goes on. Then this new kid comes along, this Jaine chick, and she decides she’s going to become a lawyer. Which is fine, until she decides to take another look at that dusty old contract.
Now, the thing about demon legalese is that it’s a bit tough even for some of us demons to wrap our heads around. Or maybe I’m just a bit slow. Apparently I’m not any good at writing the damned things, because apparently there’s tons of holes in the wording. And not the good ol’ demon classic “you shoulda read the fine print” kind.
So one crazy court session too (because I guess those exist now), and this little deal ain’t lookin so one-sided anymore. Everything’s crazy. Now it’s the second-born child. Now you can’t have their souls, just a fraction of their ki. Now you need to give the kid their own little wish if they wanna join in on this whole faustian pact business. Talk about a rotten turn of events, I tell ya.
And this new kid I’m working with, Jasmine? She’s really something else, I tell ya. Jaine had two kids, but I didn’t even know her second-born was a daughter until her nineteenth birthday. Taking that long to come out, it really messes with the whole routine, you know? All she wanted out of me was a new body, though, which is way easier than anything I was expecting to have to do. She’s so grateful about it, too, almost makes me feel bad. Her dad's side of the family is trying to spin her as one of those magical girl things, too. They're making those Japanese cartoon things and everything. Guess you can't walk five steps these days without someone trying to make a profit off ya.
But there’s something big going down in the world of mortals, and she’s gonna help me get something really nice to eat out of it.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
While she can use her staff in a pinch, Jasmine never learned how to fight hand to hand. Instead, she uses the dark arts, relying on the raw power gained through her pact with Beelzebub to come out on top.
Her magic is nothing complex, mostly consisting of a library of simple elemental spells, but it's extremely powerful. Her true specialty lies in aerial combat: In the air, her spells have a drastically reduced prep time at the cost of being only slightly weaker, and they're supplemented by a variety of aerial movement techniques to zip around the arena. However, she can only use an aerial spell once before she hits the ground.
SPECIAL MOVES & TECHNIQUES
■ Hell's Grimoire
Jasmine opens her tome and reads a short passage of info about the enemy. If she is attacked before she actually starts reading, she counters the attack by hitting them with the book. If she pulls it out in the air, she can use the book as a quick aerial parry.
■ Enemy Step
Jasmine kicks into her enemy and uses them as a platform to jump off of. She leeches off a bit of ki in the process, recharging any spells she's used during an air combo.
■ Air Hike
Jasmine creates a platform under her feet with ki for a midair jump and sprouts a beautiful pair of butterfly wings for a quick air dash, slower descent and increased air control.
■ Air Ride
Jasmine rides her staff like a broomstick to fly. In this state, she can fly indefinitely and shoot a constant stream of magical projectiles. They are weak, however, and do not hitstun. Using this move depletes all spell charges until she lands.
■ REOdyssey
The rim of Jasmine’s hat becomes incredibly sharp as she throws it forwards like a frisbee. It moves forwards a set distance before spinning in place for a couple seconds and returning to Jasmine’s hand. She can use this as a platform for another jump.
■ Hellfire
Jasmine shoots a ball of hellfire almost as big as her own body at her opponent. In the air, she quickly shoots a trio of fireballs that propels her backwards.
■ Chilling Gale
Jasmine sends a trio of large, tough to see sickles of air at her opponent. In the air, it creates a tornado under her that she can ride on for a little while.
■ Icicle Spear
Grisly spears of ice come up straight from the ninth circle, under her opponent's feet. In the air, she turns upside down and shoots a freezing jet of water from her hand that quickly hardens into supernaturally cold ice, trapping any opponent that gets caught and providing a handy pillar platform.
■ Thunder
Jasmine creates a thundercloud that advances slowly in a straight line, shooting down a steady stream of lightning all the way. She can jump on this and use it as a platform. In the air, she shoots out some weak yet plentiful arcs of lightning.
■ The Devil's Music
Jasmine summons a magical saxophone and plays a little tune. This creates three large magical bubbles that slowly float forwards in a sine wave pattern. These orbs explode violently if touched or struck, though they don't harm Jasmine and she can use them for a nice extra jump if need be. In the air, she simply says “doot,” and only creates one bubble.
SUPER MOVES
■ Demonic Meggido in Rhapsody: Bullet Hell
Beelzebub flies forwards and multiplies into an innumerable swarm of flaming bats, flying together in tough to dodge formations. Each bat explodes on contact, though at the end, the real Beelzebub will latch onto the opponents face and start biting until he can be thrown off.
■ Hell's Maw
Befitting of his status as Demon of Gluttony, Beelzebub expands to a massive size and flops forwards in an attempt to devour the opponents. Most Nomads will simply get chewed up and spat back out at a high velocity, though extremely weak opponents can be devoured whole if he so chooses. If he eats a projectile, he will simply swallow it, healing both himself and Jasmine proportionally to the power of the attack.
■ Seventh Plague
Beelzebub lets Jasmine go full ham as she shoots down an incredibly powerful volley of fire, hail, and lightning directly below her in a cone-shaped radius. This move is more effective depending on how much height Jasmine has over her opponent.
WEAKNESSES & LIMITS
While Jasmine’s ground spells pack a punch, they take long enough to prepare that they frankly leave her wide open. She also possesses next to no melee training or ability in general. As an aerial fighter, she relies heavily on open space and a lack of anti air moves keeping her grounded. While Beelzebub does a good job of covering for Jasmine’s lack of skill, he can only go so far.
OTHER
What else?
Justice Rider Sombra
⦋ 66 || Spain || Male ⦌
APPEARANCE & PERSONALITY
APPEARANCE
At six feet and three inches, Isabella has an intimidating yet beautiful aura, showing few signs of aging. He has ambiguously brown skin and a near-permanent frown, but the first thing one will likely notice about him is his massive, full head of unkempt yet luxurious, snow white hair that stretches down to his knees.
When transformed, he slightly increases in size while donning armor resembling a cross between typical Justice Rider garb and the armor of an ancient dark knight, covered in plate with a glowing blue visor shining behind a slitted metal faceplate. His helmet features a prominent set of horn-like protrusions, and features an opening in the back from which his hair spills out.
PERSONALITY TRAITS
-Quiet -Grumpy -Irritable -Blunt -Disillusioned -Has trouble expressing himself
BACKSTORY & MOTIVATION
Born from the union of a human and a demon, Isabella grew up raised by his demonic parent. Their financial status was… inconsistent, and Isabella had to help make ends meet. Growing into a passionate young man with a growing sense of frustration, he was eventually approached by SHADER, a secret organization bent on creating a utopian society through cybernetics, genetic modification, and the occult. He accepted their request to join them, and after thorough testing, he was bonded with the demon Leviathan and gifted the Infernal Gear, a cursed device that allowed him to utilize the full power of his demonic blood.
