Noble Arm Rank: (E, D, C, and B. With special exceptions permitted by the GM and Co-GM, No A Rank Arms are allowed without GM Permission. You can also add a '+' to your Rank, which signifies that your NA's power can temporarily go above 'normal'.)
Noble Arm Type, Element, and Range: (Is your Noble Arm Support/Melee/Ranged, or some other? What Element or Concept are they themed on? Are they close-range, mid-range, or long-range or all of them?)
Noble Arm Abilities: (No maximum number, however, try and be sensible about this. Just because you can doesn't mean you should, also be as detailed as you can, especially on its strengths, weaknesses, and effects.)
edited and it looks good (or at least better than before), tell me if anything needs to be adjusted
Appearance:
Name: Nil
Age: 19-20
Nationality: Danish
Noble Arm Name & Appearance: Stang A simple rigid staff that has a bright blue glow which produces a faint light, Nil can move Stang via telekinesis.
Noble Arm Rank: C rank
Noble Arm Type, Element, and Range: glowy hitty thing, Short/Medium Range
Noble Arm Abilities: Conjured Staffs, Stang can be create copies that are indistinguishable from the original, Nil can also control them telekinetically and launch them at huge speed, the copies can also be used a barrier, walked on or just to make some light.
Body Enhancement, fairly standard body enhancing ability that increases physical strength and durability, interestingly Nil can boost this ability during combat and it makes her glow blue, especially the hair, eyes and tearducts.
Demolition, when touching an object Nil can form small Stang copies inside the object slowly pulling it apart, while powerful this ability requires extreme focus and Nil can only use it when stationary and vulnerable, making it useless in combat, the larger and tougher the object the more time is needed.
Misc Abilities: Nil can fluently speak Danish but can barely speak other languages such as English, Thai and Filipino. Nil can also eat many inedible materials without seemingly suffering from it, such as wrappers and paper.
Personality: Nil usually doesn't speak much but she can be direct and blunt, she usually seeks to be around people but doesn't do much when in company.
*Likes: food, people, smashing stuff
*Dislikes: too much noise, long conversations
Fears: Drowning (she can swim but she panics when in deep water)
Description: Nil joined ASEAN in 13th of May 2015 the day prior meeting ASEAN operatives in Pattaya, Thailand. Nil has been unable to answer most questions about her past to the point where her age and nationality can only be assumed, the more commonly agreed theory is that she is from Denmark, as danish is the only language she can speak fluently, and information about her was lost in the 2009 ransomware attack to the Danish government's databases where many citizen's personal data was erased. Nil displays some lack of understanding of human interactions and common knowledge, she has been a slow learner with things like learning a new language, monetary value and proper eating, despite this Nil seeks to be around other people and is uncomfortable when left alone for a long period of time. Medical scans have shown that Nil is human and the lines on her body are likely related to her Noble Arm and not some biological condition, this is exemplified when she uses her Noble Arm and the lines on her body begin to emit a stronger glow. In the last few years Nil has supported various field operations and displayed a level of obedience and calmness during tense situations. Nil was sent in Lingayen shortly after the fighting began.
Noble Arm Name & Appearance: Time Of Change, or more commonly called Change, is a Noble Arm resembling a crimson red sword, paired with a sheath. Said sheath hooks onto Wilhelm’s belt. The sword itself has an overly ornate handguard and pommel design complete with gold inlays, more closely resembling a sword meant for ceremonies than a weapon of war.
Noble Arm Rank: A
Noble Arm Type, Element, and Range: Multipurpose, Change/Destruction, Close-Medium-Long.
Noble Arm Abilities:
Emperor’s Lance - A series of red lances that appears over Wilhelm’s shoulder, a maximum of 8 can appear at a time. When a lance is launched, it guides itself towards anything within vision of Wilhelm’s choosing, with a maximum speed of Mach 4.6 and a range of 10 nautical miles, leaving a ghostly red trail to Wilhelm’s location. Upon contact, the lance will violently explode, capable of destroying the toughest of tanks in a single hit and tearing a ship’s hull open. When lances are used, they will replenish over time, one every 15 seconds. Alternatively, he can fire off one massive lance, resulting in an incredibly massive and destructive explosion wherever it hits. If a lance is deflected, it proceeds to immediately explode, wherever it is.
