“This’ll make a most enthralling tale, don’t you think?”
Full Name: Amelie Laurier Gender: Female Age: 20 Height: 5’7” (170 cm) Weight: 112 lbs (51 kg)
History: Born the third child of a former high-ranking banker, in an eastern village not even worth naming, Amelie would have despised her circumstances if she was capable of such an alarming emotion. Life was about as exciting as a sleepy town of 300 could be and while she loved her family and neighbours, the distant horizons and prospects of adventure were always calling. But the duty to her family remained. She whiled away the days peacefully. As her siblings pursued magical studies, Amelie learnt to read from her father and worked the lands with her mother.
Then her socks were stolen.
The culprit was a vengeful forest spirit at worst, and a ratchety, old vagrant at best. The truth was neither. It didn't take long to catch the thief red-handed: a strange girl with a strong gaze and even stronger odor. Eager to investigate this extraordinary occurence, Amelie began a dialogue of sorts, leaving food and provisions on the windowsill to find them replaced with small animal carvings later. This trade system was the beginning of a friendship that would transform the village girl's humdrum life.
Amelie's bags were packed before the Emperor's messenger had even finished speaking. Though the decree that they were to become warriors was daunting, this was their destiny. Their horizons were going to expand more than they could possibly imagine.
Brief Personality: Frequently described by fellow villagers as an all-around pleasure to be with, Amelie's positive disposition is likely the most distinct aspect you'll find upon first meeting. Polite even when she doesn't need to be, helping wherever she can, it is clear that the girl was raised to be a model citizen.
She possesses a naturally curious mind, one that may sometimes be too inquisitive for her own good. Poor intelligence isn't her vice here, rather it is ignorance and the naivety borne from that. Due to sheer inexperience, Amelie has a habit of seeing things the way she wants to see them, often assuming the best of people even when past encounters suggest otherwise. The tales she's devoured in her books has led her to romanticise the regions outside of Balwyn whilst underestimating the extent of the threats that loom outside the borders.
Emotional Bond: Friendship and unending adoration. What had begun as a mere distraction, a source of fascination and amusement, became a genuine connection over a very short time on Amelie's end. Wren was an adventure in a backwater town, an escape from the monotony of village life. However, it became apparent that the forest-dweller was more than just a storybook legend. She was a girl just like any other, lonely and strange and human. Following a particular adventure in the Balwyn Forests, Amelie became determined to stay by her friend's side, no matter what.
Despite the development in the relationship and occasional misplacement of Wren's ego, Amelie's exuberant admiration for the girl is still very genuine. Even with the passing of many years, the village girl is still fascinated by Wren's crafts and lifestyle, always waiting to see what intriguing thing her friend will do next.
Partner: Wren
Fighting Style: Swing and hit. That's all there is to it, right?
Amelie may be the farthest thing from a soldier as a person can get. In the chaos of a warzone, the best way to cope is to keep things simple and set herself clear objectives and parameters. Hit this, move here, shield them. She moves with a sense of clarity, as if the magic is guiding her actions instead of the other way around. Her unfamiliarity with her new abilities will most likely make it difficult for her to gauge her own strength, resulting in rather destructive incidents.
Equipment: - The standard luggage and provisions. - Handmade bracelet from Wren. - A small sack of Wren’s animal carvings. She didn’t have the heart to leave them behind. - Her emergency coin purse. - A hunting knife she bought as an afterthought.
Weaknesses: Inexperience and the subsequent lack of situational awareness that comes with it. As a simple village girl, for now she lacks the physical strength to wield a war hammer to its full potential. Amelie is easily distracted and will most likely be more focused on Wren instead of other important factors in battle. Dirty tactics will incapacitate and outsmart her if she has not encountered them before. Extended use of her Celestial Gear will take a toll on her ability to defer to others.
When the time comes to take a human life, Amelie's human empathy may cause her to hesitate in potentially fatal situations. The limb, however, is a whole different matter...
Name: Daphne
Type: War Hammer
Function: Dendroo - Amelie's right arm mutates into a gargantuan, multi-jointed, oak tree-esque appendage. The wood is gnarled, writhing and roped with leafy vines. The reformed limb is about as wide as she and is triple her height though Amelie seems unaffected by its mass, being able to swing it around with ease. At its 'base', the growth's roots embed itself into its wielder's side, covering about a third of her chest and jaw. The transformation process takes 10 seconds as her arm undergoes a rather grisly mutation. She can maintain this form for a maximum of 30 minutes and requires an hour-long rest period between each use.
As it currently lacks fingers or digits of any kind, Amelie's primary use for it at the moment is to use the immense strength that comes with the limb and bash it into whatever needs to be bashed. Its size also provides defensive properties, being able to act as a makeshift shield for Amelie and others. However, the wood is about as sturdy as standard hardwood and can indeed be broken under duress. Mobility is also another factor granted by the new arm, though a slight fear of heights makes Amelie hesitant to try this ability.
The limb does have its drawbacks. Opponents with the advantage of speed or even close range will find that the sheer bulk of the limb will make it difficult for Amelie to defend herself. Furthermore, Amelie's main body will be all but paralysed. Extreme strength and mobility in her magical arm comes at the cost of being able to properly move what remains of her human body.
Another drawback that is unknown to even Amelie is that her mental perception of herself as a human fades steadily with use, though its effects seem to revert as soon as she dissipates her Celestial Gear.
Likes: Fresh fruit, Wren’s crafts, the unknown. Dislikes: Tight shoes, tight dresses, cured meat. Hobbies: Reading, drawing, wandering through the woods, looking through Wren’s belongings, subsequently getting scolded by Wren.
Other: - Can't whistle. - Very good with dogs for some reason. - Sings better than Wren but neither of them will admit it. - Has a barely noticeable Rochean accent.
Name: Akihito Irimi (彰人 入り身) Age: 17 Gender: Male Arcana: Moon Equipment: Backpack with school supplies, sketchbook, knuckledusters (flashy enough to scare away any potential threats)
Skills: Conflict resolution, fighting dirty, above average reflexes, artistic ability gained from years of practice
Appearance: Nice enough face to pass as good-looking, an endearing bed head he doesn’t bother styling before school, prefers loose baggy clothes with sleeves just a tad too long as they enhance his carefree image (and hide his toned body). A young man of average height, with a frame that, upon first glance, does not look built for fighting.
Personality: Akihito is a fairly pleasant fellow and well liked by those who know him. His laidback and gullible seeming façade hides a cunning schemer. Akihito would rather talk himself out of a situation than engage in physical conflict, but if worst comes to worst he has no qualms about using every single dishonourable tactic in the book (yes, he actually has a collection of dirty fighting strategies, complete with cheesy overextended titles). If pushed too far, Aki will display a desperation and intensity that would surprise even the cruelest of foes. Incredibly loyal to friends and family, his devious psyche stems from his fear of losing everything and everyone he loves. Even his seemingly breezy temperament and art skills are just a ploy to fit in at school. Despite all this, Akihito is still just a teenager who wants a decent life and genuinely cares for his friends. Just make sure not to get on his bad side.
Biography: Born the youngest of four, Akihito had already had his fair share of the “survival of the fittest” mentality before misfortune befell his family. His father was laid off from his office job when Aki was nine, which forced the Irimi clan to move to the shadier side of Shikatsu. A pacifist at heart, he was not fit for the more hands-on children at his new school and would often return home with torn books and a bruised face. His high school aged sister finally had enough of this and decided to help him put that big brain of his to use. He learnt to outwit the bullies and embarrassed them enough to leave him alone. Unfortunately he had not learnt to shut his mouth and soon his various observations about classmates and curt wit would have him ostracized. By the time middle school came around, he was determined to correct this. Armed with a carefree smile and a cute jumper he borrowed from his sister, Aki soon became a well known figure around the school, adored by his teachers, the girls, but unfortunately not the jealous boys. Aki would have to learn to fight efficiently and in a way that would preserve his image. And so the present Akihito Irimi emerged.
Persona Name: Metis Appearance: A regal looking purple humanoid crowned with a golden helm and cloak. She is armed with a halberd. Traits: -Reflects: None -Absorbs: Wind -Void: None -Resist: Force -Weak: Fire Abilities: Cruel Attack, Garu
Relationship Status: Single. Recently broke up with a long-term girlfriend. Do NOT talk about it in front of her.
Group: White Tigers
Occupation: None, she just moved here like a week ago
Room Number: Rooms will be assigned, when all characters are approved
- A common sighting of Jae Yeong around town
In Depth Appearance: Long side-swept hair that varies between shades of black and brown, depending on if she remembers to re-dye it. A generally cute face with a button nose and cheerful double-lidded eyes, which is a poor indicator for her brusque personality. Can usually be found with a dozy content smile on her face, though that has been rare ever since the break-up. Now that smile is replaced with an unimpressed-looking stare. More tanned than other Korean girls due to the amount of time she spends outdoors. Toned body, especially her legs. Has a vertical scar on her right temple from a hockey game. The scar is usually hidden by her side fringe.
Jae Yeong doesn’t put much effort or money into her appearance but still barely passes as “not unfashionable”. Wears clothes that are easy to move around in, usually light-coloured jeans, sneakers, a simple loose t-shirt and light jacket. Doesn’t own much clothing and has one particular jacket she seems to prefer.
Habits | Oddities | Quirks: Flips phone when bored Squints and looks angry when answering questions Generally avoids eye contact (she’s working on fixing this)
Hobbies: Field Hockey Bike-riding Exploring the town Playing guitar
Secrets: Her mother’s past affair Her past relationship
Likes: The sound of string instruments Walking around during a quiet night Cool breezes Sour foods Eating in general Fried chicken Skittles Animated movies Well-coordinated dance videos
Dislikes: Liars, hypocrites, cheaters, etc. Spicy food EDM Sappy romance movies or novels Idiots Dogs Cloudy days
Fears: Getting murdered while walking through town in the middle of the night Not being enough for the people she loves
Personality:
Positive Traits Loyalty Jae Young doesn’t give respect until the person has proven deserving of it. But when she does approve of a person, her loyalty is astounding. If someone is deemed worthy of it, she will support them with everything she’s got. But unless you handle her well, she won’t be very cooperative. Laidback Prefers to take the easiest path to her goal. Almost never stressed about anything. Excels in school Having few friends means lots of spare time. Attends a cram school but is also naturally intelligent. Always thinks things through logically.
Negative Traits Brutal honesty From the outset, Jae Yeong is a blunt person. She states the facts as she sees them but doesn’t go out of her way to disparage someone, though she often accidentally makes scathing remarks that alienate people. She prefers reason over emotion as a way of figuring things out and can easily logically disarm most people in an argument. Most people see her as condescending because of her curt manner and detached wit. She doesn’t mind though, “different strokes for different folks” as she likes to say. General abrasiveness Mentioned earlier, Jae Young doesn’t really care what people think of her and treats people’s feelings recklessly because of this. Would never go out of her way to intentionally hurt someone though. This aspect doesn’t ever change, even if she is close with someone.
Place of Origin: Gwangju, South Jeolla Province
History: Jae Yeong’s parents worked at a prominent aircraft engineering company that sustains their fairly comfortable upper middle class lifestyle. The Ans raised their daughter with a loving and carefree attitude, so it’s a bit of a mystery where Jae Yeong’s current blunt personality originated. When not exploring the town on her bike, she was perusing the contents of her father’s bookshelf, which mostly consisted of scientific journals and books on mechanical engineering. At first she only read them to admire the pictures, but as she got older she managed to grasp the language and key ideas.
Began attending a cram school at the age of 13, where she met a cheerful girl who would eventually become her best friend and after a few years, her girlfriend. It was the happiest Jae Yeong ever remembered being. It was also around this time where her academic prowess became apparent and her father received a major promotion at the company. However, this meant that he needed to go on many business trips and work at later hours. While her father was away Jae Yeong discovered her mother’s affair. She secluded herself for a long time, becoming hostile and lashing out at anyone who would try to approach her. Eventually she came out of this state by angrily confronting her mother. The two were able to talk it out and have a repaired, albeit tense, relationship. Her father remains unaware of what transpired to this day.
Jae Yeong An received the news that her family would have to relocate to Seoul for the company two months ago. Though initially iffy about the idea, in the end she decided to leave. She optimistically approached her girlfriend with the proposition of a long-distance relationship. Her girlfriend then revealed that she had been cheating on Jae Yeong for several months now and was thankful for the reason to end their relationship. Rough stuff. Jae Yeong was left bitter and heartbroken and has decided to spend her senior year at Sevit Academy to bury her feelings in schoolwork.