A firm believer in SHADER’s ideals, he became a highly valued operative that eventually came into conflict with the then newly-formed Justice Riders. He fought the original team of five many times, though after being convinced of the true nature of SHADER’s activities, he officially joined the team as the sixth Justice Rider: Justice Rider Sombra. After defeating SHADER, he remained an effective and popular member of both the Justice Riders and SHINING, a popular trait being his cold, silent attitude, though he retained a major rebellious streak with a particular dislike of the direction the organization was taking.
Now, he lacks much of his former influence. Still an effective combatant, he often works in the shadows, doing the work SHINING would rather not have broadcasted. Though whether he truly remains loyal to the organization is a mystery...
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
As a Nomad, Isabella never pulls his punches. He uses his own take on the Justice Rider style, focused on blunt, powerful strikes to vital areas. He’ll do whatever he can to end the fight and end it fast. In addition, he is still possessed by Leviathan, who uses his hair as a medium to tear through the enemy from behind.
By loading bullets formed from his own dark ki into the Infernal Gear and pulling the trigger, he can transform into an armored demonic form that allows him to reach his true potential. Armed with a morphing Guitar/Axe/Sword combo known as the Dark Shredder, he can execute opponents as well as charm Leviathan with its infernal tunes to achieve a greater degree of control.
SPECIAL MOVES & TECHNIQUES
■ It’s Personal, Alright
If an opponent moves directly behind Isabella’s back, Leviathan immediately responds by forming his hair into a serpent’s maw and rising to grab and slam the enemy into the ground. This move doesn't work if Isabella is in the middle of another attack.
■ Hell’s Roar
In Axe Mode, Isabella strums a chord on his guitar and creates a ghastly amount of reverb, causing Leviathan to lash out and let loose a deafening roar that resonates violently with the very soul. This does no damage, but staggers enemies momentarily.
■ Dark Advance
In Axe Mode, Isabella turns around and plays a quiet, beautiful melody, causing Leviathan to manifest as an ambiguous beast that purrs and flattens into a wall that absorbs incoming weak projectiles and blocks up to a single attack as he walks backwards, towards the enemy.
■ Devil Buster
In Axe Mode, Isabella strums a chord as he turns around, causing Leviathan to manifest as a giant claw and grab at the opponent. If he grabs an opponent, Isabella will play three more chords as Leviathan slams the opponent back and forth over his head. If Leviathan grabs a suitable projectile, Isabella spins around again as the pair throws it right back with increased force.
■ Stinger
In Sword Mode, Isabella quickly slides a few feet across the ground with sword outstretched in a stabbing position.
■ Chilling Slice
In Axe Mode, Isabella steps forward and swings the Dark Shredder at lightning speed, aimed at a vital area.
■ Beast of the Depths
In Axe Mode, Isabella uses the Dark Shredder to snag the opponent from underneath and toss them behind him into Leviathan’s waiting maw with a quick chord, biting them with impossibly sharp teeth before tossing them aside.
■ Chokehold
In Sword Mode, Isabella lifts his opponent by the neck and squeezes hard before tossing them aside.
SUPER MOVES
■ Darkness Advent
Isabella charges large amounts of darkness from the surrounding area into his foot, then performs his own variation of the iconic leaping kick at his opponent. The dark energy swirls throughout the opponent’s body before turning into jagged spines as it attempts to leave through the skin and return to its original position, manifesting as a black explosion.
■ Leviathan’s Wrath
An enhanced version of Devil Buster, where Leviathan grabs and continues to slam the opponent until they manage to escape.
■ Jet Black
Isabella summons his own Rider Machine; a modified Harrier Jet called Jet Black, to hover over the arena and attack with a full arsenal of machine guns, missiles, and bombs. It takes half a minute to arrive after being called, and leaves once it either sustains sufficient damage or runs out of ammunition.
WEAKNESSES & LIMITS
Though intimidating, Isabella’s greatest weakness is a lack of range and mobility. He excels at an unflinching advance, but opponents who can manage to keep away regardless will have him at a major disadvantage. In the few situations where he can be summarily outmatched in a straight-up brawl, he also lacks the mobility or versatility to come up with a decent response.
OTHER
Though anyone can use the Infernal Gear, when used by a non-demon, it will eat at the user’s soul in exchange for its power.
⦋ ?? || N/A || Undefined ⦌
APPEARANCE & PERSONALITY
APPEARANCE
With high heeled boots, a 6’10” stature (with those heels), long hair, and some well-applied makeup, one might have trouble determining Rosie’s gender before they figure out his status as a Nomad. His skin tone is a light bronze, while his eyes are a clear shade of hazel. His clothes never seem to stray from grays and blacks, never hitting a true white or any flashier colors. He has that confident, satisfied look in his eye, and the way he proudly walks around with one hand on his hip and another on the straps of his tote bag seem to give the impression that he knows what he’s doing and what he’s after, even when he really doesn’t. His right eye is constantly covered by his thick brown hair, and he’s somewhat protective of whatever might be lying under it. He speaks in a rather flamboyant manner, and though little phases someone as old as him, he often shifts his tone in irritating, condescending ways when he wishes to mock someone.
PERSONALITY TRAITS
Flamboyant
Condescending
Flamboyant
Teasing
Domineering
Somewhat Existential
Appreciates Beauty
Something of an environmentalist
BACKSTORY & MOTIVATION
A very, very long time ago, Rosier was an angel. He likes to say that he was a pretty important one, too. When he's asked about why he isn't one anymore, his answer often changes. Sometimes he says that he was a little too zealous. Sometimes he answers that he simply got bored, or that being a perfect embodiment of light and good was too stressful.
Regardless, he was a demon from that point on, a creature of lust and temptation. He enjoyed his job for the most part, though for whatever reason, he sometimes felt like his heart just wasn't in it. It was only around the mid-1940’s when he really began to realize his true calling: Art. There was something that struck him about Earth’s natural beauty. It wasn’t eternally perfect like in his first home, nor was it eternally tarnished like in his second. It was varied, fleeting, and somewhere in between the two extremes. It was something he felt deserved to captured.
He began to travel across the world, painting whatever he found to be worth painting, and making a quick buck selling whatever he thought was worth sharing. While it was something of an odd set of decades for the devil, it was very much fulfilling, and he never stopped travelling regardless of what friends or foes he made along the way. He was going to capture as much of the world as he could behind a canvas.
As well as brush up on his combat skills. Heavens knew there were plenty of roadblocks on his travels.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Rosie has some dextrous, delicate hands, and he prefers not to get them dirty on those lesser Nomads. His palette knife is actually the sealed form of his long-cherished greatsword, Rembrandt, and by coating it in shadow, he can project a sharp blade similar to a real knife. He uses it in up-close encounters, with a style that’s a fine blend between Scherma di Stiletto Siciliano, Esgrima Criolla, and Fairbairn-Sykes. He’ll deftly dance around and counter blows as well as wrap his scarf or coat around his hand and use it to parry other lighter attacks, grabbing opponents and stabbing them where it hurts if he’s feeling particularly sadistic. If a bit more range and power is needed, he’ll put his legs to work with deadly ballerina-esque twirls as well as roundhouses, butterfly kicks, and axe kicks, coating his boots in shadow to turn them into almost literal stiletto heels.