Royal Guard - When Change is drawn from its sheath, Royal Guard automatically activates. If willed, Change is able to cut through almost anything, including Noble Arms, with some effort. Change can also extend its cutting abilities beyond the tip of the blade, allowing it to slice through something 20 meters long in one strike. The effect of this means melee combat is practically guaranteed to result in the death of Wilhelm’s opponent. Engagement is not recommended.
Empire’s Shield - A defensive barrier that surrounds Wilhelm, capable of withstanding the firepower of an entire fleet attacking him at once. This barrier creates a red and gold translucent sphere around Wilhelm, indicating when it’s active. This barrier can be dispelled at will, plus shows heavy resistance against attacks from other Noble Arms.
Emperor’s Wrath - Arguably Wilhelm’s strongest attack, he can use Change to manipulate the ground and water itself. He can lift pillars of dirt and rock into the air, sink massive areas of ground, generate tsunamis and earthquakes, and even collapse cities. Anywhere he uses this ability will result in its landscape being permanently changed. If this attack is focused on someone, he can use it to surround them in rock, then pull them into the ground and crush them to death. When used on a wide scale, this power quickly drains Change’s energy.
Empire’s Cloak - An interesting ability. When active, Wilhelm appears to disappear and cannot be tracked by almost all means. When in this state, Wilhelm cannot leave it unless he appears nearby a location of mass hatred, such as a city-large riot, or conflict, such as a war. Even then, he can choose not to leave it. Such an ability results in him being incredibly hard to contain and able to traverse the globe alone, meaning he can appear anywhere at any time, so long as conditions are met. It appears Wilhelm still experiences aging in this state, with it also appearing that the majority of Wilhelm’s existence has been in this state.
Misc Abilities: In the time Wilhelm has been spotted, he has shown interesting attributes. He’s shown to be a powerful commander, smart, and full of motivational speeches. His other abilities remain unclear, due to how little people have contact with him. Another thing known about Wilhelm is his fluency in several languages, mostly European languages.
Personality: Wilhelm, when seen, shows an incredibly calm demeanor, even when in battle. He appears to treat his “allies” with respect, even if they show no respect towards him in return. He also shows respect towards his enemies, frequently lamenting about how if neither side engaged in war, soldiers like Wilhelm would not be needed.
Fears: It’s not clear what Wilhelm fears, but studying his actions leads researchers to believe he fears losing, alongside gaining enemies outside his current battle.
Bio:
INIT >>> INFORMATION IS CLASSIFIED, USA MILITARY DECREE >>> LOADING RECORDING.....DONE >>> LOADING METADATA......DONE >>> INTERVIEW BETWEEN COMMANDER JAMES SICARIO AND RESEARCHER ADAM WILLIAMS
JS: [Ruffling of papers, movement of a chair.]
JS: So, what do we know about this guy, this mysterious fucking A rank no one can keep within their borders.
AW: Oh, right, Emperor-General Wilhelm.
JS: That’s what he calls himself? He doesn’t lead shit.
AW: Yes, indeed, that’s his self proclaimed title. What we do know is that he constantly portrays himself as a leader of a massive empire, even though said empire doesn’t exist.
JS: Well, why does he think he leads an empire?
AW: That’s the uh, interesting part. We’re not completely sure, but we believe that is an effect of Wilhelm’s Noble Arm. Alongside adjusting his appearance, which we cannot find such a record of a person like him existing in our allied countries, changed him to believe he’s an ever important leader. Before you ask, we also think his Noble Arm is responsible for sustaining his existence, keeping his body... Incredibly healthy.
JS: What’s the leading theory on where he comes from? If we figure out where he’s from, we could give those governments more information.
AW: Recordings of his speeches indicate he has a pretty heavy German accent, alongside that, Wilhelm is a polyglot. He’s been observed to speak French, English, German, Swedish, and potentially even more languages, so we think he comes from Europe.