Jennifer An
"No thanks." 17 + Female + Demisexual
BASICS
F U L L N A M E Jae Yeong "Jennifer" An
A G E 17, born January 24
G E N D E R Female
B I R T H P L A C E Washington DC
- A common sighting of Jen around town
MORE INFO
A P P E A R A N C E Long side-swept hair that varies between shades of black and brown, depending on if she remembers to re-dye it. A generally cute face with a button nose and cheerful double-lidded eyes, which is a poor indicator for her brusque personality. Can usually be found with a dozy content smile on her face, though that has been rare ever since the break-up. Now that smile is replaced with an unimpressed-looking stare. Considerably tanned due to the amount of time she spends outdoors. Toned body, especially her legs.
S C A R S / T A T T O O S / P I E R C I N G S Has a vertical scar on her right temple from a hockey game. The scar is usually hidden by her side fringe.
C L O T H I N G S T Y L E Doesn’t put much effort or money into her appearance but still barely passes as “not unfashionable”. Wears clothes that are easy to move around in, usually light-coloured jeans, sneakers, a simple loose t-shirt and light jacket. Doesn’t own much clothing and has one particular jacket she seems to prefer.
THE REAL PERSONAL DEETS
S E X U A L I T Y Demisexual
R E L A T I O N S H I P S T A T U S Single. Recently broke up with a long-term girlfriend. Do NOT talk about it in front of her.
P E R S O N A L I T Y From the outset, Jen is a blunt person. She states the facts as she sees them but doesn’t go out of her way to disparage someone, though she often accidentally makes scathing remarks that alienate people. She prefers reason over emotion as a way of figuring things out and can easily logically disarm most people in an argument. Most people see her as condescending because of her curt manner and detached wit. She doesn’t mind though, “different strokes for different folks” as she likes to say. Jen doesn’t give respect until the person has proven deserving of it. But when she does approve of a person, her loyalty is astounding. If someone is deemed worthy of it, she will support them with everything she’s got. But unless you handle her well, she won’t be very cooperative. Quite lazy at times. Prefers to take the easiest path to her goal. Almost never stressed about anything.
L I K E S The sound of string instruments Walking around during a quiet night Cool breezes Sour foods Fried chicken Skittles Hockey Well-coordinated dance videos
D I S L I K E S Liars, hypocrites, cheaters, etc. Spicy food EDM Sappy romance movies or novels Idiots Cloudy days
STORY TIME
H I S T O R Y Jen’s parents, second generation immigrants, work at a prominent aircraft engineering company that sustains their fairly comfortable upper middle class lifestyle. The Ans raised their daughter with a loving and carefree attitude, so it’s a bit of a mystery where Jens current blunt personality originated. When not exploring the town on her bike, she was practising hockey and piano, or messing around with friends.
At the age of 13, her prowess in hockey became apparent and her father received a major promotion at the company. However, this meant that he needed to go on many business trips and work at later hours. While her father was away Jen discovered her mother’s affair. She secluded herself for a long time, becoming hostile and lashing out at anyone who would try to approach her. Eventually she came out of this state by angrily confronting her mother. The two were able to talk it out and have a repaired, albeit tense, relationship. Her father remains unaware of what transpired to this day.
Jen received the news that her family would have to relocate to Pennsylvania for the company a year later. She wasn't too fussed about it. There were a lot of hockey scholarships there after all. She met her girlfriend at a party and they hit it off pretty well. Until eight months into the relationship, she started cheating on Jen. That part didn't go so well.
6 feet tall, slightly muscular. Perpetually grazed knees and a permanent scar above his right eyebrow from when he fell out a tree. Multiple little scars on his arms and legs. Callused hands. Currently has his fractured left wrist in a cast. Hair is perpetually upright, until he becomes Skleros.
Backstory: Raised in the inner suburbs of Chicago, Aaron was always getting into all sorts of trouble. Whether he was riding his bike into the bay or jumping from the garage roof and onto the trampoline “for science”, injuries and sheepishly delivered excuses were commonplace from the young boy. Aaron’s desire for knowledge had him try different hobbies such as fishing, knitting, guitar, and countless others. His fathers were wealthy enough to support whatever hobby he’d have at the time and cover whatever medical expenses that would arise from Aaron’s adventures. At the age of 14, Aaron was diagnosed with dyslexia. It took a while for adults to notice because of his personality; they’d assumed that he was putting off homework so that he could spend more time on whatever occupied his interest at the time. He was the class clown, people didn’t pay attention to his grades. He preferred not to talk about it to anyone. Recently, Aaron and his family has moved to Washington DC due to work. Aaron is eager to explore this new area and discover more about his Miraculous powers.
Personality: Aaron is an excitable young man that follows whatever manages to capture his curiosity for the time being. Joyful and friendly, with a smile as blinding as a spotlight, it’s common for people to be either put off or attracted to his boisterous demeanour. Aaron is affable and polite at first meetings but struggles to create meaningful relationships with potential friends. His loyalty is difficult to earn. Aaron doesn’t like opening up, and the people he’s met so far are fine with just the optimistic surface of his personality. Despite himself, Aaron is insecure about his intelligence, due to his dyslexia. A by-product of Aaron’s curiosity is that he has a bit of a daredevil streak in him, which leads to quite a few injuries such as his currently fractured left wrist.
Hero- Name: Skleros (Greek for “hard”) Appearance: A brown and grey suit. The front side of the suit is grey while the back is brown. Most of his back is covered with armor plates that are a different shade of brown with silver highlights. The suit has a silver belt with a buckle in the shape of an armadillo head. For a mask, Skleros has a brown visor that obscures his eyes. The visor has little ears on the side as ornaments. As Skleros, Aaron’s usually vertical hair is slicked back. (I’ll probably draw up the suit if this gets accepted) Miraculous: A ketoh (Navajo bracelet). The ketoh is a leather strap adorned with an ornamented silver slate with the Armadillo Miraculous in the centre. The Miraculous has scale pattern that eventually loses parts of the pattern as time gets depleted. Hero Personality: As Skleros, Aaron projects an image of how he believes a superhero should act, confident and brave. He seeks to be an inspiration to the people he's protecting. Thanks to the practical knowledge and trivia he has gained from his civilian life, Skleros appears to be very intelligent. However, there will probably be times when the guise slips and his more goofy nature is revealed
Powers: Active Power: Armor Up – The plates on Skleros’ suit grow to completely cover him. In this form, Skleros has enhanced durability and strength and grows to twice his height, making him the undeniable tank of the team. This transformation doesn't last long though. This form allows him to utilise the most famous of armadillo characteristics; rolling into an impenetrable ball and pummelling into anything that calls for it. Passive Powers: Seismic sense/heightened danger instincts - Skleros can feel vibrations through the ground and has heightened reflexes, even when compared to other Miraculous users. This allows him to detect danger if it comes too close. Improved water mobility - Skleros can hold his breath for a time of around four minutes. He can also float a lot better than the average human. Keen sense of smell - Self explanatory Indestructible back armour - Self explanatory Scurry - Skleros has a small burst of speed that lasts about two seconds. Usually used to dodge large attacks or traverse short distances. Leaves him quite breathless afterwards.
Weapon: A pair of bulky gauntlets made up of armadillo-like plates. Roughly the shape and size of boxing gloves. Has slight protrusions from the knuckles to assist with digging or climbing to a limited extent. If the material is too hard and Skleros cannot plunge his claws into it, then he can't dig or climb.
Kwami- Name: Arrlo Appearance: A small grey humanoid with a large head. Has a small snout and a single plate on the top of his head that goes halfway down the snout and slightly obscures his purple eyes. Has normal feet but little claws instead of hands. There are a few brown armadillo plates on his back. Personality: A nervous but intelligent individual that prefers to take time analysing a situation before jumping in (complete opposite of Aaron). Speaks in a very formal manner and is always willing to help, so long as you don’t put him in too much danger. Favorite Food: Popcorn
Name: Uriel Atticus Age: 17, born March 26, 1998 Gender: Male Sexuality: Pansexual
History: Rich, handsome and smart, Uriel was born with it all. His parents were extremely doting; Uriel got whatever he wanted as an apology for their constant absences in his life. He grew up in the lap of luxury but rather than becoming snobbish, he was eager to share his wealth with his peers. Constantly breezing through life thanks to his natural gifts was too boring. The first occurrence of his power was during a particularly difficult math test. He was concentrating more than usual and didn’t notice how everyone else in the room was quite uncomfortable and struggling through their own tests. Afterwards, his classmates complained about their headaches during the test period. One girl even threw up. Uriel was completely fine though. However, Uriel was unable to put two and two together and is still unaware of his abilities. As for how he was kidnapped…some clearly suspicious individuals in suits and sunglasses were standing around in town. Uriel went up to say “Heya” and offer directions (they seemed to be looking for something). They seemed pretty alarmed for some reason ("Aw come on guys, I don't bite!"). He offered to ride shotgun in the black jeep with blacked out windows ("Woah, snazzy car!") and lead them wherever they needed to go. He never saw the syringe coming.
Power: Pain manipulation - Uriel’s ability allows him to manipulate the biology of living things to trigger exaggerated responses to damaging stimuli. The effect of his ability varies on the person’s mental fortitude and pain threshold. His maximum radius of effect is unknown for now. There must be a trigger at first for his ability to work. For example, if someone is drinking a slushie, Uriel can make them have a brainfreeze. If someone gets shoved, Uriel can make the area shoved feel like a bullet has hit them. Whether he’s manipulating nocireceptors or the somatosensory cortex is unknown. Currently, the most that he can do is trigger minor headaches within a small radius of about five meters. He is unaware of his power and can use it involuntarily.
Personality: A magnificently generous and loving individual…is what Uriel sees himself as. While not entirely untrue, Uriel’s bloated ego and flamboyant personality leaves something to be desired when it comes to his altruism. His entire mindset revolves around “noblesse oblige”. Uriel really is a decent fellow but the execution of his good intentions can be quite grating to some and has landed him in trouble more than a few times. He sees himself as a handyman of sorts; if you’ve got a problem he’ll find a solution, don’t worry about the means or costs or nothin’. Because of his varied experiences and no lack of resources, Uriel has picked up a few skills ranging from carpentry to acting to basic skill levels in several instruments. While being quite academically intelligent (he can get above average grades without even studying), when it comes to people Uriel is pretty gullible. He always tries to see the best in people. This, when paired with his eagerness to help, makes him very easy to persuade or take advantage of. Fortunately, his friends are usually there to fend off people with questionable intentions. Uriel appears quite charismatic to those who do not know him well. His confidence and friendly personality makes it easy for him to persuade and befriend. Those who have known him for longer than a month think of him as a well-intentioned dork and exasperatedly put up with his many escapades. His way of speaking is quite poetic and dramatic. He has a tendency to go off on a tangent and make long monologues.
Full Name: Amanda Szilard, nee Loch Alias: Her call sign during her service in RedWatch was “Salamander” Age: 48 Gender: Female
Occupation: Former operative in RedWatch’s Rapid Response Team, currently the owner and manager of “Loch and Key”, a popular dockside bar in Hidden Narrows.
Personality: No one in their right mind would call Amanda a “people person”, but hey, she tries. Blunt and very quick to point out the flaws in basically everything, Mandy is pretty fun to talk to once you get to know her. If she likes you long enough, that is. The irascible bar-owner is quick to make assumptions and even quicker to kick you out of her family establishment if you even do so much as drop a plate. Mandy is quite the problem solver and is always quick to take action, both skills that she acquired during her time as a RedWatch officer. Has great faith in the law enforcement agency.
Biography: Born and raised in Greenfield to a Scottish family. Was an above average student, her natural athleticism made her enlist into RedWatch. Was hailed as a military genius. Her hard work eventually landed her into the Rapid Response Team, where she would meet her future husband. She relished the excitement and often spearheaded operations during RedWatch’s anti-crime campaign in the 90s. Gained her nickname early into her career when she threw a suspect and herself into the bay after hauling him out of a burning Dock building. Honorably discharged from RedWatch in 2005 when her father died of liver cancer, leaving her to inherit the family business. Now spends her days tending the bar and regaling patrons with stories of her military career. Occasionally longs for the excitement she felt in RedWatch but is generally content with her current lifestyle.
Miscellaneous: Married to a currently active RedWatch officer, Maxwell Szilard, who briefly worked in the same squad as Amanda before her retirement. Chose with her husband to not have children. Still in possession of her Rapid Response Team uniform and several firearms, thanks to her husband. They remain unused at the bottom of her closet. Has a flaming salamander tattoo on her inner left forearm as a reminder of the good times in RedWatch
Height of 166cm Usually dresses in smart casual clothing Double pierced ears (though she abstains from wearing jewellery in the daytime) The kanji for “ice” (氷) tattooed on her right shoulder blade. She has no idea how, why or when it got there. Luckily the tattoo is usually concealed by her clothing.