At range, using his paintbrush, he can leave ink in midair that can be used to make what he paints reality. With much room for creativity and stylistic flair, it’s his preferred method of fighting by a long shot.
He can also gather the darkness, chaos, aggression, and similar concepts of his opponents to store and use to power up his next attack.
At times, Rosie will use his BlackStar transformation, returning both him and his greatsword to their true shadowy forms as he dusts off his fast and brutal demonic fighting style.
Rosie can sense ki.
SPECIAL MOVES & TECHNIQUES
■ [Cross Section]
Rosie grabs his paintbrush and quickly draws a line through his opponent, which cuts through them as if it were an imperceptibly fast swing from a very sharp sword. Best suited for long ranges, though it will cut through any obstacles or projectiles between them instead if at all possible.
■ [Pointillist Barrage]
Rosie draws several dots over his opponent. When he finishes, gunshots sound from midair to turn those dots into bullet holes. Takes more time to set up than Cross Section, but can’t be blocked by thrown projectiles.
■ [Dark Bomb]
Rosie draws a circle and draws a line through one of its edges, creating a large, cartoonish bomb with a lit fuse, exploding either after a few seconds or upon contact with an attack or enemy. Instead of flames, it explodes into a jet-black, ink-like sludge that impedes movement as it hardens. It will eventually crumble after a few seconds, an attack hits it, or the opponent manages to break free. If Rosie makes contact with the sludge while the opponent is mired in it, he can use the sludge as a conduit to absorb darkness from them. An undetonated bomb can be “paused” if he cuts the fuse with Cross Section, and “resumed” if he restores the fuse with his Restoration skill.
■ [Gale Stroke]
Rosie draws a swirl in the air which materializes as a strong wind that rages for several seconds. Does no damage, but can slow opponents moving against the wind, be used to roll around a Dark Bomb, extend the distance of his Nevermore dash (in the direction the wind is blowing), and remove stage hazards that were set up.
■ [Happy Little Trees]
Rosie draws a heavy dot into the ground, which manifests as a seed which erupts into a hearty, full-grown oak tree. It can send an unwary opponent skywards, but it can also be used as cover. It can be chopped down with Cross Section, allowing the tree to fall onto the enemy.
■ [Restoration]
Rosie draws whatever was missing from a broken object, restoring it as if it had never been broken. For example, a tree that he had previously cut down, or a Dark Bomb with a cut fuse. It can be used out of combat, though it’s still limited to inorganic matter or plant life, and especially large or complex subjects may be too much for his power to handle.
■ [Nevermore]
Feathered wings of shadow sprout from Rosie’s back for a moment, allowing for a quick burst of vertical or horizontal movement on the ground or in the air. If Gale Stroke is active, the distance of this dash increases dramatically. In BlackStar form, the move becomes Forevermore, and Rosie corkscrews through the air while forming a spear of shadow in front of him. If he uses the move to ascend upwards next to an opponent, they’re sliced and driven up with him by his wings.
■ [Twilight Bliss]
Rosie spins in the air towards an opponent like a ballerina, with a leg extended. If he hits his target, he’ll catch them between his thigh and his lower leg. The momentum carries his opponent to the ground face-first as he sits on top of them and crushes them with his leg. While they’re restrained, he’ll tap into their essence, drawing the darkness from their heart and feeding on it, giving him some energy. He’ll use his other leg to push himself into the air and away from his opponent once he’s done.
■ [Fallen Angel]
Rosie coats his heel in shadow and raises his leg high into the air for a devastating axe kick. If it hits, he grinds his heel into his downed opponent, gathering energy from them before punting them away. If the opponent is already on the ground, he elects to skip the kick. In BlackStar form, he launches four Star Thrusts into them after he lands the attack for additional damage.
■ [Round Trip]
Only usable in BlackStar form. Rosie throws his sword at his foe. It spins around a bit for additional damage before returning to him. In the meantime, he fights using a secondary knife made of shadows that works the same as his knife in his normal form.
■ [Stinger]
Only usable in BlackStar form. Rosie leaves a trail of dust behind him as he spreads his wings and zooms towards the enemy with Rembrandt held forwards, either on the ground or in the air. If it hits, a second, larger blade of shadow emanates from the hilt and slams into the opponent again for additional damage.
■ [Star Thrust]
Only usable in BlackStar form. Rosie summons a longsword made of darkness, similar to Rembrandt, behind himself that then sails through the air straight towards the enemy in an attempt to stab them.
SUPER MOVES
■ [Break Time!]
Rosie traces his own shadow and walks off into the background, summoning a seat and some tea, coffee, or hot cocoa (or a glass of Amontillado, on occasion) with arcane magic. The traced shadow comes to life, fighting in his stead. Though it’s rather fragile and can’t use any of his painting attacks or BlackStar-exclusive moves, the shadow will try to keep the opponent at bay with a guard and the occasional prodding swing of the knife. In the meantime, he regenerates some health and gains energy for BlackStar until his shadow is dispersed.
■ [BlackStar]
Rosie’s body turns to shadows as he reveals his true demonic form. His strength and speed increases, Rembrandt’s blade extends as it returns to its true greatsword form, and he gets access to some moves he can’t use otherwise, but he loses access to his art-based special moves in this form.
■ [Climax]
Only usable in BlackStar form. Rosie dashes back and forth through his opponent, slicing through them several times, each time using Star Thrust to set up a sword aimed at them. He finishes by holding the sorry soul aloft by the neck and stabbing Rembrandt through them as all of the Star Thrusts finally activate and pincushion their target. He backflips away, congeals the darkness used to maintain his BlackStar form into a black rose centered around his brush, and throws it at Rembrandt, causing the darkness surrounding it and making up the Star Thrusts to explode. Rembrandt and the brush fly back into his hands as he and the blade return to their normal form.
WEAKNESSES & LIMITS
Rosie fights only decently at close range and excels at longer ranges, but falters at medium ranges where Cross Section is the only attack with the lack of setup time he needs to be effective. Anyone with the luxury of fighting comfortably in that range can shut down his ability to fight back if they can keep up with his attempts to move out of it. In BlackStar form, the same concept applies to long-range combat while he covers his mid-range weaknesses.
All of his paintbrush attacks are based on his own perception. If his vision is impaired, they become useless even if “aimed” correctly.
Though he is immortal, Rosie needs strength to maintain his physical form, and it can be dispersed if he takes enough of a beating. At least, until he can gather enough darkness to remake it, though that could take a very long time. Though decent, his endurance is nothing special, and he is especially vulnerable to holy and light-based attacks.
Rosie rarely treats his opponents as anything more than a nuisance, often viewing the challenges of those lesser beings as something not worth his time. When he begins taking his opponent seriously, they may easily have the advantage over him.