JS: Has the German government come up with interesting details about this guy?
AW: Unfortunately, no, their investigation hasn't been completed. What they have shared isn’t too conducive to uh, our goal of finding out who he was.
JS: You also mentioned that your team thinks his Noble Arm changed his mind, to make him believe he’s an Emperor-General. Do you think that effect could be spread to other people?
AW: If it can, Wilhelm hasn’t demonstrated it at all, even in situations where it would be beneficial for him to uh, indoctrinate others to his will, so we think it’s isolated to only him. Despite all that, he appears to be sane, so he isn’t exactly crazy. Just delusional, it appears.
JS: We’re dealing with a delusional egomaniac, do you think this would look good if the public found out?
AW: N-no, sir, that’s why you tasked us to this goal, isn’t it?
JS: So, how do we contain this guy? A rogue A rank is no laughing matter, it’s fucking good the public don’t know much about this guy.
AW: That’s the thing... We’re not sure we can kee-
JS: [Increasingly frustrated] You CANNOT?! This guy represents a massive risk to national security for basically everyone!
AW: Y-Yes... I know how it sounds, but we think he keeps himself in check. He’s only been spotted near conflicts, so it’s incredibly unlikely he’s just gonna run around blowing up cities.
JS: Riight. Hope is not a scalable strategy, Williams.
AW: I know, I know. We think with the rising tensions between China and most ASEAN countries, he’s going to show up in that region sometime soon. We think we can try out a strategy there, assuming ASEAN accepts our plan once ready...
JS: Which is?
AW: We need an Arms Master with the capability to severely weaken his powers, then we can bring him into custody and inhibit his powers even further, but I’m not sure we have an Arms Master capable of this feat.
JS: Sounds reasonable, send the plan over, I’ll find teams up to the task.
AW: It’s not complete yet but... It should be, very soon.
END >>> WAR BETWEEN CHINA AND ASEAN COUNTRIES HAS BROKEN OUT >>> PLAN HAS NOT BEEN COMPLETED IN TIME >>> WILHELM REMAINS A ROGUE ASSET >>> ASEAN HAS NO KNOWLEDGE OF THE PLAN TO CONTAIN WILHELM
Military or Civilian Rank: N/A, self proclaimed Emperor-General. No such title exists.
@Senhara I feel like the theme of the powers is a little wonky in places, but otherwise, tentatively approved. Normally, I'd not let what is basically a living Deus ex Machina through, but I think we both know why he's sort of needed.
Some hypothetical characters that I wrote because I like doing that These are not PC submissions Take ideas from them as you please, try submitting them yourself, incorporate them as NPCs, whatever - I will be proud of whatever use they find July 19
Appearance: A woman with greying hair, but otherwise, a general appearance of health, her eyes usually covered by shades or a blindfold. 5’2”/157 cm 108 lbs/49 kg
Name: Annamarie Wilkeson, Arms Master alias: “The Prophet”
Age: 50-60
Nationality: Canadian
Noble Arm Name & Appearance: Revelation-By-Moonlight, an unremarkable wooden shepherd’s crook.
Noble Arm Rank: A
Noble Arm Type, Element, and Range: Noncombat, Sensory, Long
Noble Arm Abilities: The Prophet has perfect sensory information on all things within a 30 km radius of herself while Revelation-By-Moonlight is manifested. This means she can taste a squirrel sunbathing on the opposite end of a city, watch ultraviolet rays reflect off of its fur, observe the instant it develops skin cancer from those rays, detect a change in the mayor’s heartbeat as he tells a lie at a speech she is not attending, or read a closed book still on its shelf in the local library, which she is not occupying. She remains peripherally aware of everything in her range that she chooses not to focus on – she could not, for instance, watch the development of skin cancer, detect the lie, or read the book without focusing, but would know where the squirrel, mayor, and book are. The Prophet can maintain manifestation of Revelation-By-Moonlight in its passive state for up to 15 hours while at complete waking rest.
