Name: Omega-Type Magitek Battle Automaton Prototype #7 'Tanja'. Or Tanja, for short. It's not a very catchy name.
Age: Pre-Cataclysm (She presumes)
Gender: Female
Only 4'6.
Personality: An odd combination of naive but flirtatious, it's quite clear that Tanja has minimal experience with the wider world--and absolutely none with the current state of it--but isn't really much of a child, even with the whale. Around pretty girls in particular. Overwhelmingly curious and reckless, she's probably too quick to trust people. Most people. She really doesn't like Rothschild. Although she doesn't show it too much, Tanja much prefers being indoors. The sky is just too big.
Brief Backstory: As her full name would suggest, Tanja is a prototype for a line of magitech robots--suggesting that at least some magic was present before the cataclysm, although as a robot who never left the lab she was created in, she can't really confirm it for anyone else beyond pointing out that one day the researchers stopped showing up and the exits were blocked with solid stone. Before that, they were testing her ability to manipulate magic and running various combat tests--and from her name, general accent, and the name of her plushie, it was probably somewhere in Germany. She was down there a very long time. Fortunately, it was a self-contained lab with its own power system, although inevitably all sources but magic directly dried up and more and more switched to a power-saving state. Occasionally, things somehow got in and Tanja was forced to deal with them, but they never left a clear way out--just forced use of high-power weaponry in what was slowly becoming some sort of magical dead zone. Inevitably, though, one person did manage to find his way down there. Unfortunately, Tanja had no idea that Rothschild was not some sort of monster and reacted violently despite her own lack of power. That ended... poorly for her, although all core damage was eventually fixed. The Sage, for his part, was unable to gather much of interest from Tanja or the now-wrecked lab and, for once, decided to not keep the newly discovered artefact. After naming and cataloguing it (and ignoring the complaint that she already had a name), Tanja was traded in Hensia for something--ostensibly--picked up near the new tunnel, and found herself gradually passed up to Alhein because nobody else could work out what to do with a combat robot. Despite looking fully operational to a casual observer, she'd estimate that only a quarter to a third of the damage is actually repaired and it's going to be a long time to do as she's never learned a way to accelerate her own repair process--and the tools she knows could help were rather destroyed.
Skills: Tanja's primary claim to being helpful is that she can use pre-cataclysm technology pretty well. She can't break through security or tell you how it works but she can turn it on and, perhaps crucially, read the instructions. Beyond that, she's small, extremely flexible, and weighs even less than she looks, and she's a surprisingly good shot with a gun. Albeit she insists that it should be better.
Abilities: Initially designed as a robot to harness magic directly for combat purposes, Tanja can, in fact, work on using it normally and without worrying about all the initial "learn how to feel and manipulate" it stages that plague most beginners. She just has no clue because she was also created with a large number of components that would automatically perform the necessary steps for her--magic items only useful to her, in other words. A few, such as the flight components, only manifest externally when in use. Unfortunately, they range in various states from atomised to simply offline, so her ability to act as a one-person laser weapons platform is curtailed to almost nothing, along with her aim. It's still enough to fire in extremis but that means doing most of the work manually. That she considers this temporary shows the real miracle in her creation, beyond combining these features in an artificial lifeform. Unless all the essential components in her body are destroyed (and she refuses to say how many there are, or if the information is distributed through all of it, for obvious reasons), then over time she can simply draw in magic and use it to power herself and repair anything necessary. Other power sources can also be used for this, up to and including eating.
Equipment: Technically, one could say that the artefact known as Angel of Destruction: Leo is in Tanja's possession, in the same way that you could say anyone else is in their own possession. But, as a rather willful artefact with no known access codes to force her co-operation and an unsurprising level of encryption, she's not really controlled. Beyond borrowing guns as needed, she owns a plush whale, imaginatively named Herr Wal. Although not one of her built-in components, he seems to have been built to test including external objects in the repairs. Given that it has been thousands of years without any fading or damage, the test seems to have been successful even if nothing else was completed.