OTHER
Rosie donates a fair portion of the money he makes through selling art to various environmental protection and preservation organizations, though most of that goes into landscape preservation.
Yeong-Suk, at a paltry 5'3'', is slightly above average for her home country of North Korea, yet significantly smaller than the average nomad. Her straight, black hair grows to her shoulders, with bangs covering her right eye. However, this is not merely a fashion choice; it is a conscious decision to cover said eye, which glows an unnatural yellow (her natural eye color is brown, which is still visible on her left eye) and is very obviously artificial in nature. This is actually not the only cybernetic implant that Yeong-suk has, but the other implants at least are either underneath skin, or mimic the appearance of such. As a result, while it may not be immediately obvious that Yeong-suk is a cyborg at a quick glance, and Yeong-suk intentionally goes out of her way to keep that illusion going, the illusion can quickly dissipate if the eye gets uncovered.
Yeong-suk's appereance is finely monitored by the North Korean government, as she is viewed as, alongside other goals, a valuable piece of propaganda. She is almost always seen in a Korean People's Army dress uniform; an olive green suit, with a matching hat and tie. In order to emphasize her femininity, Yeong-suk's suit is matched with a skirt; any concerns of practicality being disregarded by her superiors since it simply just looks better. Completing the outfit is black dress shoes, complimented with matching black gloves (more to conceal her implants and fingerprints than for style purposes).
PERSONALITY TRAITS
■ Patriotic to a fault ■ Deathly Serious ■ Unfeeling ■ Confident in herself and her cause ■ Pragmatic ■ Diligent ■ Doesn't like keeping people close
BACKSTORY & MOTIVATION
Chung Yeong-Suk was born on March 12th in Kaesong, North Korea, the first child of a family of industrial workers. Along with her younger brother, Jeong-Ho, she lived a fairly average life for a North Korean child; she went to school, played youth soccer, learned about the divinity of the ruling Kim family and how North Korea was Best Korea, and was part of the Youth Pioneer Corps. By all accounts, there was nothing remarkable about this North Korean girl compared to any other child.
Meanwhile, with the growing global recognition of the Nomad community, and their potential for strength and destruction, the North Korean government became increasingly interested in trying to create an army of ki-enfused supersoldiers. By embracing what the Supreme Leader believed was the next step of human evolution, Pyongyang hoped they could score a massive propaganda victory over the west, if not finally have the edge needed to finally win the suspended war and reunite Korea. As a result, the North Korean government experimented with procedures meant to rapidly develop ki powers within individuals. However, there was a roadblock, stemming from the fact that it mostly ended up disfiguring (if not killing) the people going through the procedure. But, it was hypothesized that perhaps a certain gene sequence, combined with copious cybernetic implants, could handle the procedure. But first, they needed to find the right person...
Therefore, when graduation came and went and Yeong-suk, like many patriotic North Koreans, was shuffled along to become the next generation of conscripts for the Korean People's Army, there was a nationwide mandatory test to sequence the genetic code of all incoming conscripts. Yeong-suk was the first one to test positive for that sequence. She was immediately pulled away, and given the option to volunteer for "special training" to undergo the rigorous procedure and become an enforcer for the Kims. In return, her family would be given, nice, cushy lodging in the nation's capital of Pyongyang; totally not there to hold Yeong-Suk hostage or anything in case something went wrong. Yeong-Suk readily accepted, mostly out of genuine patriotism, although she also realized she really didn't have a true say in the matter.
Brought to a classified military installation deep in the Korean mountainsides, Yeong-Suk trained under the watchful eye of the military, honing her physical ability, technique in Taekwondo, and most importantly, having her body being augmented with god knows what injections and surgeries. The process was brutal on Yeong-suk's body, and she was written off almost as another failure. But, at the bleakest hour, Yeong-suk started generating ki in an accelerated fashion. Internally, Yeong-suk was informed, she was almost as much of a machine as as a woman at this point; even one of her eyes were replaced with a piece of experimental ki-reading technology stolen from the Chinese. But she was finally a representative of the new breed of the Korean people, one that will lead her nation into glory.
Immediately afterwards, part two of her training began, to make her into an assassin. At first, the army attempted to train her ki manipulation and technique themselves. However, when her skills in ki started to surpass anything the military was prepared for, they "persuaded" martial artists from the south and China to train her up further. Owing to her feet-based martial art, Yeong-Suk's trainers put a particular focus on trying to teach her to channel ki through her feet rather than her hands, a technique which she soon adopted almost, if not totally, excursively.
The training was just as brutal as the first stage, designed to break her mentally just as much to bring out her absolute potential. Whatever personality Yeong-suk may have had beforehand was broken down, hammered away to make her just as much of a machine as she was physically now. Any sense of the self would prevent her from being her max potential as a weapon of war for the North Korean government.Serving the state was the only thing on her mind; the only thing let into her mind, and willingly embraced. Her handlers rejoiced; they finally succeeded in creating the first superhuman agent for North Korea.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Yeong-Suk was trained in the half-traditional, half-modern Korean martial art of 태권도 (Taekwondo), a fighting style which emphasizes agility and kicks. While Taekwondo is usually taught as a zoning martial art, using one's reach through legs to keep the opponent at bay, Yeong-Suk's small size makes that not a winning proposition. Instead, Yeong-Suk uses ki techniques to mirror this philosophy, using her feet to generate projectile attacks from a distance. After catching her opponent off guard, she can use her great agility to rush in with wild jump kicks, before forcing the opponent away and starting over. Alternatively, if she thinks the foe is weak enough, Yeong-Suk will skip the zoning altogether and go straight for the rushdown.
Defensively, there is much more emphasize on dodging hits rather than blocking. Even without ki, Yeon-Suk is fastfooted, and can easily bob and weave from far to close and vice versa. When she can't simply dodge an attack, she perfers to use her ki techniques to block rather than her physical body; she actually can not take getting hit all that well.
SPECIAL MOVES & TECHNIQUES
■ 천국의 눈/Cheongug-ui Nun
The "Eye of Heaven" was a cybernetic implant given to Yeong-Suk when she was selected by the government to become their ki assassin/agent, and was tech that was allegedly stolen from the Chinese without their knowledge. The Eye of Heaven is passively powered by Yeong-Suk's own ki, and confers the ability to observe ki. Living objects radiate blue energy; the more ki, the more brilliant the blue is. It also allows Yeong-Suk to see clearer at night; the ki of other objects will act as a very weak light source.
In combat, the only tangible benefit the cybernetic eye gives is that she can observe the ki of her opponent. This makes it harder to fool her with shapeshifting or creating non-living copies of oneself, since their ki signatures would not match up with the perceived reality.
■ 백사셋의 발/Baegsases-ui Bal
"Baeksaseum (A mythological white deer known for it's speed)'s feet" is a technique where Yeong-Suk channels some of her ki into her feet, allowing her to move at speeds beyond her normal physical capability. Under the effects of this technique, she can run at speeds far faster than a human being should be able to go, allowing her to close or create distances rapidly, or perhaps sidestep away from an attack. It doesn't increase her reaction time, nor does it effect the height of her jumping. However, it can be used to build up momentum from running to jump further than what a human should be able to go.