The Prophet may raise Revelation-By-Moonlight into an active state in which she can near-instantly parse all sensory information collected. This means she can do all of the aforementioned observations and far more, simultaneously, comprehending each with as much clarity as if she had given them exclusive focus for far longer than she really did. She has read the Lord of the Rings trilogy in seconds. This “active state” fatigues her about 10 times as fast as the passive state, for a maximum 1.5 hours of use, at complete bodily rest, with no prior usage. Usually, she will only use it for extremely short “flickers” of awareness.
While in her sleep, The Prophet autonomously commands Revelation-By-Moonlight. If the Noble Arm is already summoned, she activates and deactivates it subconsciously, at extremely regular intervals: specifically, she flickers it at the 17th and 37th second of each minute. These "flickers" are the only time she is aware of the waking world while asleep, but she is keenly aware. The Prophet is not fatigued by commanding Revelation-By-Moonlight in her sleep, though it makes her sleep less restful.
In total, The Prophet could keep Revelation-By-Moonlight passively manifested for up to 22 hours every day if she rests optimally. An active day similar to a regular person’s would allow her to maintain Revelation for up to 15 total hours, and an active day similar to a frontline soldier would allow her to maintain Revelation for up to 10 total hours, likely less.
Misc Abilities: Omniscient high-focus observation of the skills, behaviors, and physical functions of thousands of other people in her lifetime have made The Prophet a master of an incredible array of skills. She is, for a start, an extreme empath, a genius chemist, a polyglot, and a masterful financier, all without relying on Revelation-By-Moonlight. It’s usually safe to say that if anyone knows how to do something, The Prophet does. She keeps notes on her observations and the revelations resulting from them in an extremely complex, multi-layered cipher that makes use of highly advanced mathematics, Sindarin, and the Sentinelese written language.
Personality: It's difficult to understand The Prophet’s personality in a human context. She speaks to everyone completely differently depending on who she knows them to be. She strives to be liked by everyone, and she is uncannily good at it. In a word, you might call her a sociopath - if you knew she was pretending.
*Likes: Unclear.
*Dislikes: The comparative blindness she experiences without Revelation-By-Moonlight.
Fears: Losing her power before she’s done with it.
Bio: Annamarie Wilkeson is known to the world as an eccentric and wise wealthy stock trader, occasional author, and intermittent fortune teller. She uses a private driver or pilot for all of her frequent travels, and spends a great portion of her life sealed away alone for reasons she does not share. She is blind, but has never let this hold her back. The Prophet exists as a rumor. No one knows who she is, if she is, or the precise details of her power. There are stories of an ancient oracle with a shepherd’s crook. For this reason, while Revelation-By-Moonlight is manifested, The Prophet prefers to leave it somewhere well away from her person. She is not blind, but most of the time, she does not use her eyes.
*Current Goal: Discover who the previous master of Revelation-By-Moonlight was. Read their notes.
Military or Civilian Rank: Very minor celebrity, horror story told to secretive governments at night
edit: Here's something weird and creepy and not necessarily lore-friendly that could also be an SCP edit2: wait this is scp-106
Appearance: A diving hardsuit with a visor that emits a bright blue glow, which is impenetrable to both normal and enhanced vision. It carries a large diving floodlight that emits a similar glow. 7’/213.36 cm The Diver’s weight has not been recorded.
Name: “The Diver”
Age: The Diver’s age has not been recorded.
Nationality: The Diver’s nationality has not been recorded.
Noble Arm Name & Appearance: The prevailing theory is that The Diver is a Noble Arm.
Noble Arm Rank: B
Noble Arm Type, Element, and Range: Melee, Deep Water
Noble Arm Abilities:
Abyssal Glare: The glow from The Diver’s helmet is fascinating. It draws and holds attention very easily. Those who see it peripherally are soon drawn to stare with complete focus on the light, and cannot break away without superhuman force of will, a concerted external effort to distract them, or sustained obstruction from viewing it. Some victims have been seen to resist being obstructed or to approach the light.