Height: 5'5 Weight: She assures people, it does not all go straight to her thighs. (yes it does)
Name: Meixue Yanqi (May-shwew Yan-cwee)
Age: 20
Gender: Female
Appearance: Hailing from the Fuso territories, Meixue is fairly easy to pick out in a crowd. Her more traditional Cheongsam garb with somewhat flashy colors and mildly ostentatious appearance is hard to not notice somewhere, save for the territories of Fuso itself, perhaps. She can often be seen snacking on her favorite fruit - apricots, or stuffing her face with less healthy foods...like pizza. The most standout feature though, perhaps is her long two-toned colored hair. It is usually tied back in a long tail that trails behind her.
Personality: Initially, Meixue would come off as a fairly cute and prim and proper sort of person. She takes her job as an Undertaker quite seriously, acting as respectful as she can for the dead, no matter who they were in life. She will send all to the afterlife as peacefully as she can. This of course, is somewhat overshadowed by the fact she gets way to into the actual act of 'banishment' or 'exorcism'. This point embarrasses her to no end, and pointing out her rather rowdy and unladylike demeanor will get you on the receiving end of one of her 'exorcisms'
Brief Backstory: Meixue was born in Fuso, a land once upon a time plagued by restless sleepers and specters of the past that at times, refused to stay sleeping when one passed for whatever reason. As such, the Undertakers were formed to bring peace to the restless souls who could not pass on, and ensure that those who were already sleeping did not wake once more. Of course, the land is much less dangerous today though undead still plague the territories.
Meixue herself, was born twenty years ago to parents who were in the undertaker business themselves, and grew up learning all manner of methods, rites, and prayers to send those who should have passed, back into the afterlife. It was when she was about fourteen years old, whens she was helping her parents perform a service for some lost souls did she herself, start seriously on the path of the burial agency on her own.
She met a kid around her age this day, the two quickly hitting it off. She didn't know it at the time, but he wasn't a human. A child that had long since passed. Some events happened and she had to personally send his spirit on herself. She doesn't like speaking about it, often becoming quite melancholic and evading the subject - but she has resolved to never let another situation like that happen again.
After some time of distinguished service within the Burial agency, and a recommendation from her parents, she became tasked with dealing with the more
Skills: Meixue as one might expect, is a fairly adept martial artist. Using both raw power and acrobatics as needed to dispatch foes and deal with the undead. She is quite literally, capable of punching ghosts with her abilities. Aside from her martial skills, Mexiue is well educated in burial rites, ceremony, etiquette and dealing with all manner of the dead. A fairly skilled masseuse, too.
Abilities: Aside from her impressive physical and acrobatic abilities, Meixue does in fact, possess a degree of 'Supernatural' aptitude, thanks to either as a result of her birth or simply thanks to some trick of the cataclysm making those in her family naturally disposed to such things. It however, does not particularly manifest any notable skill aside from simply because able to directly interact with spirits, be they physical or incorporeal. Vermilion Wind Fist Focusing on agility and power, Meixue can manipulate the flow of energy within the living, spirits, and the dead - which is how she mainly interacts and performs her special brand of exorcisms. She also uses this to manipulate the flow of energy within her own body, achieving physical feats of agility and strength that could be considered beyond normal human limits, and well, adding some fiery flare to her punches or moving about as though she was the wind itself. That is to say, she moves fast and has a degree of ability to generate fire with her punches, usually on impact.
While it might seem brutal outwardly, it is in fact, a highly trained technique for sending spirits directly to the afterlife. It is not just 'blasting them into the afterlife through sheer force'.
A traveling scholar with a presence as fleeting as a midsummer breeze.
Aerynne has a smallish, slender build—one could almost describe her as petite—befitting her avian characteristics. Said avian characteristics are primarily evident in the bits of plumage sprinkled around her silhouette—most noticeably her fluffy feather-like hair. Her sharp gaze isn't the only evidence of her raptor heritage but also of her wits.