Personality: During her sober state, Sakamori strives to be a responsible role model for her students. Most times, she seems like the straight-laced and no-nonsense type, though she is known to crack occasional small jokes with the students (unfortunately, it is rare to find anyone who actually laughs at her puns). Sakamori is firm but fair when it comes to her students. She is always willing to dispense wisdom for her pupils or stay behind to help with homework, which has gained her the respect of many of her colleagues and students.
However, when she is inebriated, Sakamori’s personality undergoes a Jekyll and Hyde-esque transformation. Her disciplined manner becomes polarised, and she becomes uncontrolled and impulsive. Drunk Sakamori (or “the other one” as Sakamori calls her) is always looking for a good time, provoking friends and foe alike into a fight or other usually unadvised escapades. The transformation to Drunk Sakamori can be attributed by a permanent goofy smile, a slight blush on her cheeks, and unbuttoned clothing. Due to the sheer embarrassment of her inebriated state Sakamori refuses to drink in the company of others, though what she does during her nights out is a whole ‘nother matter.
Skills: Qualified to teach Maths and Chemistry Trained in First Aid 4th Dan Aikido Practitioner Gardening (Faculty Adviser for the Gardening Club)
Equipment: Ritual Device – A thick silver bracelet inscribed with the phrase "deo Sucelo" and adorned with a small golden hammer charm. Bracelet is a bit hefty due to the machinery inside. As a result of her Pact with the Gallo-Roman deity, Sucellus, once Sakamori’s sobriety level passes from “tipsy” to “drunk”, the contracted god appears. Sucellus himself is quite mild and benevolent, contrary to what his association with alcohol would imply. He takes the form of a bearded middle aged man in a robe. Handbag – Sakamori-sensei’s handbag has been an enigma to the students of Otsuki Academy, so much so that they have dubbed it the “Cave of Wonders” and declared it the second of “The Seven Mysteries of Otsuki Academy”. The handbag itself is a standard brown tote with a distinctive Doraemon keychain that her niece had gifted her with during the summer, but it is the contents of the bag that intrigue the occupants of the Academy. Sakamori had been sighted to pull many mundane but out-of-place items from the bag. Attached below is an incomplete list of items in the bag that was confiscated during detention from some students who broke into the Staff Room: Tube of sunscreen (in the middle of winter?) Pack of tampons Second iPhone that refused to turn on Binoculars Hairbrush (suspiciously heavy) NES cartridge (label was too worn out to identify game) Empty mug (also suspiciously heavy) Walkman Painkillers/headache medicine Novelty Flask – Given as a present for her 30th birthday by the faculty, it is a green flask adorned with the statement, “According to chemistry, alcohol is a solution”. Sakamori enjoyed the joke and keeps the gift on her at all times.
Abilities: In simple terms, Sakamori’s Ritual Device gives her the ability to “exaggerate” things. If a hose is trickling water, Sakamori can boost the spray to the level of a broken fire hydrant. If there is a lit match, Sakamori can make it become a raging inferno, given that there is enough fuel to sustain its exaggerated form. Sakamori cannot boost the growth of organic matter or use her powers to heal people unless there is already an external magical force promoting the growth or healing. She can only boost things one at a time. This power makes her a very effective support fighter. The Ritual Device also gives her enhanced strength and speed, while changing her usual aikido fighting style to something reminiscent of the “Drunken Fist” style found in the sects of Chinese martial arts. Her erratic and unpredictable fighting style, partnered with her enhanced strength and speed, makes Sakamori a formidable opponent even without her Ritual Device’s primary ability. Whether or not this style is a product of Sucellus' powers or her own ability is up for debate.
Brief Backstory: Born to a family that owned one of the country’s oldest aikido dojos, Kuzunao Sakamori was raised by a family of discipline and honor. Kuzunao was taught the family practice at a young age as well as other traditional Japanese arts, though the latter has been long forgotten due to disuse. She was a kind and precocious child, quickly mastering aikido while also befriending the groundskeepers of her large home when her family was away at tournaments. Despite her many interests and talents, Sakamori decided to study to become a teacher. It was only during a college party when she discovered her unusually high alcohol tolerance, and the manifestation of her other self and Ritual Device at another college party later on in her first year. Sakamori has been teaching at Otsuki Academy for five years as of present. Despite her efforts to hide it, everyone knows the conditions of the Ritual Device and often light-heartedly tease her about it.
Credit to turtlequeen for the original image. [x] Thanks to @Baklava for the edit!
Credit to dreamxxdream for the original image. [x]
Thick, dark hair that gets tied up into a tight ponytail when he studies. Washes his hair frequently so it usually looks quite silky. After a horrific and messy incident during the Factory mission, Ernie shaved his head into a buzzcut. Facial features include sharp, hazel-brown eyes and usually a friendly grin on his face. Has quite a skinny frame.
Ernie generally favours practical but colourful pieces. His combat outfit consists of a loose singlet, cargo pants, work boots, and whatever he needs in order to hold his equipment such as a shoulder holster, utility belt, and backpack. Outside of combat, he wears a black puffer jacket over this.
In colder seasons his outfit is made up of sneakers, dark jeans, plain shirt and an eye-catchingly bright, bullky and expensive-looking parka. Wanting to test the upper limits of USARILN's budgets, he orders the priciest and brightest items he can get.
For the most part, Ernie is a polite and easy-going individual. His enthusiastic grin never leaves his face, whether he’s breezing through the USARILN hallways, chatting with his peers, or grinding a poor sap’s face into a wall. Always willing to crack a joke or do a quick favour for a pal, he is quite the affable buddy for those fortunate enough to get on his good side (not that it’s hard to do). He’s quick to laugh heartily and even quicker to lighten the mood, if he's not too caught up in his own shit. Though he is incredibly lacking in his studies, his general and practical knowledge is sufficient enough for him to take care of himself and others. He'll likely never understand calculus, but if you need to know five different ways of cleaning off bloodstains or how to cheat in Blackjack, then he's your guy.
His hobby of choice is household chores, particularly vacuuming and floor scrubbing. It’s a habit that he failed to outgrow after his stint with the Senators. Most people view him as the resident clean freak, and they wouldn’t be entirely wrong. Ernie would definitely prefer it if most things were spick and span. His mindset during his residence with the Senators could be boiled down to “Dirty = Bad”, a principle that still compels him to this day. He doesn’t really have any other pastimes besides cleaning and frequenting the designated Violent Release Zone. Never really had the time to develop any new hobbies. Don’t let that discourage you from asking him to shoot some hoops with you or whatever. He’s always open to spending time with people his age.
Ernie strives to meet his own needs as quickly and efficiently as possible, whether it be hunger, homework, or, unfortunately for others, his stigma. Ernie sates his Stigma quite a lot more frequently than most Aberrations, as his emotional weakness prevents him from being able to tolerate even the smallest hints of negative thoughts from his Stigma. His time in the Senators inspired a “concentrated violence” sort of mindset in him. He generally chooses a few targets to lash out at constantly, allowing him to spend the rest of his day in general bliss. His desensitised approach to violence and bullying displays an unnerving apathy bordering on sadism. Being somewhat perceptive, his methods of torment also include verbal taunts and insults.
Despite his jovial surface, it is an undeniable fact that Ernie is a bad person. His stunted empathy and utilitarian views on relationships beyond friendly acquaintances make him a cold-hearted person. When worse comes to worst, he will always value himself above others. This applies to both stigma sating and combat situations. When “forced” to perform destructive actions, he reassures himself by saying that it’s nothing personal to his victims. To an extent, that’s true. If it’s for his own wellbeing then he won’t give a damn about how anyone else feels.
ℍ 𝕚 𝕤 𝕥 𝕠 𝕣 𝕪 :
Though Ernie may spin many a yarn about his time in the Senators, in reality he wasn’t much more than a glorified errand boy. A small group found him rummaging through the dumpster behind a bar frequented by the Senators. Who knows what would have happened if they didn’t see his black X. He was nine years old at the time, still reeling from a destroyed home from one of the recent monster attacks.
They took him in and let him sleep in one of the supply closets at a minor hideout, initially as a joke. When they saw his desperate need to please them and earn his residency, they declared him as the resident boy butler and occasional bouncer. It wasn't ideal but he had everything he needed; a roof over his head, an outlet for releasing his Stigma, and even a few people he could call friends. Well, maybe not that last part. He probably could have, if he didn’t get arrested during a night out with the boys. As soon as the officers saw the black X on his throat, he was shipped off to the closest USARILN facility.
Life at USARILN West was definitely a few steps up from the supply closet but it lacked something crucial for Ernie. While it still provided opportunities to feed his Stigma, it was nowhere near as much as he did during his time before getting captured. It was the unruly behaviour following this realisation and his reluctance to participate fully in combat situations that landed his place on the USARILN East transfer.
𝕄 𝕒 𝕘 𝕚 𝕔 : Bungee
Ernie can fasten magical elastic "ropes" around targets and "leash" them to within a certain range of himself. They have to attack him to remove the effect, but the more damage he absorbs, the tighter the ropes get. Damage inflicted on Ernie while his magic is active is considerably lessened. For example if someone tries stab him while his power is active, it will not leave anything more injurious than a large bruise.A building could now collapse on him with negligible damage to Ernie. The maximum length of the rope at current is about 510 metres. If a large enough force is put on the rope then it can break apart, though it can't be cut by conventional methods. The rope has a lifespan of 1020 minutes and a cooldown time of 3 minutes between each use.
He is able to toggle between his standard rope and an 'auto-latch' ability with which he can automatically manifest a tight noose around any target in his range. For human targets the noose wraps around their necks, while for larger, non-human targets, it simply appears around an appendage. If he latches an inanimate object, the rope will manifest in a manner that grips the object properly. However, he is unable to move from his spot while his rope is on 'latch' mode. On the other hand, almost nothing can move him.
As a secondary ability, Ernie can “set" a glowing, golden sigil on a relatively flat surface. He can place his sigil on any surface as long as it is flat and has the necessary surface area for the circular rune (which has approximately the radius of a standard mack truck tire). As of now, Ernie can bind only one target at a time for 5 minutes with the secondary ability. He has a cooldown time of 3 minutes after each sigil. He needs to be within a 10 metre radius of the active sigils for them to continue binding their targets. He cannot use the sigil while the rope is active and like with the rope, with enough force the target can break free.
Ernie's rope now has a length of 10 metres. He is able to toggle between his standard rope and a new 'auto-latch' ability with which he can automatically manifest a tight noose around any target in his range. For human targets the noose wraps around their necks, while for larger, non-human targets, it simply appears around an appendage. If he latches an inanimate object, the rope will manifest in a manner that grips the object properly. However, he is unable to move from his spot while his rope is on 'latch' mode. On the other hand, almost nothing can move him. Durability while rope is active has increased to the point where he would be mostly unfazed by a building collapsing on him.
Rope now lasts 20 minutes. Cooldown remains the same.
When his rope and durability are active, Ernie emits a subtle, golden glow from his body.
𝔻 𝕣 𝕖 𝕒 𝕞 :
There was a field, eternally sunny and bright. Friends and family, people he knew and people he was yet to meet were here to picnic with him. They played games and sang songs while he smiled and ate on the checkered blue blanket. Sometimes he’d get up and join them. But he would always return to the blanket. He’d eat his fill then fall asleep with the gentle sunlight warming his content face. Then he would wake and eat and play again. He would never tire of it. Some of his companions would run into the forest. It was dark, unknown territory. They’d disappear for hours but Ernest never worried. He knew that no matter how long they went away, they would always return, to the blanket. To him. They would never leave him.
ℕ 𝕚 𝕘 𝕙 𝕥 𝕞 𝕒 𝕣 𝕖 :
He was in a house. Solid, concrete walls. Monochromatic. Modern but stifling. He was sitting with his nuclear family on the living room couch, watching the television as canned laughter filled the room. There was a fire coming from somewhere in the house. Ernie kept watching the TV, laughing along to the one-liners. He seemed completely unaware of the dangerous situation consuming the building. The heat was getting stronger. It was becoming almost unbearable. One of the faceless family members on the couch shifted anxiously, side-eyeing the flames that were starting to engulf the wall closest to the couch. Another member tried to scramble to her feet, but was immediately slammed back down by an invisible force. Ernie watched on, oblivious to the anxiety of the gathering on his couch. He didn’t need to care. They would never leave him. Ever.
𝔸 𝕨 𝕒 𝕜 𝕖 𝕟 𝕚 𝕟 𝕘 :
Aberration
𝕊 𝕥 𝕚 𝕘 𝕞 𝕒 :
The fear of being abandoned and alone without a safe haven overcomes him. He relives his memories of being lost out on the streets after his family was crushed, the desperation and starvation he felt during that fearful period. The belief that he will lose everything he knows consumes him. His anxiety is immune to all forms of rational thought or reminders of whatever his current situation may be. When his Stigma goes unsated for too long Ernie curls up into himself and desperately latches onto anyone he can find, as well as anything he deems “homely” (e.g. blankets, clothing, etc.). He becomes a nervous, crying wreck.