■ 낫 킥/Nas Kig
The "Sickle kick" is the basic ranged ki attack of Yeong-Suk. Channeling energy to her feet, Yeong-Suk does a roundhouse kick in place, sending a wave of sickle-shaped ki barreling in the direction of her foe.
■ 지진 발생/Jijin Balsaeng
The "Earthquake Strike" is perhaps Yeong-Suk's most versatile attack. She pounds the ground with a ki-infused foot, causing a piece of the earth to dislodge itself and fly into the air. From there, she can either use the piece of earth to block an opponent's range attack (which will usually destroy the mound of dirt), or use her ki again to literally kick it towards the opponent.
■ 여왕 바지의 격노/Yeowang Baji-ui Gyeogno
Much like in her Jijin Balsaeng, "Queen Baji's Fury" (Queen Baji being the Korean Earth Goddess) begins with a channeled ki strike to the ground. Instead of lifting the earth up, it instead creates a fissure, causing jagged rocks to erupt quickly from where the fissure is. Rocks are reasonably sized, hard to jump over but easy enough for someone who could fly to dodge.
■ 만 킥 공격/Man Kig Gong-gyeog
In the "Ten Thousand Kick Attack", Yeong-Suk uses her ki to rapidly kick at speeds faster than the human eye. Each kick isn't much stronger than what a regular kick would be, but they add up very quickly. Due to the high cost of energy, Yeong-Suk can not use this technique for much longer than a few seconds before tiring out.
■ 천리마 킥/Chollima Kig]
The "Flying Horse Kick" is the most powerful of Yeong-Suk's attacks, and is basically a dramatic flying kick. When jumping, Yeong-Suk encases one of her feet in ki, and just lunges at her opponent. There is nothing too special she does beyond the ki, but it hurts like a truck when she makes contact. Can tire Yeong-Suk out easily, so she uses it sparingly.
SUPER MOVES
■ 여왕 바지의 복수/Yeowang Baji-ui Bogsu
"Queen Baji's Revenge" is, in simplistic terms, a souped up version of Queen Baji's Fury. Most of the attack is the same, but the rocks are much larger and travel more quickly than in the regular version of the attack. The rocks go far up enough that it could legitimately threaten hovering enemies.
■ 큰 천리마 킥/Keun Chollima Kig
Much like her previous super, The "Great Flying Horse Kick" is just a more powerful version of one her basic attacks, this time being the regular flying horse kick. Instead of encasing her foot in ki, Yeong-Suk instead covers her entire body in a glowing box of ki. More of a ram than a kick, Yeong-Suk flings her entire body at her opponent, being easily her most devastating non-lethal attack. While she is encased in ki, she is massively resistant to damage, but not completely invulnerable. WILL tire her out and drain most of her ki after using, leaving an opening if it misses.
■ 백두산권총/Baek Du San
Yeong-Suk whips out her Baek Du San and shoots to kill. Her pistol is loaded with specially made ki-enfused bullets, which is specifically designed in order to penetrate through a Nomad's natural defenses against bullets. However, these bullets are not cheap, so she doesn't carry much of them on her person.
WEAKNESSES & LIMITS
The augmentations that Yeong-Suk has underwent has given her body an immense freebie in raw ki power, but it doesn't means she is able to really fully utilize that power. Her body, in fact, was really not designed to be able to output that much ki, and thus there is a sense of frailty that undermines her in fights. Using her ki techniques will tire her out over time, at a rate faster than most nomads. On the other hand, with being barely able to handle the raw output that she has as-is, being actually hit can damage her even more harshly than a typical nomad as well.
Due to constantly training with people much weaker than her, Yeong-Suk also overestimates her own abilities. She also has very little experience fighing anyone with ki or magic, and doesn't know how to fight people of similar strength.
Finally, the series of cybernetic implants that she has, means that she is very reliant on them to function. Any sort of mechanical interference, such as an EMP, will severely mess her up, up to possibly even being a one hit KO depending on how severe it was.
OTHER
As Yeong-Suk is Korean, her name is written in the Asian style of surname/personal name, rather than personal name/surname.
Credit for the image goes to runeun of dA, not me. I can't art to save my life
I also can't speak Korean so the translations for some of her special moves might be wrong.
Lilly is a Geradamas, and the daughter of Vitalis Aeterna; son of Jeno Aeterna; daughter of Sophia, who is the Aeon of Wisdom and partner to Dunamis; the Aeon of Power. The Geradamas believe they are spiritual entities trapped within a material existence of illusions and shadows. Born out of the Divine Seed dropped by Sophia, to be impregnated by Dunamis, is the origin story of the Geradamas. The fall was Sophia’s first born; the Creator, a flawed being by which Dunamis had no role in creating, it was Sophia’s own creation and without Dunamis it was a broken one. This creation without understanding itself began twisting the spiritual and material planes together as it saw fit. To stop the Creator from its ignorance, told Dunamis of what she had done and what the creator was doing. Dunamis instead of helping left Sophia and the Divine Seeds behind as a consequence to her actions without him. The loss of Dunamis enraged the Creator and it trapped its mother and the Divine Seeds into forms, binding them to the material world. Sophia's spirit broken by her first born is said to have left traces of Wisdom behind for her children to find and bring her back together once more for the redemption of falling from Dunamis' grace. The Creator does not wish the return of Dunamis and wishes to continue trapping its mother while attempting to possess the material forms of spirits by deceiving them of their true essence. It is the Geradamas who must bring to light the Wisdom of Sophia for the material beings to see their true essence which is their true potential in the spiritual plane.
Lillith travels the world in search of Sophia as her kin have done for centuries, accumulating knowledge and power through finding Wisdom. It is in this journey Lillith finds herself with the burden of restoring her people to their true essence, breaking the bonds of the Creator and redeeming their kind in the eyes of Dunamis. The Creator is the cause of all suffering and Lillith as a descendant of Sophia bears the responsibility of this suffering.
FIGHTING STYLE & ABILITIES
Kaloagathia
Kaloagathia or Beautiful Virtue – It is the combined names of Kalos and Agathia, both who are the transcendental spiritual manifestations of Lilly’s ki or energy. These manifestations have developed their own personalities overtime while working with and through Lilly’s Self. Lilly uses these two ki entities as a conduit and channel from which she pulls, reserves, and releases ki in various aptitudes. Kalos acts as the Shield or Defensive Skill Set while Agathia acts as the Sword or Offensive Skill Set. In their Idle modes, they can be seen as simply orbs that navigate the electric magnetic field around Lilly’s physical form.
SPECIAL MOVES & TECHNIQUES
■ [Kalos Orb Form: Burst Fire ]
Lilly will present one arm forward and Kalos’ Orb will form just a few inches away from the palm, she will then rotate her wrist to initiate a series of fireballs bursting toward her opponent.