Aerynne's light clothing matches her amiable disposition as well as her sagely background.
As an only child, daughter of a couple of relic hunters who took her on trips even before she was "out of the shell", it was only natural that Aerynne would follow her parents' footsteps. It was the only life she knew, after all, and one she couldn't help but love.
In fact, the only things Aerynne might like more than relic hunting are her family, books, and freshly baked bread.
"I—I swear I'm not weak to it because I'm a bird person, ok!?"
She grew burrowed in a mountain of books, dreaming of knights and princesses, wisemen and realms of fantasy. Above all, she had a passion for history and relics of the past, as well as the smarts to figure out how they worked even before going out to study at a renowned academy.
Once she concluded her initial training, Aerynne came into possession of a powerful relic 「Phantasmal Fang: Carnwennan」 a staff which's in actuality an advanced magical computer controlled by a basic AI. It's capable of assisting and speeding up all kinds of data processing, including the calculations necessary to deploy advanced magical spells.
During her adventuring career, Aerynne received a proposal from many organizations—including, but not limited to, a constant courtship from Alhein research division—but she has yet to return a positive answer to any of them. However, she has to admit that having a salary beats having to eat dry bread and sleep on a bed of rocks more often than not.
The thing is that, even with all the hardships, it's hard for Aerynne to give up the freedom of being an independent Relic Hunter. Though, she does dream of being a teacher for small children someday, so she might consider it when she's ready to build her own nest.
SKILLS
As an independent Hunter, Aerynne picked up several small skills in her life of adventure, at least enough to be able to fend for herself in the wild and ancient ruins. However, she's most notable when it comes to her perception acuity, especially when it comes to her sight and hearing. Thanks to her soft feathers she's very good at reading the direction and flow of even the faintest breeze.
Furthermore, she's a very nice person who makes friends fast as she forgets enemies, as well as a knowledgeable scholar who absolutely adores taking care of children.
ABILITIES
Aerynne is an accomplished mage specialized in telekinesis and light-based magic like illusions, etc. She's quite adept at creative problem solving using her magical gifts. However, she isn't afraid of appealing to brute force when a hammer is the best tool for the job.
Probably what's distinguishes Aerynnethe most is that she's capable of deploying healing and enhancement to bolster others', a talent that isn't all that common among spellcasters of any kind.
EQUIPMENT
Aerynne's most notable possession is a Relic named 「Phantasmal Fang: Carnwennan」, a hyper-advanced, staff-like computing device, controlled by a basic AI.
Carnwennan assists in channeling and conversion of magical energy, as well as the calculations necessary for spellcasting, amplifying Aerynne's magical capacity many times over. It can also interface with other mechanical and electronic devices, and even work like a battery to power them up, as expected of such an advanced portable terminal. Speaking of which, Carnwennan does work as a comms terminal, providing utilities like instantaneous translation and telepathy.
Carnwennan is capable of taking three different forms, the basic staff-like device, a dagger/shortsword-like weapon form, and a simple pendant-like gem, used for storage purposes.
Last—but not least—while many would only see a Relic like Carnwennan as an invaluable tool, for Aerynne, it's her most trusted and beloved companion. Despite the ups and downs of the Relic hunting life, it's always there to help her get through the day and thus, Aerynne does the best she can to take good care of it in return.
Name: Erika Frost Age: 19 Gender Female Appearance: It’s easy to pick out Erika in a crowd for the most part. She has rather impressively tanned skin and bleach blonde hair. While a bit on the taller side, the woman definitely isn’t anything impressive in that department. She’s rather well endowed in a few select areas and tends to wear outfits that emphasize that aspect.
Personality: There’s an old, archaic term used to describe one aspect of her. Gyaru. Her speech mannerisms, for the most part, tend to be odd and likely to garner her a few looks of curiosity. Outside that, however, she’s a rather out-going and friendly girl though with a small competitive streak. She likes to make friends with most people she sees unless they give her bad “vibes”.