𝔸 𝕣 𝕞 𝕒 𝕞 𝕖 𝕟 𝕥 𝕤 :
xxx
You have none, yet. You will get some as the story progresses. Keep track of them here. Some of them might be really important or something, I don't know.
Appearance: Extremely muscular build from years of fitness training at the Academy in order to better manoeuvre with the shield. Strong jawline. Slightly taller than average. Tan olive skin and dark hair.
Name: Luis Rosario
Age: 17 (Eleventh Grade)
Nationality: Puerto Rican, immigrated to United States
Noble Arm Name: El Tobogán (name chosen by his siblings)
Noble Arm Rating: D+
Appearance: A shield with the shape and dimensions of a curved rectangular scutum. 105.5 centimetres (41.5 in) high, 41 centimetres (16 in) across, and 30 centimetres (12 in) deep (due to its semicylindrical nature). Weighs 10 kilograms. Has a majestic blue and gold decal and rimmed with a shining silver. Made of an unknown material.
Noble Arm Abilities: Strengths: Extremely durable; absorbs all force when hit so there’s no jolt against Luis; absorbs all forms of energy from kinetic to heat and electricity; size and ability of shield gives Luis a very strong defence Weaknesses: Can defend pretty well against sharp weapons but will not absorb force from them (if attacked enough with sharp weapons, it’s possible for the sharp object to penetrate the shield); shield is very heavy so Luis will not fare well against a speed-oriented fighter, weight of shield will also give Luis a disadvantage in prolonged battles as he will get tired. Effects: Shield absorbs any sort of energy put into it, which Luis can then redirect as he sees fit. Examples of his energy use include strengthening his body or sending out a wave of pure kinetic energy from his free hand. Luis is capable of converting the energy from the shield into different forms (eg. kinetic into heat, magnetic or electric) but currently struggles with this, as he needs to understand the complete ins-and-outs of the physics of it, right down to the subatomic level, to use it freely. The input to output ratio of energy is at around 10:7. Will not absorb force from sharp objects. Whether or not there is a cap to how much energy the shield or Luis' body can hold is unknown.
Personality: A generally quiet young man that avoids being conspicuous. Is wary of people in power like his stepdad. Absolutely despises the stigma of violence and expectations surrounding being an Arms Master, as well as anything to do with the military or organisations he deems to be corrupt. A natural "big brother" sort of personality. Is willing to fight in practice battles and sparring matches but does not want to be involved with the official dealings of the global Noble Arms community. Would skip out on his CAT if it weren't for the major scaling it would have on his ranking. Extremely diligent, gained his current rank through hard work rather than natural intelligence. Working hard to provide for himself and his family in the future. Currently considering whether or not to aim for the top 50, as the rewards are very enticing but then his profile would become too noticeable.
Likes: Free time Karaoke with friends Sunny days String instruments
Dislikes: Loud things (constantly loud people, loud sudden noises, Heck, even loud colour schemes) Being used or seen as a commodity Organised conflict Goats
Fears: Getting conscripted, something happening to his family
Bio: Born in Puerto Rico to a relatively poor family. Father died in a factory accident when he was young, around age four. Mother got remarried eight years later to a white businessman who operated a subsidiary company in the area. It would be an understatement to say that Luis disliked his mother's new husband. He was frequently warned by the older souls of the Puerto Rican community of the arrogant, wealthy outsiders that would bring in their businesses. And as he grew older and learned about the debt crisis that the American businesses had triggered, he grew to hate them even more. The family moved to Brooklyn soon after and luckily, Luis' English was decent enough to have him fit in at school. It was also around this time that his Noble Arms manifested. Against his protests, he was shipped off to Trinidad Academy. There he learnt the history of Arms Masters, the horrors and pettiness of war, and to his own dread, the expected futures of Arms Masters. His career at Trinidad Academy has been fairly quiet. Luis works hard in his studies and his training. Teachers recognise the effort he puts in and he is regarded as an exemplary student and role model. His rank would be much higher if it weren't for his reluctance to partake in his military training and inter-school competitions.
Current Goal: Finding a career path that isn’t oriented around his Noble Arm, helping his family prepare to be financially independent from his stepfather (if the time ever comes, I mean. Gotta be prepared, y'know?), avoiding permanent military involvement
Name Milene Laporte Gender Female Age 17 Nationality Born in France, currently based in Melbourne, Australia Element Fire Role Smart Guy
Appearance Long straight bronze hair, dark brown eyes, pale-ish skin that tans during summer. Stands at around 167cm. Dress code for her school demands that it is tied up into a ponytail, but she usually wears it like that outside of school for convenience anyway. Average build, not exactly toned, but has fairly muscular legs from cycling. Wears a constant pokerface, expression doesn’t change much apart from occasional chuckles and eyebrow raises.
Milene doesn’t put much effort or money into her appearance but still barely passes as “not unfashionable”. Wears clothes that are easy to move around in, usually jeans, sneakers, a simple t-shirt and light jacket. Doesn’t own much clothing and has one particular jacket she seems to prefer. Is pretty much immune to weather whether it be heat or cold so her outfit doesn’t change much throughout the year.
Personality From the outset, Milene is blunt person. She states the facts as she sees them but doesn’t go out of her way to disparage someone, though she often accidentally makes scathing remarks that alienate people. She prefers reason over emotion as a way of figuring things out and can easily logically disarm most people in an argument. Most people see her as condescending because of her curt manner and detached wit. She doesn’t mind though, “different strokes for different folks” as she likes to say. Laidback and generally excels in school, though her grades in history are a bit lacking. Despite her unassuming outer personality, Milene’s thought process can be quite vivid and imaginative.
Her utilitarian mindset may put her at odds with some people. Her sense of justice may be a bit stunted by this, as she’s a very “needs of the many outweigh the needs of the few” sort of person. She seeks efficiency in everything she does, be it in her speech or school work. Her extremely colloquial speech is a result of this, though she’s not one for talking much in the first place.
A fault of her personality is that she tends to judge heavily upon first impressions. She doesn’t give respect until the person has proven deserving of it. But when she does approve of a person, her loyalty is astounding. If someone is deemed worthy of it, she will support them with everything she’s got. Unless you handle her well, she won’t be very cooperative.
Slight fear of knives and sharp objects. Unnatural fondness of Skittles.
Backstory Milene was born in Toulouse and lived there until the age of 9. Her parents worked at a prominent aircraft engineering company that sustained their fairly comfortable upper middle class lifestyle. Apart from an accident in the tool shed that led to her fear of sharp objects, Milene’s life in France was uneventful. When not exploring the town on her bike, she was perusing the contents of her father’s bookshelf, which mostly consisted of scientific journals and books on mechanical engineering. At first she only read them to admire the pictures, but as she got older she managed to grasp the language and key ideas.
Thanks to her parents’ jobs, they moved to Australia. Her classmates were initially curious about the newcomer (the accent certainly helped) but when her antisocial tendencies became apparent, the interest soon dissolved. For high school, Milene’s parents had her enrolled into a private girl’s school where she was finally lucky enough to make friends and put her French to use in class. When her parents declared that they were moving back, Milene chose to stay in Melbourne in a rented apartment, where she currently resides.
Likes Skittles Cycling Bebop Wandering through the city at night
Dislikes Kiwis (the fruit, not the people) People with no common sense Sound of cracking knuckles Knives
”Watch me.” Full Name Kazuno Han Nicknames “Most people just call me Kazuno since it’s already a pretty short name. Though I have heard people call me ‘Red Rover’ for some reason.” Age 22 Gender Female Sexuality Demisexual
Abilities Firebending – Trained and competent in the traditional firebending style as well as the Dancing Dragon style introduced by Fire Lord Zuko. She prefers the latter for its more fluid and fierce aspects. Her travels helped her develop her style, as well as her own form of the element. Also developed an extended reserve of chi from constant practice. Unable to lightningbend but is familiar with the theory behind it.
Peak Physical Condition – Kazuno is a decent runner and has good stamina.
Survival Skills – Living life off road for a while really teaches you some things. Finding water, foraging food, laying traps, these are just a sample of the skills Kazuno had picked up over the years.
Abundance of (Useless?) General Knowledge – Another perk of her travels.
Academic Talent/Good with Machines and Numbers – During her school years Kazuno displayed a natural intelligence in her studies, placing her in the top percentage of her school. She excelled in all aspects of school, especially in the field of maths and science. Her education was further enhanced by private lessons with her father, whenever he had time. It was with him that she learnt to take apart and put together basic machinery. Her mechanical skills improved during her nomadic period. She stayed in a rural town for a while, refusing to leave until she fixed their generator. She also had a motorbike that she maintained for a while. The bike was stolen from bandit raiders, then eventually destroyed during a stampede of gemsbok bulls. Overall, her mechanical ability can help with light repairs but is limited after that.
Musical instruments – Learned the erhu when she was still in school, though her skills are very rusty now. Thinks that she can play the tsungi horn. She can’t.
Fighting Style The most prominent aspect of Kazuno’s firebending is the way she “charges” up her blasts instead of using the usual flurry of blows of a traditional firebender. The result of the charging is an overwhelming, almost explosive, jet of flames that she releases from open palm (basically a fiery Kamehameha wave). Because of the time it takes to power up these attacks, in fights Kazuno is usually seen warding off enemies with flaming pinwheel and sweeping kicks before unleashing a full blast with her hands. Kazuno’s blasts can propel her short distances too, making her able to land safely from large heights. She can’t fly with these blasts as only the Avatar would have enough chi to maintain fire blasts for extended periods. She also frequently utilises fire breath and fire daggers.
The destructive power of these blasts make her a bit of a poor team player in group fights, as her own teammates are just as likely to be caught in the blast as their enemies. Kazuno’s general recklessness doesn’t help this either.
Her general technique can be described as an amalgamation of Dancing Dragon and traditional earthbending fighting style. Compared to traditional firebending style, Kazuno’s style is rather slow-paced and defensive. The style relies heavily on the earthbending principle of neutral jing which places emphasis on the balance of offence and defence and waiting for the right moment to strike. Physical Appearance Long side-swept hair that varies between shades of black and brown, depending on the lighting. A generally cute face with a button nose and cheerful double-lidded eyes, a well-suited indicator for her personality. Her resting face is either a dozy content smile or an unimpressed-looking stare. It all depends on her mood really. Considerably more tanned than the standard Fire Nation girls due to the amount of time she has spent outdoors. Has a vertical scar on her right temple from her first encounter with Bukotsu. The scar is usually hidden by her side fringe. Toned body, especially her legs. Stands at around 167cm, usually less because of her casual slouching. Contrary to her fighting style, Kazuno steps with a light-footed gait. Is never seen without her red scarf or out of her travelling clothes, which consist of a light hooded robe, her travel pack, and some baggy brown cloth pants.
Equipment and Personal Belongings Trademark red scarf (made with fire-resistant material) Bag of lychees (for Bukotsu) Picture of family Swiss army knife (or whatever the Avatar-verse equivalent is called)
Goal “Liberating my home country would be nice. But honestly, I’m cool with doing whatever the team wants.”
Secret Got involved with some really weird adventures during her nomadic period. It would be really embarrassing if any of those incidents caught up with her during her time with Team Avatar.
Has a crush on someone on the team. Good luck finding out who it is.
Habits Singing or humming while walking or setting camp. Has a decent voice and tends to improvise lyrics on the spot.
Other Is followed everywhere by a hog-monkey Kazuno has named Bukotsu. Not exactly a pet or even a friend sometimes, in fact their relationship is slightly antagonistic. But after getting each other out of so many dangerous situations, the two have formed a strange bond. Kazuno and Bukotsu can often be found wrestling each other over food rations. Likes o Bukotsu (not that she’ll ever admit it) o Cool, quiet nights o The sound of string instruments
Dislikes o When Bukotsu steals her stuff o Seas and oceans (she gets seasick easily) o Sour food
Strengths o Major offensive power o Resourceful o Dispenses good, honest advice
Weaknesses o Teamwork in combat and missions o Reckless, easily goaded into ridiculous dares o Empathy issues
Personality Kazuno has quite the affable, laidback personality. Always willing to crack a joke or assist with a problem, the traveller has enough wit and patience to puzzle even the most transcendent of Air Nomad Monks. The resident prankster of the new Team Avatar who often invites others to join in on the fun. Sometimes has troubles reading social cues, occasionally leading to her saying things that were better left unsaid. Has a habit of fondly rambling and reminiscing about her travels, much to the dismay of others. Mostly disinterested in global news and the political happenings of the world.