Abyssal Dive: The Diver can step into any surface below it as if it were a sharp slope into the ocean. Abyssal Glare retains its effect on anyone who watches The Diver submerge, and they will track its subterranean movements as if unobstructed. It can resurface by the same method.
Abyssal Pressure: Awareness of The Diver’s proximity has been known to cause irrational sensations of panic, even in those unaware of its intentions or Arms Master status, or otherwise resistant to fear. These sensations are accompanied by intermittent audiovisual hallucinations of being in deep water. This effect has only triggered in approximately 40% of those known to have been exposed, and it is unknown what distance qualifies as "proximate" - it appears to be individually based.
Abyssal Perception: The Diver’s senses of sight and hearing are unnaturally keen: it is able to spot human forms tens of kilometers away in deep darkness and hear extremely minute noises within 50 meters.
Abyssal Endurance: There has been no recorded case of The Diver expressing pain or fatigue. It is uncertain whether or not it has a human body to injure.
Abyssal Grasp: The Diver’s grip is powerful. Sustained physical contact with any part of its body causes a facsimile sensation of drowning, but those under the effect of Abyssal Glare do not appear to respond to it. After 10 seconds of sustained contact, The Diver and its victim disappear. GPS tracking indicates that both are instantly transported together to an arbitrary location on the global seafloor, likely chosen by The Diver.
Misc Abilities: The Diver has been observed using various fear tactics to flush out or otherwise control evasive targets.
Personality: Determined.
Fears: Not the ocean.
Bio:
“Ah.” “You've brought me another.” “Bring them here.” “There’s a good pet.”
Manic expressions, smells of ozone. Permanently messy hair. Electrocution scars that heal and are replaced by the day. Pupils may appear unusually reflective while her Arm is active - in low light, it becomes apparent that they are emitting a pale blue glow. 5'8" / 173 cm 143 lbs / 65 kg
Name: Zoë Fischer
Age: 26
Nationality: Swiss
Noble Arm Name & Appearance: "Victor," a whip of 5m length made from an unknown flexile and superconductive metal, frequently cloaked in sparks. The grip is wrapped in black and anomalously insulative leather.
Noble Arm Rank:
Power: B Speed: A Range: A Persistence: A+ (S) Precision: B Potential: E+ (S)
Noble Arm Type, Element, and Range: Ranged, Electrical, Long
Noble Arm Abilities: Through Victor, Zoë wields intuitive total control over electrical current. She can generate electricity, direct it, and determine its voltage as though it were an extension of her being.
The Power of this ability supersedes fundamental laws of nature, by creating more energy than it consumes. Her own energy is greatly amplified as it's used to generate electrical energy - testing has led to an estimated conversion rate of 10x. Her theorized maximum safe discharge could level a city block or induce cardiac arrest in a score of elephants, while a heavy discharge will still kill one or two.
The Speed of this ability is instantaneous. She moves electricity as or more easily than she moves a finger.
The Range of this ability is as far as she can see, plus a 30 meter radius beyond that - whether it's around the corner or over the horizon.
The Persistence of this ability would normally rank a C, but ties uniquely to its Power. See "Self-Charging" ability.
The Precision of this ability is determined by how well Zoë can see or visualize what she's doing. She can launch a thunderbolt from Victor or herself to accurately strike a known distant target with her eyes closed, the same as she could blindly touch an object in arm's reach. Making A to B connections between distant targets is markedly harder when blind, more like drawing, navigating a webpage, or controlling a video game character. If she can see clearly, both of these tasks are trivial.
The Potential of this ability is described as follows: It is not expected that Victor's objective capabilities will change in any way, but its nature means that its breadth of applications grows with its user's understanding of both electricity and her Noble Arm itself. Zoë has demonstrated a strong proclivity to learn, so informally, we classify her potential as A, though by technical definition she ranks an E.
All of her powers stem directly from this - it is technically the Noble Arm's only ability. The development of other uses falls to Zoë learning how she can apply it. She can't galvanize the dead to life or overwrite computer files, but only because she hasn't learned how to handle such intricate tasks.