When it comes to her job however, she’s more than happy to make it a competition if it comes to it and she can be a bit on the aggressive side with trash talking, though she seems to calm down when she wins or loses.
"Brief" Backstory: At a young age Fuuka lived with her father, an artifact hunter, near a rather active artifact hotspot. He had a few small but interesting pieces that may or may not have been actual artifacts, it was hard for her to tell. But, he showed her how to work on said pieces to make them work and it sparked a passion in her. Some years later, he went on an artifact hunt to the nearby spot and she never heard from him again. She asked some of the hunters that knew him if they had seen him and they all told her that they hadn’t.
Years passed until she was almost nine years old. She lived in the same dilapidated house that she had lived with her father in. She became somewhat well know, at least among the orphan population and some of the poorer folk, as someone who could fix things for some food if there was no other choice. She took scraps she found and worked them together with some of her father’s weathered and beaten equipment to make a few small, simple gadgets. Simple things that she could sell off to some of the artifact hunters for a small price and telling her if they found a clue about her father. Not that there was any of that ever found. One, however, an older man brought her a stack of books. Books with pictures with bubbles carrying text. An old entertainment source of some kind. They were in miraculously good shape too! Seeing as she was interested in then, he gave it to her since she made something that was useful to him in his search.
Not long after she decided that if no one else would find her father she would. She went out of her way to gather a weeks worth of supplies, water and make some devices. With that and some protective clothing, she descended into where the relics would be. The same place her father might be, an underground complex of sorts.
She dove rather deep and at one point, she was just about to give up. There were many chambers and all were empty. Obviously, others had already looted these easy to access areas. Then she came upon something. A mark etched into the wall that she had seen only from one person, her father. It was something akin to a snowflake and there was an arrow pointing to a direction. Then another. And another and then she found herself in front of a hole in the wall. It was seemingly dug out some. Obvious indentations showed someone had tried to take a pick to it before. They were somewhat successful as there was hole. Small enough for someone of small stature to crawl through.
On the otherside, she found a room that was mostly looted. There was, however, a capsule-like construct in the middle of the room. It was a machine of some sort. It still hummed with power, somehow, but it didn’t seem to want to open. She had brought some tools with her so she took a look at it and, somehow, opened it. Inside was a bracelet of some sort. She took it. Perhaps… An artifact? She frowned and exited the way she entered. She stuffed it in her bag and explored a bit more though she did not find hide nor hair of her father. She turned back and safely returned home.
When she got home, she met someone. A rather well endowed woman who seemed interested in her skills and the ability to collect an artifact herself. Her name, Fuuka. And, as Erika learned later, one of the sages. Due to her expressed skills, Fuuka took her in as a disciple. After she was taken in, Erika started to imitate the style of the girls in those books the old man had given her and started to respect Fuuka as a teacher and came to appreciate her as mother figure, or perhaps even more than that…
Skills In her heart, Erika is an engineer before anything else. That said, there’s a part of her that just loves delving into ruins and other places to find Artifacts. It’s even better if she can mix both of these passions into one thing. She’s honed herself as an engineer, fighter and searcher. Almost comically, she’s also quite skilled at parkour, starting training in this after she was taken in by Fuuka. She’s very good at keeping up or keeping away from people.
Abilities: Erika has pretty good reflexes and dexterity. What she lacks in fortitude and strength she more than makes up for with her control over her body.
Equipment: Erika has one artifact that she just so happened to come across in her journeys. Her teacher, Fuuka, called it “Medusa” and it’s a marvelous piece of machinery and magic. By first look, it’s a rather fine looking bracelet. But once you put it on and funnel some magic into it, it produces an outfit around the wearer.
It gives a feeling of having multiple forms, but there only seems to be one. A picture in an old book seems to describe the look as a “Ninja Outfit”. As for what makes the outfit special, it increases physical strength through mechanical means and has a grappling hook in one gauntlet that can pull the user to the location the hook is as well as giving the user a rather cool look. In her free time, Erika likes to pick at the bracelet to discover its secrets.