Beneath the charming surface lies a rather hollow person, someone constantly needing a purpose or challenge. This can lead to a utilitarian, almost compassionless, world view; something she tries extremely hard to hide. Kazuno is always trying to test her skills and limits, taking on all dares and challenges without even blinking an eye. During these times she displays a worrying recklessness and disregard for personal wellbeing. It’s easy to see this recklessness as an endearing character quirk and most people fail to see the deep-seated character flaw behind this trait. At the moment, guiding the Avatar has given her a direction. How long this commitment will last, even she’s not sure yet.
Brief History Born and raised in the Fire Nation Capital. Both of Kazuno’s parents worked at the Fire Nation Branch of Future Industries; her father as an engineer researching the integration of bending arts and technology, and her mother being one of the leading executives of that branch. Their jobs kept the family securely in the upper-middle classes of society. Kazuno’s potential manifested early, displaying her prowess in both academics and firebending. It was nice for a while. She received many accolades and began learning advanced firebending techniques at the prodigal young age of 15. But even with all this, Kazuno felt a sort of … emptiness.
After another two years, she decided to leave. She needed to find something. A purpose? Herself? She wasn’t really sure, she just needed to go. With nothing but a sleeping mat, her utility knife, and an action adventure book she forgot to return to the library, Kazuno left a farewell letter on the dinner table and ventured out.
The initial years of her travels were a blur. A delivery job, a traveling erhu band, the occasional thrashing of bandit crews, following a group of air nomads with her motorbike, these were just a few of the adventures Kazuno went on. During the third year, she encountered a cadre of hog monkey poachers. They were defeated swiftly and the hog-monkeys were freed. All would have been fine if Kazuno hadn’t accidentally stepped on one of the hog-monkey’s tails, which prompted the hog-monkey to attack Kazuno, which prompted both of them to run into a tree, which created the mutual love-hate relationship they have today.
Over the years, Kazuno developed her own bending technique, something to finish fights quickly or scare off enemies before they even started. The style was developed through observing earthbending masters and hours upon hours of practise in the Earth Nation plains. With all the work she did, making big impressions in various towns by helping out with odd jobs or scaring off bandits, Kazuno gained quite the reputation for herself. Tales started to spread about the “Red Rover”, a red scarfed traveller with enough firepower to rival a dragon. To this day, Kazuno is oblivious to the wide-spread reputation of this moniker.
Her influence gained her the attention of the White Lotus, who initially recruited her as a White Lotus agent, then as the firebending instructor to the Avatar. She frequently went on solo missions for the White Lotus, as her volatile methods sat poorly with anyone she was forced to work with. As for her promotion to being an instructor for the Avatar, the higher-ups had hoped that Kazuno's blend of earthbending and firebending techniques would create a quick and comfortable transition for the new Avatar, who would have to learn firebending first according to the seasons. In these uncertain times, the Avatar would need to master the elements quickly. Kazuno's worldly experiences and overall power were also deciding factors in her new placement. She accepted the job with little complaint ("Well, it's not like I have anything better to do right now").
Frankie's never been good at connecting with people. She's tried, but she's given up on it. People have described her as broody, arrogant, snobbish, and even those few who she considers superficial friends see her as distant. Those who don't know her say that she has an air of mystery; there's something undeniably attractive about her, but the more people get to know her the more people recognize her for what she is: Someone who simply doesn't know what to do about other people. She learned young that people around her will use her for her money, and she's never been sure if she's okay with that or not. A part of her wants to have a real, genuine friend, but another part of her is perfectly okay with buying whatever pale imitation of that relationship people will provide. More often than not this conflict of desires makes her appear abrasive and distant, her inabillity to decide on how to interact with people causing her to revert to her default state- that of a contemptuous rich girl.
However, despite her gruff exterior Frankie does have her moments of genuine humanity. When the part of her that wants to connect with people comes out she very nearly becomes the person she wants to be- a warm, caring girl that is genuinely likeable. Indeed, deep inside her is a nice person. Like an onion, Frankie has layers. Beyond her desire to be a better person, or perhaps because of it, Frankie does feel some sort of deep sadness. She's never been able to pinpoint it, but she knows that there's something about her life that she's deeply unsatisfied with. Perhaps she merely wants someone to tell her no. There was a time where she had that someone, but now she's desperately trying to establish that very same relationship again.
Still, despite this, there are other qualities that define her. She has a strong sense of pride in the Vrodiskovich name, believing her family's history to be one of the most important thing about her. She's also a perfectionist, always conducting herself in a way that lives up to the aforementioned name. Although some would say that she lords over others with her status she believes it to be a natural extension of her and her family's superiority- she's a Vrodiskovich, after all.
Born to a rich family in Maefeld spanning generations, she had everything she could ever want since the day she was born. Whether it be toys, food, or clothes, there was nothing she was refused. One sweltering summer day, when her bodyguards were as tired as her maids, she slipped their heat-dulled eyes to roam the city on her own despite clear and constant instruction throughout her life to never venture the streets alone.
She was one of the Vrodiskovichs after all; taking care of herself would be easy.
Or so she had thought to herself in all the arrogance of childhood.
Predictably, Franceska lost herself in the huge city with nothing but money in her pockets and starkly opulent clothes on her back. She was too proud to admit her mistake however, and too proud to ask for help from anyone else in the city--not when she looked so wealthy it would shame the silk trim and semiprecious stones on her coat to stoop as low as requesting assistance from less affluent citizens. It was then that Bailey, a young girl about her age, approached the lost aristocrat with nary a glance for her finery and only concern for the panic lining Franceska's features. There was something about that girl that captured her attention. Franceska had simply ordered her to find out where her parents were, but the girl simply refused with a smile on her face, calmly explaining why she couldn't: she had no idea where they were, after all.
Bailey simply kept her company until her servants finally located her, chatting about her pet cat (Sticker) and her annoying little brother who kept pouring all her shampoo down the drain whenever they argued. Pointless things, but they kept Franceska from panicking. Helped prop up the veneer she was trying so hard to maintain, even at that age. And it was the first time Franceska had ever been refused anything, unreasonable demand or otherwise, and the first time she had ever felt that angry. But--regardless of how much she tried insulting and berating Bailey with a tantrum fit for five, regardless of how irritating it was that the girl treated her (a Vrodiskovich!) like she wasn't anything special--Franceska took a shine to her.
A rough, unpolished shine that would only grow brighter as the years passed.
Sometimes, in the quiet hours of night, just before sleep took her away, Franceska would dare to admit they were friends.
They remained steadfast friends for years. But nothing lasts forever.
A year before Franceska enrolled in St. Fortuna's, Bailey's family fell on hard times. Life happens and small restaurants sometimes fail, something Bailey did her best to hide until her family couldn't bear the weight of debt any longer and decided to sell the house. Of course Franceska found out--it was bound to happen sooner or later, especially when her best friend started packing to move.
She had offered money with good intentions (that was her allowance money, after all). She really had. It wasn't because she was rich and flaunting her wealth. It wasn't because she was trying to prove something. It wasn't because she was trying to show Bailey exactly how deep the chasm was between their lives.
"I'm not pitying you! Why are you--"
She just wanted her friend to stay near. Was that so wrong?
It never made sense to her (and she struggled with comprehending even now) why Bailey looked so angry that day. Why she had thrown a stack of cash back at Franceska's face like it was garbage. And after all the trouble she had gone through to withdraw that money and pack it into a tidy suitcase, too. It was supposed to have helped. So why did it look like she had broken Bailey's heart?
She didn't understand then, so she had only followed the one emotion that made any sense: fury.
Words flew like bullets and accusations cut to the core of their friendship. By the time she slapped Bailey across the face while parroting a line from her father about people needing to know their place, Franceska hadn't even realized her hand had moved.
It was the last time she saw her childhood friend. Bailey refused to talk to her again after that. Refused to answer the door whenever she tried to visit.
Soon enough, the family had moved away from the high living costs of the metropolis and Franceska had convinced herself by then that she simply didn't care enough to find out where. She didn't need Bailey. Hell, she didn't even need a friend.
She was a Vrodiskovich after all; taking care of herself would be easy.
1. What is your character's greatest regret? Losing her childhood friend over an argument. She doesn't want to think it was over money. Money solves everything. It can't be the reason she lost Bailey.
2. Your character is home alone after watching a horror movie and they hear a strange sound. What do they do? Call for the servants. No, she doesn't care if today's their holiday break and they're at home, they need to come back and check out that sound now or she'll tell her parents to fire them.
3. Two of your characters’ friends are fighting over something trivial, and they want them to stop. How do they go about this? Tell them to shut up and take them to the best restaurant in town. Overpriced food and tiny portions that someone else is paying for always puts people in better moods. At least, that's what her parents taught her. And her friends should be grateful that Frankie even keeps them around with the way they loaf about like... undesirables. Their state of dress doesn't do them any favors, either.
4. While your character is on their way to class, they realize they forgot something crucial. They’re already on the verge of running late. What do they do? Throw more of her servants at the problem. It's their fault that she left without it in the first place, isn't it?
5. If your character had the opportunity to turn into any animal, what would that animal be? A mountain goat, the kind that can climb even the most vertical of slopes and is obviously the leader of that mountain goat pack. If Frankie was a goat, nothing could stand in her way. Literally.
6. If your character’s house were on fire, and they only had time to save one thing from their room, what would it be? Her family crest, a black goat on a green field. This crest has been passed down the Vrodiskovich family line for over three hundred years. It symbolizes bravery and the overcoming of adversity, even if most of the time the family overcame adversity by just throwing money at it until adversity caved in and raised its hands in surrender.
7. What season does your character like best and why? Winter. She loves the sight of fresh-fallen snow and the gentle, quiet atmosphere of the season.
8. Vacation! You character gets to spend a week anywhere! Where is it and what do they do? Somewhere far away from everything she wishes she was and isn't. Her family hunting lodge comes to mind often, a huge, secluded mansion out in the mountains where she could hunt, read or just enjoy nature at her leisure.
Character Name: Mitsuru Sazanami Title: Prince of Smoke Character Age: 16 Character Gender: Non-binary (They/them pronouns) Nationality: Japanese Appearance: Androgynous. Slim, frail frame. Vacant-looking eyes. 175cm and 60kg. Noticeably pale. When transformed, their hair turns into a glowing yellow, Super Saiyan style. Their cloak is constantly billowing behind them like smoke, whether their ability is activated or not.
Personality: Mitsuru expertly wears the façade of a well-adjusted teenager. They’re polite, confident, knows when to crack a joke, is a consistently excellent student, and is pretty good-looking to top it all off. Teachers see their elegance and attitude as befitting of a future Student Council President, while adoring fangirls (and fanboys) see them as “princely”. Mitsuru commands attention and respect with ease, making them seem like an excellent leader-type person. Mitsuru is pretty good at socialising and making light conversation. Being a straight A student, their hardworking nature and natural intelligence is something to brag about. But they’ve never really been the type to show off. They do however, have occasional ditzy moments, such as ineptitude in sport and general clumsiness. Most people dismiss them as endearing traits. Very few people know that these moments are due to their illness. In reality, Mitsuru is quite cynical and irritable, the latter due to their illness’ symptoms. However it would be a stretch to call them pessimist. Because of the mindset they were forced to grow up with and the recent magical developments in their life, Mitsuru is unsure of how to go on from this point in time. They have latched themselves to the ideal of a ‘hero’, choosing to portray themselves as a noble warrior of justice during their Cosmic Prince duties. Although they approach their new role with enthusiasm and gratitude, their preoccupation with what they should be doing, rather than what they want to, is quite rigid. A side effect of this trait is that they treat the Sun Princes with disdain and view them as selfish scum, mostly because they are unable to comprehend the nonchalance and freedom that the Sun Princes possess. More worryingly, this attitude has instilled in Mitsuru a martyrdom complex. Mitsuru is not afraid of death but they can’t exactly be deemed suicidal either. They know to exercise restraint when throwing themself into the thick of battle but if the odds are too low and the stakes are too high, Mitsuru will gladly give their life. This would be an incredibly virtuous trait if it were done with an actual purpose. Mitsuru lived for four years with the knowledge that they would die before they reached the age of twenty. Now with magic erasing most symptoms of their illness, they have yet to adapt from their previous mindset and acceptance of fate. This martyrdom is possibly an unconscious manifestation of this, a way to return things to the way they were before.
Faction: Moon Prince Magical Weapon: A curved double bladed staff. Mitsuru’s staff is a formidable close-ranged weapon that possesses an impressive amount of attack power. A common attack used with this weapon is to rush a horde of enemies and essentially clothesline them while racing past. The staff can also turn into a bow at times, shooting magical energy projectiles. However, Mitsuru rarely ever uses this function and is nowhere as skilled with it as they are with its staff form.