Self-Charging: Through an intricate process that requires total concentration to start, and constant minor focus to sustain, Zoë can force Victor to absorb electrical energy into itself, and Victor, as Zoë's Noble Arm, shares its energy with her. Victor's sparking is a symptom of a constant feedback loop that keeps Zoë's energy level extremely, manically high - she does not naturally suffer fatigue, does not require calories from food, and has a greatly reduced need to breathe as long as this is sustained. Use of her Noble Arm for other powers can substantially draw from her energy level, and focused use or distracting pain can break the loop outright, but natural human activity will never overpower it. Her energy generation is faster the more she has spare to feed into the loop. While suppressed by a Paragon killswitch, Self-Charging does not function.
Auto-Galvanism: Zoë can give herself small controlled shocks to push the speed and strength of her body's muscular movements above her already superhuman limits as an Arms Master. This requires careful control to avoid critically injuring herself, and as a result, its use conflicts with sustaining Self-Charging.
Thundercrack: Zoë can project arcs of electricity from herself or anywhere within her range. For stylistic reasons, she prefers to crack Victor and discharge from its tip. Self-Charging allows her to discharge a bolt that mimics lightning without significant cost. Sustained current, higher control, or higher voltage each have a greater energy draw - a targeted and consistently lethal* arc will drain her like a short run, requiring no less than 10 seconds' recharge to return to maximum. That's not to say she can't do it again, or twice, or ten times more before the wait.
Contact Hazard: Zoë's shocks can be much more powerful and precise for much less cost if delivered through direct contact with herself, Victor, or a strong conductor. She can kill you* for free if she whips you, or your gun. She could also cause localized spasms, seizures - or try energizing other Noble Arms like she does Victor. She hasn't tested this yet. She looks forward to it.
*By far the most common and “easiest” way for an electric shock to kill is by stopping or seriously disrupting a victim’s heart rhythm. The majority of Noble Arms, regardless of grade, will easily restore their masters from such maladies as soon as they arise. Zoë's skillset is much less lethal to Arms Masters, as many ordinarily fatal shocks are, simply, not. To cause lasting injury or death for an Arms Master demands far higher voltage than normal, though in many cases the ordinary lethal level is still heavily incapacitating, not only for the usual reasons to do with a high-voltage shock, but also because the loss of heart function triggers a target’s Noble Arm to dispel itself and render the victim unconscious for its very brief “emergency treatment” of the disturbed rhythm.
Misc Abilities: Zoë is a natural researcher. She spends most of her spare time reading, notetaking, or experimenting. Most any mystery that earns her attention is bound to be put to an explanation in her baffling handwriting in good time, and she already knows a surprising amount about some surprising things. Zoë is mindful of her body and keeps in shape. Zoë has an eccentric way of talking to people that can easily be turned frightening. Regular exposure to high-voltage shocks have left Zoë with a psychological adaptation to pain. She's not shy about getting herself hurt, as long as it won't kill her.
Personality: Intense, curious, impatient, introspective, uncaring, and occasionally funny. It's hard to picture what goes on in Zoë's head - it seems to be an exhausting way to live, not in the least because it's apparently packed with contradictions. She does nothing by half-measures. The shortest description to fit her is “mad scientist.” Likes: Science, progress, the acquisition of knowledge. A good maniacal laugh. Feeling superior. Dislikes: Everything and everyone in her way. Fears: Defeat and humiliation. Zoë doesn't know how to function anywhere but at the top. Bio: Zoë's secondary education was a meandering endeavor. Computer science major, given up for literary study, flunked out of in pursuit of physical science. When the Paragons of Science came together, one of its founding members already had eyes on her. She seemed on the brink of a breakthrough, of the spiritual kind, and there were tempting theories about what she could create if her soul had proper guidance. Victor was a major success, and an obsession that Zoë would not be in such a hurry to move on from. As part of her "payment" for this awakening, Zoë is tasked to relay everything she learns about her Noble Arm and its potential applications. Its Self-Charging capability is wildly fascinating and sees her regularly called in for hands-on study to this day. She isn't as dogmatic as most of the Paragons' inner circle, but she certainly won't hesitate to sweep the laws of nature and morality aside for the sake of human progress, and is nominally treated as an affiliate to the organization, if not a member. Today, the rising political tensions of the world are speaking to her as just the start of a much greater threat, which would, abominably, prove an inescapable distraction from her studies. She intends to eradicate this blight before it spreads.