Outside of her single artifact, she has a more mundane magitech sword to defend herself with.
Personality: Efficient, Effective, and a Easygoing are the best three words to describe Leo but he is also known to be quite altruistic and friendly individual despite his rather unfriendly appearance. Just like everybody else, he has his fair share of...less than favorable traits. His biggest flaw would be his nicotine addiction and will easily get irritable if he fails to get his monthly pack of cigarettes. He is also described by his fellow hunters as 'an unhealthy combination of an adrenaline junkie and a glory hound' causing him to usually go in solo missions to avoid unnecessary deaths. But he tends to be a team player whenever the rare chance he gets to group up with other hunters.
Brief Backstory: Leo was born in a settlement far off from the shining cities of humanity as the only son of the settlement's mayor. Life was good for young Leo. Receiving the best education his family could afford and even able to receive formal combat training from a retired Hunter. Everything was perfect...and exceptionally boring for Leo. Living in the lap of luxury was not what it was cut out to be. What was the point of all education and training if he were destined to live out his days in the manor, with whatever he could ask or need at his beck and call? This life was comfortable but constrained him greatly; A gilded cage where he was expected to live and die there.
He dreamed of more grandiose stories for his life. He knew that his father would never let him become a hunter, even for Alhein, now that he finally had a son to carry on the name. His mother was no better, Leo loved her dearly, but she was too overcontrolling and overprotective of him and his sister. There was no other way. It was either stay and live a dull and boring life or run away and fulfill his dreams of adventure and excitement. It was an obvious choice. He misses his family dearly but he holds no regrets in his heart. Though sometimes he wonders what would have happened if he decided to stay five years ago.
Skills: ◼ Uncanny Combat Prowess - From humble fisticuffs to complex magitech weapons, fighting comes to him as if second nature. ◼ Equipment Maintenance Proficiency - Take care of your gear and your gear will take care of you. ◼ Medical Ability - He's no doctor by any standard, but he can patch you up in a pinch.
Abilities: ◼ Peak Human Ability - You don't really last very long in the business if you aren't. ◼ Enhanced Willpower - Willpower is significantly above average. It will take a lot to break him. ◼ Natural Navigator - Unless caused by magical means, getting lost will not be a concern.
Equipment:
Modified T-35b Combat Armor Set - Segmented combat armor lightened enough to not hinder movement, but kept tough enough to withstand small arms fire and offensive spells to a reasonable extent.
Custom GK-4 Battle Rifle - A battle rifle modified with a shorter barrel for maneuverability in small areas and a fixed bayonet for instances Leo can't switch to his axe quick enough.
Type 5 LH Axe - A battle axe fitted with a device that layers the axe head with a disruptive field to significantly increase its cutting ability. Helps retain the edges to boot.
Durable Knapsack - A bag made from tough leather that contains tools, gadgets, supplies, and other goodies you wouldn't want to leave home without.
"From Dusk til Dawn, I'll never stop searching for what lies beyond the leaf~"
Name Turel Valsyar
Age 28
Gender Male
Appearance Turel is a tall young man, standing at around 6'1''. He is fair skinned with slightly spiky white hair, and his eyes are of an almost crimson hue. While he's no bronze god, he has a shapely body sculpted from his combat training. A man who wants to enjoy life to the fullest, he is often seen with a smirk on his face.
Personality Many would describe Turel as a reckless thrill seeker; someone blinded by whimsical fantasy who spends too much time chasing fairytales. However, his youthful vigor belies an intelligent man whose desire to learn lends him a deep appreciation for the mysteries surrounding the world. Perhaps due to his skill and experience, there is a quiet confidence in every endeavor he undergoes, overlaid by his seemingly brazen demeanor. Also as a tinkerer, he is a problem solver who approaches situations methodically and with conscientious actions.