Magical Abilities:
Shadow Stalk – Mitsuru can turn any part of their body to a dark cloud of smoke. In smoke form, Mitsuru’s mobility and speed is greatly increased. They can scale buildings and pass through small gaps. Inanimate objects can pass through the cloud without injuring Mitsuru. They can also pick up objects that weigh less than a large dictionary. However, they are unable to attack in this form. There are a few weaknesses to this ability. Mitsuru is extremely vulnerable to electricity. They are unable to pass through electrical panels, telephone wires, and plugged in appliances because of this. Mitsuru's smoke form can also be harmed by magical projectiles. If the smoke form sustains damage, they forcibly revert back to human form. It is possible for an exceptionally strong gust of wind to blow Mitsuru off course in this form. It is unknown what would happen if Mitsuru reverted back into human form while their smoke form is separated, e.g. trapped in separate jars. Teleport – In their smoke form, Mitsuru can teleport to any spot in their line of sight within a range of 35 metres. However, this ability is extremely taxing, so Mitsuru can only use this around two times per night for now.
Strengths: Speed/mobility, offense, tactics, keeping cool under pressure. Weaknesses: Lacking in defence (sturdiness), weak in beliefs (susceptible to being swayed or corrupted), fatalistic, vulnerable to electricity in smoke form.
Biography: Mitsuru was born and raised in Tanzaku City, the second child to a middle-to-upper class family. They were an obedient child, hardworking and smart. Their family was kind, financially stable, well liked within the community. Mitsuru’s sister, Honoka, played with them often and was as talented as Mitsuru was predicted to be. At the age of 12 they were diagnosed with Lou Gehrig’s disease, or ALS. The doctors told the Sazanami family that Mitsuru would be lucky if they lived to age 20. Bucketloads of medicine were consumed to offset the symptoms but as time went on, Mitsuru’s condition only got irreparably worse. They would wake up every morning in a great deal of pain and surprised to be awake at all. They had to enter a restricted diet. Physical activity became almost impossible unless they had the whole day to prepare for it, and even then they were in pain. Worst of all were the mood swings, the sudden lapses between laughter and crying, the sheer inability of it all. Mitsuru’s body was a torturous prison. Despite it all, Mitsuru wasn’t a complainer. They contained all their sadness, all their frustration and hatred within themselves. They never let their family see the devastating emotional effects it had on their youngest child. Mitsuru begged their parents to keep it a secret within their family and to let them attend school like any normal kid. They wouldn’t have been able to bear the piteous looks from their peers. The ones they received from their family were hurtful enough. All this would seem to be an attitude that was far too relaxed, coming from a not-even teenager faced with their mortality. And it really was. Mitsuru had always been a reasonable, well-behaved kid. So with an uncanny amount of calm, they had accepted it on the drive back from the doctor’s office that day. They were going to die. No amount of tears or anger was going to change it. Although there was a sea of rage under that unnerving façade of acceptance, Mitsuru never let show how distraught they were. They continued living in greyscale, depression. They learned to live with it. They were fine. Then they received their powers. All at once, the physical symptoms of their ALS disappeared. For the most part, the mental symptoms did too, though it is uncertain if they have left completely. Mitsuru tentatively started living normally again, unsure of what to do now that their fate had been erased. For now, they would fulfil their duty as a Cosmic Prince.
Classically handsome. 1.83m tall and slim. Has glasses for reading (something that makes the ladies swoon). Wears a relaxed smile that, depending on the viewer’s knowledge of Don’s true personality, comes off as either confident charm or snake-ish douchebaggery. A blue glow can usually be seen in the centre of his upper chest, from his rune.
Personality: To put it bluntly, Donovan is a self-absorbed person. The results of his power has corroded his empathy to the point where he sees people as little more than test subjects for his ability. He is fully aware that people are generally unable to make a show of resistance against him and takes full advantage of that fact. He often goes out his way to provoke people, treating their emotions like playthings. He does this not only for personal satisfaction, but to see how far he can push both the person’s emotional limits and his own magical limits, to see if they are able to break hold of his magic and give him a fist to the face like he knows he deserves. Truth be told, he knows what an asshole he is. He’s grown bored of always getting what he wants, of always having the upper hand in verbal and physical warfare. Donovan hopes to find a worthy challenger at Four Winds, someone who will be able to resist his magic and shake him from the mindset he has currently.
History: Even from infancy, Donovan knew that something wasn’t right with the people around him. People were … subdued around him; like they always had something they wanted to say but could never get it out. This, and the mysterious appearance of a tattoo on his chest made it clear to the six-year-old Donovan. He was a magic user. Luckily his high school aged older sister discovered his rune before his parents did. They were too busy arguing or at a conference overseas to have noticed anyways. The responsibility of taking care of the young Donny fell on the eldest Horska, meaning that she went to great lengths to hide his abilities. They used many things to conceal it, ranging from bandage patches, layered clothing, and even black sharpie. A combination of all three was what did the trick. This was the only thing he didn’t defy his sister over. As the years went on, Donovan grew more resentful of the world. Adults and classmates alike bent easily to his abilities. He became spoilt and arrogant as he always got exactly what he wanted. So he started acting out more. Getting into fights, insulting people, anything to feel that rush and see how far he could go before he got his arse kicked or his ability instilled that glass-eyed daze in his opponents. The invitation to Four Winds came as a relief. Maybe someone at this magical academy would be able to hold their own against him. It was a welcome respite from the humdrum of his life.
Skills: Academic all-rounder, adept at manipulating persuading people even without the use of his power, decently athletic.
Magic: You've been blessed with an ability.
Name:Harmonise Type:Manipulation Description: An ability that has Donovan emit a sort of “peace aura”. Donovan finds that he has to concentrate hard to turn off his aura, so he always has it on. Basically anyone in Donovan’s general vicinity who is feeling rage or has the intent to harm will find themselves suddenly in a dazed quiet state of calm and confusion. The aura effects people gradually, having an operation time similar to Newton’s Law of Cooling. The rate of emotion erasure over time is proportional to the amount of emotion at the beginning. If Donovan concentrates, he can direct his aura to a single target. With this, he can “tune down” the target’s emotions, whether it be sadness, joy, rage or just the general feeling of having a purpose, leaving them in a state of listless apathy until he releases his control. However, this sub-skill is very draining and Donovan is unable to use it for more than a few minutes. When Harmonise is in use, the rune on his chest glows. The more people in proximity, the brighter it glows.
Inventory: Smartphone, glasses case with cleaning cloth
Name: Xuan Sarga Nickname: N/A Age: 17 Race: Human
Appearance: Xuan stands at around 1.64m. She has one of those faces that just radiates friendliness and brightness, and has an equally chirpy voice. Though Xuan does possess some Asian features, her deep blue eyes and brown hair indicate that she is of mixed heritage. She has a slight frame, but does have a bit of muscle on her from her mechanic days. Xuan generally chooses more casual looking clothing styles, but there is no doubt that all her belongings are of a considerably higher grade than the average teenage girl. Her affluence is made clear through her clothes. She is more partial to feminine but functional clothing, usually in the colour blue. Xuan can also be occasionally found in her blue mechanic’s overalls, emblazoned with the Sarga Motors logo in yellow.
Personality: Overall, Xuan is a likable person. She’s hardworking, loyal, eager to make friends and learn about this Kingdom and its Academy. Coming from a sheltered home, Xuan is effusively polite. She addresses everyone with a “Ms” or “Mr”, as per usual when meeting with people at her parent’s executive dinner parties. Her polite manner also extends to habits that may seem overly formal or subservient, such as holding the door for people and impeccable table etiquette. Her limited upbringing has cut her off from any meaningful interactions with potential friends her age. She hopes to rectify this at Illuminate Academy. Though her manner has made her a friendly and likeable person, there are some downsides to it. For one thing, Xuan is brutally honest. Though she would never go out of her way to disparage someone, there are times when things just slip out. For the most part, this is because she simply just doesn’t see the negative consequences that come with this trait, and has found no reason to correct it. The honesty is the most notable of other minor social ineptitudes she has. Xuan has a bad sense of direction. Ever since her parents have been making budget cuts to the company, Xuan has become incredibly frugal when it comes to Dust use.
History: Sarga Motors is one of the primary enterprises whose work is focused on the Forever Fall Railway Line. They operate and maintain the majority of freight trains and stations that operate along the railway and are currently under contract for the largest Dust manufacturing company in Remnant. The company has been operating since a few years after the Great War. The particular branch of Xuan’s family is the engineering and development division.
Xuan was raised on the Sarga homestead on the border of Forever Fall, the Headquarters of Sarga Motors. She is the youngest of four, meaning that any chance of inheriting the family branch was close to zero. But Xuan didn’t mind. She lived in relative luxury and was home-schooled in order to better serve the Sarga’s mechanical branch. There was a purpose for everyone. Her siblings were to take up the management of the branch, and Xuan was to assist them in any way she could.
When she was 12, Xuan decided that she couldn’t just sit around any longer. She began taking jobs at the Sarga Factories, patching up the trains that would arrive back from long trips delivering Dust. She became the defacto mascot of the factory mechanics; the grizzled, bulky men that would clap her on the back whenever she learned to replace a Dust engine or repair their tools. Xuan understood how she was to serve the Sargas then. She would work in the field, learning about and helping the company from within while her siblings handled things from the top.
As the years went on, Grimm and White Fang attacks on freight trains became more commonplace. It was also around this time when she received her own BlitzMaw. The Sargas decided to accept the assistance of Atlesian units to escort the deliveries safely along the Railway. Xuan was to ride along with the mechanics who would maintain the Atlesian units and any damages that would be sustained by the trains on their journeys. During this period, Xuan became well versed with her BlitzMaw. The trees of Forever Fall provided the playground and practice she required to become an aerial prodigy. She received many reprimands from her superiors for slacking off and swinging around instead of working on the trains. Xuan soon discovered her Semblance during her flight sessions too. During her days on the trains, she had a few run-ins with Grimm hordes. Though she is able to say that she has had some combat experience, they were far from being substantial as the Atlesian units did most of the real fighting.
Eventually, it became clear that the attacks were getting worse. More and more shipments were disappearing. Sarga Motors was suffering drops in profit for the first time in years. They couldn’t afford to be as lax with resources as they were before. This meant no more Gravity Dust joyrides for Xuan. It was then that another idea struck Xuan. What if she became a Huntress? This way, she would have the skills to defend her family’s property and develop better ways to minimise losses against the Grimm and White Fang. So with the begrudging approval of her family, Xuan enrolled for Illuminate Academy’s entrance exam.
Though she had the academic and mechanical expertise that was needed from her adolescence at the Sarga homestead, her combat capabilities were sorely lacking. The failure of the exams was not surprising, but still disheartening. Therefore, when she was given the chance of being a reserve student, Xuan was overjoyed. There was no way she was going to waste this opportunity. With her own modified BlitzMaws packed, Xuan headed off for an exciting life at Illuminate Academy.
Weapon: BlitzMaw – Xuan’s weapon is less of an individual armament and more of a set of rocket boots and rocket anchors. Originally developed by Sarga Motors as a test module for repairmen, so that they could perform their trade in hard-to-reach places such as tall buildings and moving trains, the BlitzMaw was created with individual transport in mind. The arm parts include rocket-propelled anchors that are shot out and reeled back with great force. Thrusters in both the rocket boots and forearm mounts make it possible to achieve flight.
The BlitzMaw comes in two major models: the Standard Grade for general repairs and movement, and the Pierce Grade, a sleeker, better-functioning model with faster and more offensive capabilities for use in Grimm infested areas. The Pierce Grade is significantly more costly than the Standard Grade and requires more maintenance after use. The most notable difference is the grappling claw that serves as a great offensive weapon.
Conventional use of the BlitzMaw involves flight utilising Gravity Dust. However, with the rising prices of Dust and her family’s wavering financial situation, Xuan is reluctant to take advantage of such a costly function, and relies on short explosive bursts from the Fire and Wind Dust reserves instead. The BlitzMaw itself is made from an incredible sturdy material. Since it’s mounted on her forearms, it can also function as makeshift shields.
Xuan is in possession of an early prototype of the Standard Grade that has been custom modified for combat, hence its bulkiness compared to later models. In spars she prefers to use her prototype Standard Grade to save costs and prevent major injuries to classmates. However, out on missions, she will have to start using her Pierce Grade.
Fighting Style: Xuan’s fighting style places an emphasis on speed and evasion. Her weapon allows her quick and effective mobility, which makes her an ideal distraction or support member in team battles. With her rocket boots, she can jump greater distances than the average student. Generally, her attacks have her building up speed by swinging around with the Rocket Anchors and flinging herself at opponents. Other attacks include grabbing opponents with the anchors and reeling them into a waiting rocket punch. In close combat, Xuan can distract foes by having the exhaust of the BlitzMaw blow up in their face.