Current Goal: Learn everything there is about Victor and access its limits. Military or Civilian Rank: Paragon Affiliate
Tall Scandinavian. Also, Punk Valkyrie. Long blonde hair, partially dyed in whatever bright color is on her mind. Garters, ripped jeans, leather boots, tiny jackets. The shades stay on. Is this a JoJo reference? The Valkyrie part is reserved to wing motifs on her clothes, until her Noble Arm comes out. The shield is not part of any regular ensemble. 5’11” / 181cm 161 lbs / 73kg
Name: Indra Larsdottir
Age: 21
Nationality: Swedish
Noble Arm Name & Appearance: Dís, an ornate and impractically designed winged spear, twice her height in length. Indra has described it as “anime.” (Pictured in Appearance)
Noble Arm Rank:
Power: B Speed: B Range: A Persistence: B Precision: C Potential: C
Noble Arm Type, Element, and Range: Ranged, Pop Norse Mythology, Long-range
Soul of Asgard: While Dís is manifested, Indra sprouts a pair of wings, made from a solidified form of her own soul. They are impenetrable and indestructible to any mundane force, as well as most known supernatural forces, and allow her to fly with near perfect maneuverability up to narrowly subsonic speed, ignorant of otherwise deadly G-forces. She can grow them larger to shield herself or others, at a deadly sharp spike in stamina-over-time cost. She cannot safely manage a wingspan of over 6 meters.
Voice of Asgard: While Dís is manifested, Indra reverts to speaking in Old Norse, a language that she normally does not know. Anyone listening can understand her perfectly, and anyone that she chooses to address can hear her regardless of distance or interference, as long as she knows where they are. This ability extends to animals, though they hardly have to listen.
Valr: Indra is uncannily adept at using Dís as a weapon. She is undefeated in melee dueling, and for long ranges, she can throw Dís in such a way that it rapidly accelerates through air up to Mach 6 and flies with negligible drop-off or deviation up to 60 kilometers, before sharply decelerating. Any impact with a solid material that would normally halt or dramatically slow an object flying at such speed, will end this acceleration. She can recall Dís back to her hand from any location using the same mechanics, sans the distance restriction, and catch it reliably with speed and reflexes otherwise inaccessible to her. Due to the period of acceleration, her throw’s destructive power scales with distance, from that of a normal thrown spear at point-blank range, to that of a shoulder-launched rocket at 20 meters, to that of - though this isn’t really a comparison so much as a description - a hypersonic kinetic missile, past a kilometer.
Glasir: A partially-developed healing ability, discovered very recently. By closing their eyes with her fingers, Indra can put a consenting person into a deathlike sleep. After exactly 27 hours, they rise in perfect health, regardless of what happened to them in the meantime. Beginning and ending this process both take an enormous amount of energy from her, making this only conditionally worthwhile, especially for Arms Masters. “Consenting” doesn’t mean she has to ask and get a yes - after their eyes close, the patient will feel the tug of deep sleep, and must choose to give in, or else the feeling will simply pass. Getting legally recognized informed consent may help a patient choose to give in, but it isn’t needed to fully trigger Glasir. If a patient dies while in the sleep of Glasir, Indra's stamina begins to take a sharp dive, and she goes into a Survivability coma within one minute. The 27-hour period is restarted, and both she and her patient remain disabled and dead for the duration. If Indra survives this period, the patient is resurrected, even from total obliteration... but Indra does not wake up. She will remain permanently comatose without extraordinarily intensive medical intervention.