Brief Backstory Turel was born in the shining city of Albion, as such he naturally had heavy exposure to magitech and sorcerous academia. Having proven even in his developing years that he had a natural aptitude for magic, he was selected to be enlisted in the Alhein military force. After passing multiple training regimens and magical aptitude tests, he was soon cleared as an active officer and assigned to a commando unit. The unit specialized in surveying unexplored territories ravaged by The Cataclysm and searching for rare artifacts, and due to the valor he displayed Turel quickly made a name for himself: The Twilight Seeker.
While he felt pride in the work he and his unit accomplished, he couldn’t help but feel that something was missing in his life. As it seemed that the Alhein organization’s top brass were often praised for the efforts of the foot soldiers, Turel began to develop a sense of emptiness and began to question what he really wanted out of this life. In his time of service, he was also exposed to the mixed feelings other territories held for Alhein, which further sowed his doubt. Eventually, after six years of dutiful service he ultimately resigned his station and even left Albion behind him.
Since then, he has become a freelance artifact hunter. As opposed to selling his soul to a cause for someone else’s benefit, he has found meaning in the freedom of his new life. To sustain himself he also runs a magictech repair gig where he also sells device parts and basic blueprints.
Skills Thanks to his military training, Turel has become quite the combatant. Adept with the two-sword style, he wields blades with terrifying precision. In addition, he is trained in a martial arts style that resembles Tae Kwon Do, Wing Chun, and Shaolin Kung Fu. He’s also quite the handyman, being very familiar with magitech gear and knowing how to fix devices with but a short glance.
Abilities The name ‘Twilight Seeker’ isn’t just for face, Turel earned the name due to his sorcery. Perhaps due to the effect of the Cataclysm, he has the ability to utilize Twilight magic. It is a unique energy that has the properties of both light and shadow, usually manifesting itself with a deep vermillion hue. He can use this energy to obscure vision, shoot out projectiles, and cloak his weapons and fists in it for an added boost.
Equipment
- A magitech weapon of Turel's own personal design, it is a double sided sword with a black handle and red underlying the bottom of the blades. The blade can be thrown like a boomerang and will always come back to the hands of the wielder unless otherwise inhibited. The handle can also be split, allowing the user to make use of a sword in each hand. The metal used to forge the swords can also easily channel energy, allowing the wielder to shoot out and deflect projectiles.
Duffle Bag - A mid size bag that Turel always keeps on him. It houses his toolset along with some essential items and other knickknacks he’s collected in his travels.
Dog Tag - While he decided to ultimately leave the service, he still looks back fondly on memories of his comrades. It isn't a good idea to mess around with this trinket.
Well-built and 5’9, Oribara’s got an aggressive look to him, from his dynamically bold eyebrows to his blade-sharp tattoos. His complexion is a tanned olive, and his ears are pierced, filled with whatever metal accessories he feels like for the day. There is certainly an aesthetic that he prescribes towards, one that’s as visually loud as he’s verbally loud, and Oribara makes no attempt to hide his disdain for anything that cramps his style. Power Armor? PPEs? Weather-appropriate clothing? Fine suits? Fuck that noise, brother. Muscle training makes up for not having to stuff yourself into those metal coffins, that’s for sure, and if you can’t shrug off a bullet or a dozen, you were never cut out for artifact hunting to begin with.
Personality There is no universe where Oribara Senjoushi has an inside voice. Loud and brash, he adheres to the idea that stealth is optimal, but optimal never happens. As such, when delving through the ancient ruins of the previous era, Oribara is loud as fuck for the sole purpose of sussing out any creatures that might be hostile to others. He’s a failure as a Trailblazer if he doesn’t identify what living threats there are in the environment, after all! That sort of audacious loud-mouthedness pervades into every other bit of his life as well, and for all his skill in his work, there’s no question about it: the dude’s a goddamn idiot whose willing to run his mouth about anything towards anyone, and has absolutely no sense of shame or tact either. There’s no tricks and no gimmicks behind Oribara’s words, just a brutal honesty that often backfires due to his inherent social stupidity. He always has words to say, after all, but his hot-headedness means that the words he says may not always be the right ones.