■ [Kalos Orb Form: Reign of Fire]
[Lilly will present one arm forward and bring her other to the back of the first hand, pull back, and direct it forward making contact with her back hand which intiates the Orb to fire with a gravity affect. When the orb reaches the desired position, she closes the first hand into a fist which forces the orb to release a rain of fire from above with splash damage effect.]
■ [Kalos Orb Form: Flare]
Kalos can flare himself into a bright light to blind his opponent from seeing a potential attack.
■ [Summon Kalos as Man (All orb moves are accessible faster, without access to Agathia’s orb moves.)]
Kalos can be summoned as a man who fights in place of Lilly. Agathia will equip herself in the hands of Lilly for defensive measure, and Lilly will act as a second pair of eyes for Kalos.
■ [Summon Kalos as Djinn]
Kalos tranforms into the spiritual embodiment of his ki, he has no weight in the physical plane, but can directly act as a conduit and channel for Lilly to power herself.
■ [Summon Kalos as Protection]
Kalos may transform himself into the desired protection of Lilly and her situation.
■ [Agathia Orb Form: Shadow Tentacles]
Lilly raises her arm with the palm facing down and fingers hanging. The orb appears below the palm a inch from the finger tips. At the moment Lilly balls her hand into a fist over the orb and rotates her hand. Immediately at the moment she flexes her fingers out to reveal the orb, palm facing up, the orb releases 5 tentacles which now Lilly’s fingers puppeteer.
■ [Agathia Orb Form: Cloak]
[Lilly can raise Agathia’s orb above her head and use her alignment with the darkness to create a cloak over Lilly’s physical body for a limited time.]
■ [Agathia Orb Form: Formless]
Agathia with limited time can transform Lilly into a shadow to get out of a hairy situation, or Agathia can alter a location on Lilly to act as a shadow element for attacks that could have landed as a deadly blow versus a near-miss.
■ [Summon Agathia as Woman]
Agathia can use all of the orb moves while in hand-to-hand combat. Kalos will equip himself with Lilly for defensive measures and Lilly will act as Agathia’s second pair of eyes.
■ [Summon Agathia as Djinn]
Agathia tranforms into the spiritual embodiment of her ki, she has no weight in the physical plane, but can directly act as a conduit and channel for Lilly to power herself.
■ [Summon Agathia as Weapon]
Agathia may transform herself into the desired weapon that Lilly needs in her given situation.
SUPER MOVES
■ [The Puppeteer]
[Lilly takes full control of the two spiritual embodied ki entities called Kalos and Agathia as their Djinn forms. She conducts their actions like a conductor of an orchestra. Lilly uses one hand for each being and plays the subtle game of puppeteers.]
■ [Transmutation of Kaloagathia]
[Lilly can bring forth both energies of Kalos and Agathia, Kalos positioned in the heart, Agathia positioned in the mind, and Lilly positioned in the body. The three become one entity; Kaloagathia, ]
■ [Kaloagathia’s evolution to Aeterna]
[Kaloagathia taps into the essence of all three interplaying powers within oneself, and in this fusion of all three, none take control or are controlled, simply all three powers surrender themselves over to the new form of self – Aeterna; or Eternity, a form with its own abilities and potential far from Kalos, Agathia, or Lilly.]
WEAKNESSES & LIMITS
Lilly is not strong, agile, fast, or a master of the martial arts. Lilly will not perform extraordinary feats of physical ability or even wow you with her average aim. Lilly has no other protection other than what can be done through Kalos and Agathia.
???: I thought I made it clear to every demon in hell and beyond my life's off limits.
Rosie: It's a shame, but I have my orders...
???: Well, when you get back they're gonna get a grim reminder.
⦋ 43 || Haiti || Female ⦌
APPEARANCE & PERSONALITY
APPEARANCE
Operative Witch-Mother has the appearance of a tall Haitian woman with very dark brown skin. Due to hours upon hours of work in MAVERICK's training facilities, she has a very well-built body that compliments all five-eleven of herself. On the job, she wears standard MAVERICK battle armor that's all black and lightly armored. When off the job she usually wears jeans of some sort, boots, and a T-shirt. Regardless of what Claudia is wearing she always has a long flowing cape slung over her shoulder that is a mixture of green and black colors with a golden regal highlight. Claudia has white symbols of flowers and other shrubbery that are on the sides of her body, and they start from her head and go to her toe.
PERSONALITY TRAITS
■ Guilt-Ridden. ■ Compassionate. ■ Cold. ■ Believes herself to be a monster. ■ Ruthless. ■ Generous. ■ Patient. ■ Doubting. ■ Motherly.
BACKSTORY & MOTIVATION
Claudia, before she was the Witch Mother, got her start in Haiti as a common beggar in the streets of Port-au-Prince. Life was hard for her in this country, but she tried her best to survive it. She went to school, played with friends... it was good for her as it was going to get. However, there was something her family wasn't telling her; and it was the simple fact that Claudia descended from a powerful Sorceress known as the Witch Mother. The Witch Mother was a powerful witch back in the day that terrorized both the human and mythic realms, but her reign of terror was ended when a group of heroes killed her. However, she saw her eventual death coming and cast one last spell; that her lingering power would be transferred to her female descendants. Thus, there was an immense latent power within Claudia, and it was going to remain untapped... Until the Haiti Earthquake came and she was almost crushed by a building, which was enough to activate her latent abilities when she used a blast of magic to destroy it.
Claudia was amazed, as she had no idea what she just did and as she experimented she realized her power. It was incredible, she was going to be a Wizard! It was a great turn of events since now Claudia was no longer going to be some street beggar, she was going to make a difference in the world...
... Then they showed up one night, Demons from the other side. They wanted to take Claudette to hell, as they weren't satisfied with the other Witch Mothers (and have some fun with her beforehand, of course). So Claudette ran and ran for her life, but where ever she went a horde of demons followed. She, in time, learned to fight using the magic but no matter what she did they always came back or more came.
Claudette ran from one end of the earth to the other to get away from them, she could never hang around one area for too long before they came after her (sometimes they attack her soon as she arrived)... until she ended up in Europe. She ended up in some village in Germany, where they didn't attack her for months and she allowed herself to get careless. An absolutely massive army of demons appeared and attacked the town, killing people left and right and subjugating some to a fate worse than death. They surrounded Claudette soon enough and there was little she could do to ward them off, but she was defiant to the end.
... A magician appeared with a revolver and battled the army of demons with his students and gave Claudette the fighting spirit to fight. The village was absolutely destroyed, but the man introduced himself as Graham Morris, the protector of the magic and mundane side of Germany. Claudette told him about her problem and he inducted into his wizard school in order to teach her how to use her magic constructively. The first thing he did was inform her about the true nature of her power, and how she was a descendant of the Witch Mother. Part of Graham wanted to kill Claudette, but he had a feeling that would release the demon that was the Witch Mother. Of course, he thought that using the Witch Mother's immense powers would allow him to help the world, so that's what he did.