Weaknesses: Frugality – Greater offensive capabilities and more diverse movements could be achieved if she chose to use the full potential of her weapon. But she doesn’t have to deal with the costs that come after that Inexperience – Since it’s her first year at a combat academy, Xuan does not have much experience in combat. In a simple hand-to-hand one-on-one fight, she would definitely lose. Her strengths are achieved through the flexibility of her weapon.
Semblance: Air Trek – To a limited extent, Xuan can manipulate the gas around her within a 1.5 metre radius. As it takes a lot of concentration to use it offensively, Xuan generally uses it while airborne in order to perform tighter manoeuvres and have better control while moving around with BlitzMaw.
Dust: BlitzMaw utilizes a combination of Fire, Wind, and Gravity Dust. Propulsion Bursts use the Fire and Wind reserves and tight aerial manoeuvres rely on Xuan’s Semblance and Wind Dust. With Gravity Dust, BlitzMaw users can achieve flight, at a costly price.
Other: Has attempted to use the Rocket Anchors to grab far away items on many occasions. It has never worked.
Name: James Xiao Also Known As: Family call him Jam, a cheeky bastardisation of his English given name due to his parents’ strong Chinese accents. In his prime the media dubbed him ‘Boomer’, a nickname he absolutely despises. Birthdate: March 26, 1981 Place of Origin: Shanghai, China Ethnicity: Chinese. Australian nationality. Gender: Male Height: 186.4 cm / 6'1.4" Weight: 75.2 kg / 165.8 lbs Laterality: Ambidextrous. Plays with his left but eats with his right. Occupation: Retired professional tennis player Marital Status: "...It's complicated." (Single. He's very single.)
Appearance: Upon first glance, James seems to have an air of regal and stoic confidence about him. A piercing glare, manly jaw and tall stance has the former athlete exuding power to those around him. His resting expression is a rather unimpressed look he tries not to direct at anyone, lest they think he's about to berate them or something along those line. His hair is dark and thick, styled into a short cut that looks equal parts expensive and casual. James possesses a mildly tanned complexion and strong build, though he has been getting slightly flabby on his stomach. However, underneath all the aesthetic qualities his fitness has granted him, James is actually a pretty plain guy. His casual attire consists of a dress or polo shirt, jeans and dark dress shoes.
Synopsis: Winner of seven Grand Slam tournaments in his career, the former world No. 1's reputation has deteriorated over past few years. His prime was reached about ten years prior to Bonaparte's invitation. After becoming one of the few athletes in the world to achieve a Career Golden Slam, the fans and media began noticing aggravation and recklessness in his behaviour. Countless controversies both on and off the court dragged his image through the mud. A sudden back injury finally put his floundering career out of his misery almost three years ago and since then, the Boomer has been wallowing spending his days maxin' relaxin' by the sunny shores of Monaco. James now languishes in his wealth, coming off to others as a stern, antisocial and bitter man.
Notes:
Fluent in English and Mandarin. His high school level French is barely passable but he can hold a conversation if he concentrates.
Blood type is A-.
Voice can become extremely loud when agitated, hence his nickname 'Boomer'.
Personality: At his core, James is a disciplined individual. His belief that success comes from constant, hard work has been supported by the outcomes in his life. Physical exertion and perseverance is something he deals with easier than most. From his clothing to his demeanor, the former athlete exudes a strong sense of quiet and controlled dignity. On the surface James is cool and collected, someone who makes a good figurehead. He is a man who sticks to his ideals, or so he tries to tell himself. In reality, James is someone who is rather easily swayed by material pleasures and hedonistic tendencies. It is a vice he takes great shame in, and tries desperately to cover up. James can be impulsive when provoked and quick to anger, though these traits only emerged during his period of collaboration with Oren. His rage is easily drawn out in times of great stress, something that was demonstrated to the world in his more one-sided matches. He loses most of his sensibility in his anger and is more likely to be a liability than a productive teammate or helper. James exists in a cycle of self-loathing and yearning for self-improvement. Constant introspection has yielded no solutions to his emotional and mental weakness mentioned above. Rather than improve his mentality, it has made obvious more flaws and weaknesses in his temperament, inciting an increasingly miserable image of himself. He takes great measure to hide both this shame and this weakness, hence his gruffness and clipped words when it comes to socialisation. He is afraid of how the world will see him, of how anyone he may or may not come to care about will reject him due to this weakness. The result of this thinking is a subconscious impulse to keep others distant and forcibly shove them away if necessary. However, this habit is rarely provoked. James does a fine job of treating others with respect and pleasantries. After getting past the first few conversations with the man, people generally view him as a stoic big brother type. He can crack a few jokes from time to time but taking one is a whole other manner, especially if the jokes are concerning his more embarrassing moments from his past. He works hard to uphold the image of reliability, no matter how easily compromised it is. If people are satisfied with his agreeable exterior, hopefully they won't feel the need to dig deeper and see the pathetic failure inside.
Biography: James' potential as a sportsman was discovered at the age of seven, during a day spent with his cousins at the tennis court. The development of his skills couldn't solely be attributed to his innate talent. For the most part it was the ability to stick to routine, the act of self-discipline and constantly pushing himself to his limits. He saw what wanted, what he was good at. And he was going to take it. He was going to cling to it with both hands and he was never going to let go. His senior debut came after an incredibly successful five years in the junior circuits. James Xiao took the sporting world by storm, winning countless competitions as well as the admiration of countless fans around the world. It was around this time that his rather irreputable maternal uncle, Oren, arrived at the Xiao residence from Hong Kong after years of almost no contact. News of James' success, and bountiful earnings, had brought him over to Australia. James' parents warned the young man of Oren's questionable motives, citing his debauchery and rumoured ties to the Triads as reasons to keep him out of their lives. But James was easily persuaded by the uncle. He was introduced to a world of wealth and hedonism, guided by Oren all the way. Fast cars, beautiful women, questionable narcotics, James and Oren indulged in it all. At first it was easy to blow these escapades off as trips to Hong Kong to visit family. Then Oren initiated the second part of his plan. The rumours of Oren's Triad connections had been true. James entered a darker world than anything he'd ever seen before, including a worldwide gambling racket Oren wanted some assistance with. It was simple: lose when ordered to and James would be compensated dearly. At first it was only occasional games in lower profile competitions. Then they got bigger. James' apparent ability on the court noticeably deteriorated. And all the while, James bore the shame and guilt of such self-serving behaviour. He tried to leave it once, only once. The guns pointed to his head and Oren's sly smile made it clear that leaving wasn't an option. So that guilt turned to frustration, and frustration needed an outlet. James Xiao changed. He became a drunk, a sleaze, a sore loser. And a shockingly divergent player. There were days when the skill from his prime shone fantastically and days when he played like a blind amputee. And all the while, his behaviour off-court became increasingly horrendous. It reached a peak when his car was found wrapped around a tree. He'd miraculously survived without any major injuries. His girlfriend, on the other hand, was hospitalised for weeks, leaving the public eye and only emerging months later with a notable prosthetic leg. He would never forgive himself for this. After the accident Oren was finally confronted by James in his Hong Kong villa. All his rage, all his frustration was thrown at the man who started all this. In the end, Oren succumbed to blunt force trauma, beaten to death by James' bare hands, while James was hospitalised with a severe back injury from the struggle. He would never play professionally again. The Triads and gambling racket had no further use for him and James finally found the escape he was looking for. But the damage had been too much. With a hefty payout, James was able to convince Oren's superiors to help him cover up the murder. Of course, he'd have to live in fear of them one day asking him to repay that debt. So far that day hasn't arrived. It would have been easy to just blame it all on circumstance. To curse Oren and his snakish words. To have told himself that the Triads were too omniscient for him to have won against. But none of these would have been the truth. James knew that when it came down to the barest bones of the situation, it was his own weakness that had brought everything in his world crashing down. Everything that went wrong in his life was his own fault and he could do nothing but live in shame for the rest of his days. Now James resides in the sunny land of Monaco, tossing his cash about and wallowing in his regrets, all under the guise of "finding himself".
Wish: The erasure of his past mistakes. Assurance that no one will ever find out about the murder and various other foolish acts towards the end of his career.
Secrets:
His ties with the triad which remain to this day.
The true demise of his uncle.
Permanently disabled his former girlfriend, Claire. A late night high-speed drive had resulted in his nice Lamborghini getting wrapped around a tree. With the help of his contacts, James was able to escape the media's notice but the girlfriend needed to have the lower part of her left leg amputated. She still receives frequent payments to keep her mouth shut.
Simply put, Yuuga is really, really, ridiculously good looking. Equipped with a natural height and a flawless skincare regime, the 183cm tall boy is quite the dazzling sight to behold when he strolls down the hallways. His naturally black hair has been grown to a length slightly above his shoulders. (If anyone were to watch him for an extended period of time, they’d notice that he seems to swish it around super frequently for a dude.) He occasionally ties it into a low ponytail, for kyudo practice mostly. Alternates between glasses and contacts, depending on what he's doing and what look he's trying to pull off. Every morning his uniform is meticulously arranged to look casual yet classy, the top two buttons of his shirt left open and his tie in a loose knot below his collar. His sleeves are left unrolled though. He’d rather not tread that line between looking casual and looking like a delinquent. (He has a reputation to uphold, after all.) Yuuga sometimes wears a light, woollen jumper over his school shirt.
Personality:
Years of active socialization has honed Yuuga’s amiability to a sharp and shining point. He’s laid-back, that’s for sure. Charming too. Classmates will find that he’s a boy who smiles a lot more easily than others (“No one likes a sadsack, right?”), more willing to help with small favors, and all around just a swell guy. He’s likable, to the point where it’s kinda eerie sometimes.
It’s not an uncommon thing to find that Yuuga is a bit… too much at times. People who aren’t swept away by his charm view him as a narcissistic try-hard, some kind of faker behind that dashing veneer. The try-hard part’s not entirely untrue. In the name of preserving his reputation, Yuuga will more often than not go out of his way to do the more undesirable tasks people push onto him. He wouldn’t hurt anyone though, no way. Small tasks, like staying behind to help with festival preparations or filling in for the soccer club. Things like that, he can do. If you have an annoying chore to do and subtly mention how good it’d make him look, Yuuga will dive into that work with the grace of a swan. In other words, play it right and he’ll be a total pushover.
The narcissist part is far from the truth though. Sure, he’s petty and image absorbed. Sure, he gives his hair a touch up whenever he passes a reflective surface. But Yuuga doesn’t think that highly of himself. He knows his faults, knows that all his popularity came from excessive amounts of behind the scenes work. He knows that unlike the natural extroverts and good-lookers in his clique, he needs to work hard to maintain his status. Because in high school, in this world of all-encompassing social media, reputation is everything. Average losers who don’t conceal their mediocrity behind smiles and sociable personalities fall behind. That can’t happen. Yuuga won’t let that happen.
Skills:
Extensive knowledge of skincare products and routines. Barely above average grades and below average athletic ability, much to his chagrin. Godlike selfie game. Quite detail oriented. Proficient in kyudo, having done it since middle school, though his skills are nothing awe-inspiring. Fairly good at household chores such as laundry and cooking.
Equipment:
Smartphone, usually in his pants pocket. Apart from the standard school supplies, his schoolbag contains his glasses case with cleaning cloth, lip balm, comb, and selfie stick.
Soul Arts:
Grand Reversal: His Soul Art is inserted into the base of his neck, just above the sternum. Yuuga gains the ability to control or negate friction within a 10 meter radius. Applications of this ability can include making it easier to climb walls or rock faces, sending charging enemies slipping past, and making a dynamic and flashy entrance with Yuuga gracefully sliding into the scene.
Brief Backstory:
Yuuga was born to an infuriatingly average family, an only child with a stay-at-home mother and a salary-man father. Elementary school was… fine. He went through the usual motions, making a reasonable number of friends, trying out hobbies, thinking about girls. Nothing exceptional, nothing terrible. Life was a stagnant, horizontal line on a plane. Nothing ever stood out. He wouldn't have been able to accept it if he never became more than what he was destined to always be, if the rest of his life was a death sentence of relentless mediocrity. So he rewrote himself.
A look in the mirror told him that he was pretty alright-looking. With some hard work he could turn it, himself, into something spectacular. He started grooming himself, taking care of his diet and face. He joined the kyudo club. He started talking more, laughing to jokes that weren’t all that funny but made the others feel like laughing was the right thing to do. And it worked. People, girls even, started noticing him. Eating lunch with him. Inviting him to group chats and karaoke hangouts. It was everything he’d dreamed. So he continued the hard work.
By the time high school rolled around, Yuuga had successfully cemented his place in the popular cliques. Keeping up with social media was the only sensible thing to do in his position so joining Strange Gospel was a given. Of course, he’d dropped it once all that creepy stuff started happening. But with the disappearances connected to that cursed app happening around him, Yuuga can’t help be feel spooked. Already, he’d heard news of distant friends of friends going missing. Would he or someone he knew be next?