There is also no universe, however, where Oribara will break his promises or leave his comrades to die. He’s a hot-headed idiot, and that same idiocy means that he’s not ever going to believe in that cynical shittalk about things being impossible. Fuck that noise, that’s not how he rides! No one gets to die on Oribara’s watch, especially if they’re a couple days from retirement or promised to confess to their loved ones after the expedition. After all, in a world like this, where it’s a miracle already to make it to adolescence, every life is worth the blood shed to save it.
Brief Backstory To get to where he is now, Oribara started at an early age.
Even in his earliest memories, he was a scavenger, rummaging through the rotten underbelly of Mai-Tao, slipping in through pipes and plunging into steaming tunnels to strip copper wiring for reselling on the black market. It was dangerous and worthless work, but it was the work that urchins could afford.
Oribara got lucky though.
He ended up getting scouted, and his job became dangerous but worthwhile. It took time, of course. It was painful too. Hurt his head to learn how to read and do math. Sometimes, he wondered if it was only on a whim that he, and no one else, was picked up and put through this. People he knew continued to die, continued to disappear. Sometimes, he’d come across their bodies. Sometimes, just their bones. There wasn’t too much of a difference, the slums of Mai-Tao and the domains of the artifacts. Both lethal. Both lawless.
No. There was a difference.
Oribara was alive in the latter, and dead in the former.
So no matter what he endured, no matter how hard he studied and worked, it was worth it, so long as he could keep venturing into these places, so long as he could do something to affect the lives of others who wanted so fervently to live.
At fifteen years of age, covered in blood and bruises, cradling three cracked ribs and a broken arm, Oribara realized that he wasn’t panting, but laughing.
He never looked back from there.
Only surrounded by unknowns did torchlight burn so bright.
“If you suck balls at magic, then just train to make up for it, dipshit.” Those were the words that Oribara’s teacher drilled into his skull, and such words had become a mantra for the rest of his life. Magic allowed one to grow stronger, yes, and artifacts offered ways of becoming stronger too, but if you were a brick-headed dumbass like Oribara, there was only one way to advance. So that’s exactly what he did, and exactly what he got.
Skateboarding Jesus Oribara likes skateboarding. He likes it so much that he skateboards whenever possible, and after skateboarding enough, he’s gained an incomprehensible amount of ability in skateboarding, to the extent that he can traverse through the cataclysm-wrecked lands that artifacts could be found…while on his skateboard. It’s truly a mind-boggling sight, seeing all the tricks he can pull.
Graffiting Vandal You can’t be a Trailblazer without knowing how to use a spray can, after all. Oribara knows all the common symbols for denoting danger and rest points, and has a fairly elaborate tag as well.
Bodacious Beefcake Oribara works out. He works out a lot. He works out so much that he’s attained superhuman capabilities through it. All his physical attributes could be considered impressive, but his strength is especially so, and if he gets his hands on you? His fists can definitely do more damage than the double shotguns he holsters on his belt.
Guns n Shit Oribara’s got basic training with the shotguns he has, and can load them pretty smoothly even while he’s doing a 720 kickflip. Just don’t ask him to aim. There’s a good reason why he mains shotguns.
His Real Guns Punk as he is, Oribara always prefers to brawl rather than shoot, and his fists hit like a truck when he gets going. He’s ultimately untrained in any form of combat though, and gets by with sheer power of mind and body rather than any techniques.
Trailblazing Trailblazer As it comes with the job title, Oribara’s proficient and experienced in travelling into unmarked territory and drawing down maps. It’s pretty boring though, so he usually ends up just tagging, rather than mapping.
I Am The Ambulance Weirdly enough, Oribara’s very enthusiastic about learning medicine and such, due in part to the fact that no one gets to die on his watch. He’s a well-trained field medic, and can do some fairly complex procedures in the heat of battle, which has been a life-saver for many of the people who he’s helped within the distorted realms of the post-cataclysm.