After years upon years of training, Claudette eventually learned how to channel her immense magical ki in a particular field... life. In the ultimate insult to the tyranny of the Witch Mother, Claudette learned to turn the darkness into plants. Claudette created her own fighting style revolving around plants, but Graham told her that she was only diluting her true power. Claudette was afraid of the power, but she learned to channel the darkness in small amounts and mixed it in with her plants. Along with spending ages reading books on the secret history of humanity, the mythic, and so on.
It was the best time of Claudette's life, but it wasn't long before the demons attacked yet again. They came in absolutely drowning numbers and attacked Graham's school, and in result, a truly massive battle occurred between the two groups so large that other Nomads and Demons were drawn to it. Claudette fought for her life and killed as many demons as possible but in the end... Graham was killed, the school was destroyed, and there was nothing less for Claudette. She cried tears in the rain as she felt lust for revenge, she finally had enough of the demons. So she decided to take the fight to them and opened the gates to hell itself as she stepped inside.
Hell was something else, but Claudette cut her way through every demon, every monster, and anything else that got in her way as she went to the Witch Mother's soul in hell. Confronting her ancestor, the Witch Mother told Claudette that she was the key to regaining her lost power in the world and was convincing the demons to get her into hell so she could occupy her body. Seeing that she was finally in hell, she tried to take over Claudette's body but the sorceress had another plan. She absorbed the Witch Mother's soul into herself and sealed it within, taking the last bits of her power but also breaking her control over the demons. However, she didn't realize it but the darkness inside of herself grew to immense levels, and anyone with a great connection over ki could sense it.
She returned home, unsure of what to do next. She decided to open her own demon hunting firm where she kills demons and other mythic threats for the right price. It was a rather popular business, but she eventually attracted the attention of MAVERICK who wanted a specialist in the magical arts. With nothing better to do and a job with dental, she decided to join MAVERICK and became their go-to pick when it comes to mythic or the magical.
Claudette took on the codename "Witch Mother" in an attempt to redeem the name.
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
Claudette is a magician that specializes in plant-based combat with hints of darkness. Claudette is purely a magician that focuses on keeping her opponent away with projectiles and using various defensive techniques to keep herself safe and make it difficult for the opponent to get in on her. In some of her attacks, she uses darkness which has an effect once it comes in contact with an opponent; it'll remain on them for a few moments before it disappears unless she uses another darkness attack on them. Which will cause a chain reaction that'll end in an explosion. Hand to hand-wise, Claudette has been lightly trained and uses basic punches and kicks in her attacks but they're so weak that they'd be unlikely to really take down a Nomad alone. So she infuses plants and darkness to make her attacks stronger.
SPECIAL MOVES & TECHNIQUES
■ Teleport
Claudette disappears in a wreath of darkness and reappears a short distance away. If she charges she can reappear much further away.
■ Seed of Life
Claudette's primary move where she throws a glowing green orb at a surface of her choice, once it gets there it'll remain there for a short amount of time. She is able to spring life from the seed in a variety of different ways.
■ Barrier
Claudette can make the seed explode into a shield that'll be able to withstand quite a few hits from a Nomad.
■ Trap!
From the seed Claudette is able to create a trap that takes the appearance of a flower that explodes into a net of vines that'd bind the opponent.
■ Tree
She's able to spring trees from the seeds that she can use as barriers, or as a way to get around. When the trees are created, they explode violently enough to send a Nomad flying.
■ Pathway
Claudette uses the seed to create a variety of different pathways such as bridges, ramps, or even platforms in the air she can climb on.
■ Vine
The seed erupts a massive vine that'd restrain the opponent if they don't react fast enough and pull them towards the seed.
■ Bush
Claudette creates a massive bush that could easily be destroyed, but concels her movements.
■ Explosion of Life
Claudette can command the seed to violently explode a variety of different plants in order to throw the opponent off.
■ Darkball
Claudette fires a slow-moving ball of darkness that does significant damage to the opponent and applies darkness - or it triggers an explosion.
■ Dark-Wave
Claudette swipes her hand across the ground and creates a massive explosion of darkness that'll send the opponent flying.
■ Plant-Armor
Claudette coats herself in thick armor of wood that slows her down but also greatly enhances her durability and physical damage. It'll apply darkness, or trigger an explosion.
■ Bed of Thorns
Claudette summons a bunch of thin-wooden spikes at the opponents weet.
■ Dark-Wire
Claudette shoots a thin vine at the opponent that, upon connecting will trigger an explosion of darkness anyway. If darkness has already been applied the explosion will be greater.
■ Vine-Whip
A long-ranged melee move where Claudette creates a thick vine that she uses to smack the opponent. She can do it in a variety of different directions and is great as a combo ender.
■ Dark-Infusion
Claudette grabs her opponent and charges them up with darkness and then pushes them away. If darkness has already been applied, it causes an explosion of darkness but otherwise does no damage.
SUPER MOVES
■ Dark-Heart
Claudette rips her heart of darkness out of her chest and crushes it and undergoes a transformation into a black, demonic, being. This being lunges at the opponent at lightning speeds and rushes them, dealing a hundred blows in a few seconds, before she transforms back.
■ Tree of Life
Claudette goes into a deep meditative state and creates a cascading wave of trees towards the enemy that'll launch them into the air again, and again, and again...
■ Plant-Lightning
Claudette charges up a huge green lightning bolt that plants various seeds of life where ever it goes which she can manipulate. If it hits the opponent they will get bound by plants.
WEAKNESSES & LIMITS
Let's just get this out of the way; Claudette isn't a melee fighter. She has a few moves, but nothing that really holds a candle to a dedicated Nomad. She'd get her ass kicked if she couldn't get an opponent away from her. Claudette is also a zoner, but a very slow one that requires time to get set up and could easily be rushed by a quick opponent.
Lucie Bardot stands at an average 5'6'', with an athletic build to match her military training. Her light brown hair, which could almost be mistaken for grey, goes down to her shoulders, and compliments her actual grey eyes quite nicely. Her complexion is fair, white but not overly pale.
Lucie's typical outfit depends on context, but her everyday wear is a mix of her MAVERICK uniform on top of street clothes. She has a grey dress with black leggings, covered with her MAVERICK jacket. There is a box of ammo and grenades at her side, and a headset she wears to both communicate and receive orders. Her boots are styled to look a bit like oversized sneakers, and she wears kneepads over her leggings. To complete her outfit is a black bandana, worn as a scarf normally but pulled up in battle
PERSONALITY TRAITS
Highly competitive; hates losing Musically inclined Desperately wants to be liked and to be a hero Introverted by nature but tries to be extroverted Easily irritated Habitually lonely Extremely insecure
BACKSTORY & MOTIVATION
Lucie Bardot was born in Roche, Lower Normandy, a small suburb outside of Caen. Her father, Matthieu, was a veteran of the Gulf War, while her mother, Elodie, was an amateur boxer who was once a nomad with the with the nom de geurre of Bellonia. With two martial-inclined parents, Lucie and her elder sister Genevieve were both encouraged from a young age to take up martial arts and other physical activities, such as soccer. Lucie, despite being the younger sister, was clearly outclassing her in physical accomplishments, which was fun at first but quickly grew old. Both sisters had a competitive streak that was encouraged by their parents, which only frustrated Genevieve more as Lucie continued to excel in heights that she could never reach. Lucie, on the other hand, started to explore other pursuits other than necessarily fighting, particularly in music making. She started to pick up the bass guitar, learned how to sing, and formed a garage band with her friends, dubbed "Les Loups de Fenrir". All of this was much more fulfilling than constantly training her body like her parents wanted her to do. However, Lucie was simply too insecure, afraid of letting her parents down, and tried to keep it on the downlow rather than confronting them about it.