___________________________________________ Sara Zhou _______________________________________________ 25 | 06/05 | ♊︎ ___________________________________________
▼ p e r s o n a l d e t a i l s ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► Gender - Female ► Sexuality - Asexual ► Nicknames - Z ► Occupation - Manager at Delton General, seasonal event planner ► Qualifications - Barista certification from Santucci Coffee, First Aid Training including defibrillation, half an online Bachelor of Mathematics ► Residence - Delton, Maine
▼ p h y s i c a l i t y ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► Scars - Miniscule, almost invisible, scars littering her fingers. She was not dexterous in high school, but that never deterred her brother from constantly dragging her into the kitchen for help. ► Tattoos - Sprigs of Diphylleia Grayi crawling up her calf from her ankle. ► Piercings - Earlobes, though she doesn't wear any kind of jewelry. ► Style - T-shirts and loose button ups, almost always flannel. Practicality is the vibe here, as Sara is repelled by anything that exists purely for aesthetic's sake. Her hair, though straight and clean, has lacked maintenance since high school and falls to the halfway point of her back at its fullest length. It is usually tied up in a messy but charming ponytail. Wears light makeup to work, only because she has a job to keep.
▼ l i k e s ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► P.J's homebrew ► Captain Morgan ► Walking
▼ d i s l i k e s ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► Assholes ("Basic, I know.") ► Hayfever ► "...That's it."
▼ a c h i e v e m e n t s ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► Honor roll through all of high school
► Six-time Employee of the Month at Delton General
► Holds the skeeball record at the local arcade. Git gud, children.
▼ a s p i r a t i o n s ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► ...Does visiting the Rockies count? Whatever. Aspirations are for people with too much time on their hands. For people who think too much. Ask her again and Sara will just respond with a hearty scoff.
life at ritman high
They were never meant to stay here. Thank god it was Delton though, there are plenty worse places to get financially stranded. They were one family out of the thousands of classic immigrant stories, arriving with nothing but their luggage and barely applicable Chinglish. A father and a mother, a daughter and a son. The town received them generously but that wasn't grounds for getting complacent. The Zhous worked themselves to the bone as repayment. Surely they expected their children to do the same.
There was... some adjustment to be done. Sara, bright as she was, sure as hell wasn't spectacular, not in the way that would get her into an Ivy League school. Not the way she knew her parents secretly wished, as stubbornly mute as they were about their children's future. But Sara was a Zhou through and through, and she was determined to prove it.
High school was an academic breeze and Sara rode high on the winds. She had a reputation for knowing everything and everyone. Science decathlon, student council, soccer team. People respected her because of her work ethic but they liked her because she was a reliable friend. Very reliable, almost worryingly so.
Of course, being a high school, there were some detractors. Rumors of her being a secret lesbian, citing her laissez-faire fashion sense and apparent lack of romantic interest in boys. Calling her a narc, a goody-two shoes. Man, she was totally overloading. How does she cram all the shit she has to do in a single week? She was gonna burn out so hard.
They were wrong. The fire never flickered. It was extinguished.
It was a senseless, excruciating thing. Her father always insisted on providing their driving lessons himself, to cut down the costs. Her brother had been the one at the wheel. Willard never forgave himself, skipping town four months afterwards in a car bought with his own money. Couldn't use the one he totalled on the highway. They were only halfway through the school year then.
There was no moral. No lesson to be taken from this. Sara graduated, numb as frostbite. Exemplary grades, outstanding extracurriculars. And for what?
She returned to Delton after a single semester of college and hasn't set foot outside ever since.
Pretty straightforward stuff. By pressing her hands to a target, organic or non-organic, she can ramp up the passage of time affecting it. Her maximum output currently sits around five years per minute. Both hands must be used for this. Sara cannot de-age a target, nor can she use her ability on herself.
There are severe consequences if she uses her ability to much in a short amount of time, sensations akin to sparks and spasms running up her arms until she can no longer move them at all. Thankfully, this cooldown period is temporary, but with every occurrence of this seeming longer than the last, Sara is unsure if she wants to keep testing her limits.
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▼ s t r e n g t h s ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Her ability can be extremely restorative and destructive, provided she can think up applications for it.
► Restoratively, her power can be paired with her first aid knowledge to essentially amount to an insta-fix, provided the procedure is done right. Say hi to the team healer, y'all.
► Destructively, she has even more potential than her restorative applications. Converting milennia into a wall to completely erode it. Aging an organic being, paralysing them, forcing their cells to simultaneously decay and regenerate, until they finally turn to dust. Likely much more, if she dares to put her mind to it.
▼ w e a k n e s s e s ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► Range, in that her power has none. In order for her ability to activate, Sara needs to have both palms pressed against her target. If something is too small or too weirdly shaped, if she loses her hand or is pinned down, she is powerless.
► Overuse during too short of a timespan can result in her arms ending up completely paralysed. This cooldown period can last from hours to days, depending on the degree of excessive usage.
► Because Sara cannot de-age her targets (yet), her effects are permanent.
► Still has her normal, human weaknesses. Her power does not work on herself.
► The specifity of the ability can also be its handicap. Its application is limited to Sara's improvisational capacity.
► A significant mental and emotional block is in place when it comes to using her ability on living beings. The potential consequences are too serious to play around with this sort of stuff.
▼ p e r s o n a l p l a y l i s t ▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
► Loves sitcoms. It doesn't matter how garbage they are.
► Hikes whenever she can.
► Her Chinese hasn't been passable on the mainland for a long time now.
► Is very 'ends justifies the means' but also super stingy?
psyche
Sara is an emotional pragmatist. The Consul (ESFJ) archetype. A confident speaker, cool under pressure, dry of wit, the rock amongst her many, many, fr-- ...acquaintances. Need an extra planner for the fair? Need a substitute for your volleyball team? Need someone to deadlift all the orchestra equipment? Sara was up for the job. Not only that, she'd do it pretty damn well. There was an unnatural level of perseverence in every action she took, topped off with a grit smirk as she conquered everything in her path.
Seven years since graduation, Sara has remained sturdy as ever, albeit with a more noticeable sense of brusqueness.
It became apparent the more distant she got from her old social circle. It wasn't loyalty to her colleagues. It was loyalty to a job well done. Her investment in others is questionable, as if their problems are mere checkboxes on a to-do list rather than something she wants to help with out of genuine concern. There's a peculiar engrossment she finds in other people. She doesn't always want to 'help', in the traditional sense. Sara sees the path to victory, to the completion of a task, and she gets it done. Whether this makes her come off as scheming, or even manipulative, means little to her.
"Neat little factoid about sharks. If they stop moving, they die."
Beyond it all, in the quieter moments when there's nothing she can keep herself busy with, it flakes away. She flinches when cars go too fast past the crossings. She pales at the sight of any blood. She wrings her hands as she stares into space, lips pressed into a vacant frown. It's dangerous to be alone with her thoughts. Some time P.J's usually does the trick. Something to plug the leak for a few hours. Every night she numbs her brain.
► Age - Twenty-five ► Gender - Female ► Sexuality - Asexual (Homo-romantic) ► Nickname - Z ► Occupation - Assistant Manager at Delton General, seasonal event planner ► Qualifications - Barista certification, First Aid Training including defibrillation, half an online Bachelor of Commerce, kinda good at brewing beer? ► Residence - Delton, Maine
▼ PHYSICALITY
► Scars - Miniscule, almost invisible, scars littering her fingers. She was not dexterous in high school, but that never deterred her brother from constantly dragging her into the kitchen for help. ► Tattoos - Sprigs of Diphylleia Grayi crawling up her calf from her ankle. ► Piercings - Five in each ear. ► Style - T-shirts and loose button ups, almost always flannel. Practicality is the vibe here, as Sara doesn't do anything purely for aesthetic's sake. Her hair, though straight and clean, has lacked maintenance since high school and falls to the halfway point of her back at its fullest length. It is usually tied up in a messy but charming ponytail. Wears light makeup to work, only because she has a job to keep.
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LIFE AT RITMAN
They were never meant to stay here. Thank god it was Delton though, there are plenty worse places to get financially stranded. They were one family out of the thousands of classic immigrant stories, arriving with nothing but their luggage and barely applicable Chinglish. A father and a mother, a daughter and a son. The town received them generously but that wasn't grounds for getting complacent. The Zhous worked themselves to the bone as repayment. Surely they expected their children to do the same.
There was... some adjustment to be done. Sara, bright as she was, sure as hell wasn't spectacular, not in the way that would get her into an Ivy League school. Not the way she knew her parents secretly wished, as stubbornly mute as they were about their children's future. But Sara was a Zhou through and through, and she was determined to prove it.
High school was an academic breeze and Sara rode high on the winds. She had a reputation for knowing everything and everyone. Science decathlon, student council, soccer team. People respected her because of her work ethic but they liked her because she was a reliable friend. Very reliable, almost worryingly so.
Of course, being a high school, there were some detractors. Rumors of her being a secret lesbian, citing her laissez-faire fashion sense and apparent lack of romantic interest in boys. Calling her a narc, a goody-two shoes. Man, she was totally overloading. How does she cram all the shit she has to do in a single week? She was gonna burn out so hard.
They were wrong. The fire never flickered. It was extinguished.
It was a senseless, excruciating thing. Her father always insisted on providing their driving lessons himself, to cut down the costs. Her brother had been the one at the wheel. Willard never forgave himself, skipping town four months afterwards in a car bought with his own money. Couldn't use the one he totalled on the highway. They were only halfway through the school year then.
There was no moral. No lesson to be taken from this. Sara graduated, numb as frostbite. Exemplary grades, outstanding extracurriculars. And for what?
She returned to Delton after a single semester of college and hasn't set foot outside ever since.
PSYCHE
Sara is an emotional pragmatist. The Consul (ESFJ) archetype. A confident speaker, cool under pressure, dry of wit, the rock amongst her many, many, fr-- ...acquaintances. Need an extra planner for the fair? Need a substitute for your volleyball team? Need someone to move all the orchestra equipment? Sara was up for the job. Not only that, she'd do it pretty damn well. There was an unnatural level of perseverance in every action she took, topped off with a grit smirk as she conquered everything in her path.
Seven years since graduation, Sara has remained sturdy as ever, albeit with a more noticeable sense of brusqueness.
It became apparent the more distant she got from her old social circle. It wasn't loyalty to her colleagues. It was loyalty to a job well done. Her investment in others is questionable, as if their problems are mere checkboxes on a to-do list rather than something she wants to help with out of genuine concern. There's a peculiar engrossment she finds in other people. She doesn't always want to 'help', in the traditional sense. Sara sees the path to victory, to the completion of a task, and she gets it done. Whether this makes her come off as scheming, or even manipulative, means little to her.
"Little factoid about sharks. If they stop moving, they die."
Beyond it all, in the quieter moments when there's nothing she can keep herself busy with, it flakes away. She flinches when cars go too fast past the crossings. She pales at the sight of any blood. She wrings her hands as she stares into space, lips pressed into a vacant frown. It's dangerous to be alone with her thoughts. Some time P.J's usually does the trick. Something to plug the leak for a few hours. Every night she numbs her brain.
Pretty straightforward stuff. By making physical contact with a target, organic or non-organic, she can ramp up the passage of time affecting it. Her maximum output currently sits around ten years per minute. Both hands must be used for this. Sara cannot de-age a target, nor can she use her ability on herself.
There are severe consequences if she uses her ability too much in a short amount of time, sensations akin to sparks and spasms running up her arms until she can no longer move them at all. Thankfully, this cooldown period is temporary, but with every occurrence of this seeming longer than the last, Sara is unsure if she wants to keep testing her limits.
When her ability is in use, glowing, golden circuit lines trace their way up her arms from her hands.
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- ▼ STRENGTHS
► Restoratively, her power can be paired with her first aid knowledge to essentially amount to an insta-fix, provided the procedure is done right. ► Destructively, she has even more potential than her restorative applications. Converting milennia into a wall to completely erode it. Aging an organic being, paralysing them, forcing their cells to simultaneously decay and regenerate, until they finally turn to dust. Likely much more, if she dares to put her mind to it.
▼ WEAKNESSES
► Range, in that her power has none. ► Overuse during too short of a timespan can result in her arms ending up completely paralysed. This cooldown period can last from hours to days, depending on the degree of excessive usage. ► Because Sara cannot de-age her targets (yet), her effects are permanent. ► Still has her normal, human weaknesses. Her power does not work on herself. ► The specificity of the ability can also be its handicap. Its application is limited to Sara's improvisational capacity. ► A significant mental and emotional block is in place when it comes to using her ability on living beings. The potential consequences are too serious to play around with this sort of stuff.