Though the run-and-gun comes naturally to him, and his style of being a skateboarding explorer of unknowns makes him well-known, Oribara’s true passion really is that of a healer. It may juxtapose with his combative nature, but perhaps it makes sense as well. After all, what monster requires more fighting spirit to face, than the immortal sceptre of Death itself?
Equipment: Skateboard, shotguns, spray cans, medkits, cartography tools, and travelling essentials. Being built as he is means that Oribara can carry a fair amount, and he takes advantage of that fact. No one knows how long it’d take to tag new locations, after all.
Faction: The Gatecrashers of Hell (colloquially known as the Trailblazers)
Personality: Imarui is an endlessly inquisitive young girl who seems to largely possess little in the way of fear. This isn't to say she is completely lacking in caution, as even a young artifact hunter will quickly come to understand you need to be at least somewhat cautious at the potential expense of their own life, but her ability to ignore her own fear and press onwards is what fuels her ability to explore. Indeed, Imarui has a reputation among the children of Hensia for being the first among them to go exploring any new and exciting locations found around the settlement. An enthusiastic and cheerful child, in spite of her lack of a family Imarui has a bright and friendly outward approach to others, and is quite eager to meet hunters and all kinds of other people from outside of her hometown. That being said, this sunny disposition is not the sum total of her character. Her curiosity and boundless desire to explore is born in part from her desire to learn about her family. She is also deeply protective of her necklace, given that it is the only thing she has from her family, and thus is quite unwilling to share its secret. Deep down, Imarui feels some jealousy towards those who have gotten to grow up with their families, even if she tries not to show it. When upset, she is prone to recklessness, forgetting her own sense of caution and trying to explore to cheer herself up. Willing to do anything to learn more about her family, there's no doubt Imarui would be swift to follow even the slightest potential trace of them.
Brief Backstory: Imarui arrived at the Hensia orphanage courteously of what can only be presumed to be her mother. A beautiful, almost ethereal woman who had appeared as an artifact hunter from Navra suddenly dropped off a bundle at their doorstep, and departed just as quickly as she seemed to appear. On investigation, the bundle was a newborn baby, with a note attached to her blanket simply reading "Please take care of Imarui" and a necklace with a blue gemstone inlaid in it. It was here she was raised, and came to be a part of Hensia's young artifact hunters. Located near an old city with an almost infinite number of deep tunnels beneath it, Hensia's population is distinct in its high number of artifact hunters. It also has some of the youngest artifact hunters, in spite of the danger inherent in the profession. Artifact hunting is viewed with considerable reverence in Hensia, and therefore in spite of the danger and her young age a combination of this reverence and Imarui's own adventurous nature spurred her to throw herself into it. Besides, if her mother was an artifact hunter, maybe she could learn more about her by doing it herself? It was quite quickly that Imarui discovered the properties of her necklace. That it could detect artifacts and guide her to them. Amazed by this, but fearful that it would be classed as an artifact and taken away from her if she told anyone, Imarui has kept it a secret ever since she first learned about it. Not only is it her only link to her mother, but perhaps it will let her discover something that could lead her to learn more...
Skills: Imarui has a high level of energy and is good at climbing and squeezing into small spaces. She is also fairly knowledgeable about local flora and fauna around Hensia, as any artifact hunter in the area should be to avoid tragic circumstances. She's capable at running and hiding, but her only self-defense abilities beyond that are knowing how to stab things with her small knife.
Abilities: Imarui is an ordinary ten-year-old girl in capabilities. She does not know magic nor does she possess any supernatural strength in any way.
Equipment: Imarui carries with her a back full of basic supplies for an artifact hunter. Food, water, a few small knives and excavation tools, and flares. She also carries her Hensia Artifact Hunter's League badge. Most important, however, is her necklace. Not only is it the only thing connecting her to her family, but it is also an artifact in itself. A strange type, nameless as it was never registered with the auction house, it seems to function only by detecting other artifacts and guiding the user to them with a shaft of light. This is the only ability Imarui knows it has.
Faction: Hensia Artifact Hunter's League, the guild which all local hunters work out of.