Eventually, Genevieve would pursue a career in the French Navy after graduating from lycée, following a similar career path to her father. Her parents were very determined to get their star pupil on the same track. Secretly, all Lucie really wanted to do was to go to university and get a degree in music theory, but she was, again, too afraid to make her true desires known. Her parents saw great potential in her, and pushed to pursue the initial trials to enlist in GIGN, the elite counterterrorist police tasks force in France. On Lucie's end, going into police work was, to her, more agreeable than the military; at least she could say she was protecting France by stopping awful people in their tracks, rather than just being a tool to be shipped out overseas for god knows what reason. When she did her preliminary screening physical, the doctor noticed that Lucie had some sort of rare mutation that caused her body to generate more ki than the average untrained human, which was the source of her heightened physical characteristics. This brought the attention of the United Nations, who saw her as a perfect candidate for their international anti-nomad counterterrorist force, MAVERICK. Some political maneuvering happened behind the scenes, and before fully finishing training for GIGN, Lucie was informed that she was being "loaned" out to MAVERICK as per an an agreement with France. In all practical terms, she was now answering to New York rather than to Paris...
FIGHTING STYLE & ABILITIES
FIGHTING STYLE
The best way to describe Lucie's fighting style is that she doesn't have one. While she was trained in order to deal with Nomadic threats in combat, it never actually involved learning how to fight with ki. Like with many other recruits for MAVERICK with no prior nomad experience, it was simply easier, faster, and more effective to only train physically up to a point where the Frenchwoman can keep up with Nomads in a fight and not get completely overpowered. From there, Lucie would rely on cutting-edge technology to fight any Nomadic terrorists.
The secret resides in special ki-enfused bullets. These are specially designed rounds, which allow for bullets to more readily penetrate the innate defenses nomads have against projectiles, making them more in-line with the intended lethality to a regular person. However, ki-enfused bullets are not perfect; they can never perfectly negate the defenses of ki due to the nature of ki itself. The end result is that it can still take multiple shots to even just incapacitate a higher powered nomad.
Beyond her gun, Lucie is also equipped with an arsenal of grenades, which she keeps with her in a pouch that hangs to her side. These explosives serve various different tactical roles, and can range from mundane fragmentation grenades to highly specialized, experimental ordinance. Finally, when things truly go south, Lucie can deploy Asterix, her combat robot, to provide heavy support fire.
SPECIAL MOVES & TECHNIQUES
■ Le Clarion
"The Bugle", the nickname for the Fusil d'Assaut de la Manufacture d'Armes de Saint-Étienne, or FAMAS for short. With a bullpup design and rate of fire of over a thousand rounds a minute, a FAMAS can quickly rain lead on any target while remaining accurate for over three thousand yards. Simply put, this is a weapon designed to kill things quickly. Of course, nomads tend to have a pesky trait of being extremely resistant to bullets, even ki-enfused ones. It can take quite the number of shots to take down a nomad, scaling with how powerful the target. Lucie uses a suppressor with her rifle, partially to not damage her own ears, and partially to maintain stealth in ops.
The firing mode can be broken down into three options:
■ Aventure de pointer-et-cliquer
"Point and click adventure", or semiautomatic fire, is her slowest but most efficient and accurate form of attack. One pull of the trigger means only one bullet fired.
■ Ménage à trois
Three round burst. A good trade-off between accuracy and volume of fire. Usually her default stance.
■ L'Agence tous risques tirent
"A-Team Firing", or fully automatic. For when everything needs to die quickly.
■ Citrons
"Lemons", or fragmentation grenades, are Lucie's main form of non-bullet based damage. It's just a simple grenade; pull the pin, and throw it far far away
■ Fumigène
A basic smoke grenade. Creates a smoke field in which no one can see through.
■ Assourdissante
A flashbang. Throw it in an area to temporary disorient people's eyesight and hearing. Including her own if she doesn't throw it right.
■ Bombe incendie
A basic incendiary grenade, meant to be used only to obstruct passage to an area and not physically on people. Often time that mandate gets ignored.
SUPER MOVES
■ Willie Pete
A White Phosphorus grenade. Burns flesh, creates smoke that is lethal to inhale, and may cause survivors to hallucinate. There is a line all MAVERICK cross using this grenade; it's a war crime and the UN doesn't want its agents seen using them. Still, those who are lucky and do what's necessary can find a supplier from Dubai willing to part ways with them. Orders not to use them aren't worth following if it means leaving people to die, but their scarcity means Lucie can often only bring a single one to battle.
■ Tesla
A highly experimental EMP grenade, nicknamed "Tesla(s)" by MAVERICK agents. Lob them in an area and fry electronics in a short area. They are cutting edge technology, so agents like Lucie are usually only afforded one a battle, but they are devastating to any robotic foe.
■ Asterix
The CV-47 "Heinlein" Combat Robot is a remarkable piece of technological innovation employed by MAVERICK. It is a fully autonomous (although not truly sentient) combat drone armed with an M2 Browning HMG, employed when even a FAMAS can't provide enough firepower to complete a job. Astertix is the drone assigned to Lucie, and serves as one of her close companions when on the field, humanizing its quirks as a personality and referring to it as a "he". Astertix usually has a hard time figuring out what is a civilian and what is an enemy, and prefers to shoot first and ask questions later. Therefore, Lucie tends to keep the gun not attached when not expecting to use him, making him essentially useless in combat. Lucie also doesn't just happen to carry a HMG on her person, so she can't easily convert him on the fly either.
WEAKNESSES & LIMITS
Take away the gun and the bombs and she is essentially powerless against any nomad-level threat. She has no ki techniques at all, projectile or otherwise. The grenades are all AoE, and can easily hurt herself if she is caught in the blast radius, so she can only use them at a reasonable distance away from her. The FAMAS is a bullet chugger, particularly if left on full-auto, and thus needs to reload often. This can be an opportunity for foes to catch in.
OTHER
Lucie is still competently trained in a fist to fist fight, as per to her military training. However, she lacks the raw ki power to fight offensively with her fists against another nomad, and will most likely lose even to the weakest nomad in fistcuffs, if it came down to it