Into Valhalla: When allies choose to follow Indra’s orders or lead - note, not simply accompanying her - in doing something mortally dangerous, all fear of the risks is dramatically mitigated, enabling cool heads or suicidal courage that might otherwise be unrealistic. This effect is weakened, but not absent, in Arms Masters. She will typically, but not necessarily, scream “Valhalla!” when she is invoking this - being more of the suicidal courage type herself.
Misc Abilities: Indra has a strong, if debatably “good,” sense of fashion. Humor too. Having been slated to become an officer for almost five years now, Indra is starting to learn how to order soldiers around without resorting to magic. She can also shoot a gun straight. Indra can smooth-talk. Or talk-and-talk. Indra’s a talker. Only in Swedish, Icelandic, and English though. And she’s nearly fluent in German, Russian (especially the swearing), and Italian. She… knows a few languages. It’s a hobby. Looks like Tagalog is next. Indra could teach almost anyone a thing or two about petty theft. She returns what she takes, it’s just a game.
Personality: Yes. Indra dresses tough, but doesn’t mean anything by it: she just loves the look. She loves strongly and broadly. She pets strangers’ dogs. She hugs her friends tightly without asking. At parties, she excuses herself to see whoever’s alone and ask if they’re okay. She may drop bits of sarcasm or dark humor for the right audience, but never rudely. It’s the same in war. She may kill. But never rudely.
Likes: Food, friends, f… umm… anime. Older is better, usually. Oh, music. Lots of music. Sabaton? Yellow Card? Jackson Five? Terraria OST? Try all at once. Animals, flowers, lollipops, pretty much all people. Looking good, feeling good, doing good.
Dislikes: …what she has to do.
Fears: Jumping and flying bugs. Losing touch with herself.
Bio: Indra was happy with her normal life. High school was going brilliantly. Grades were good, social circle was great, family was proud of her. She was well on her way to a job in, well, it could’ve been anything. Anything she’d put her mind to. Maybe. Today, she could be fresh out of college, interviewing for that “anything” she was so looking forward to doing. Maybe she’d already be at work. Maybe she’d have proven herself by now and been respected in her field… though that’s a stretch. She’d at least be friends with the manager. But then there’s what the Norns had in mind for her. What she really is. Dís’s arrival was – it felt like it should’ve been embarrassing. It was the end of her junior year, the end of finals week, the end of a good movie at the end of a good movie night. She just kind of pumped her fist and… and then there was a spear there. And that was the end of her life. Or it felt like it was. For a while. She might have been cut out for a lot of things, but “national symbol” wasn’t one of them. Neither was… the military… like, at all. But she made do. Or she’s making do. Or – okay – she’ll make do. …hopefully…
Current Goal: Make do? Military or Civilian Rank: 2nd Lieutenant
November 9
Appearance:
When she doesn’t have the patience to pretend, her expressions tend toward contempt, condescension, and bafflement at others’ stupidity. Outfits are casual, normal – she doesn’t need to prove herself to you. Fairly small, but hard to see as such: she talks big. 157cm / 5’2”, 49kg / 108lbs
Expressions tend to be well-composed; stubbornly, nobly beautiful. Likewise, her clothing is a radically transformed, “beautified” version of whatever she was wearing before. Markedly taller and more slender, she takes a more casual approach to acting above everyone else. And her voice is deeper. 173cm / 5’8”, 62kg / 136lbs
Name: Emma Linton
Age: 19
Nationality: US
Noble Arm Name & Appearance:Id, a one-handed sword that changes its appearance in accordance to Emma’s wishes. These days, it looks as shown in Divulged.
Noble Arm Rank:
Power: A Speed: A (S) Range: E Persistence: B (S) Precision: F Potential: B
Noble Arm Type, Element, and Range: Close, mostly melee. Dark/Psychic.
Noble Arm Abilities:
On initial summoning, Id appears to be a normal crude-steel sword, and is functionally an E-rank noble arm: an indestructible sword that grants its wielder nigh-peak physicality. Emma must cast Divulge to activate its full powerset.
Divulge is triggered when Emma performs an act of malignant selfishness: causing lasting physical or psychological harm to another being for her own benefit or gratification. As soon as the harm is inflicted, the process begins.
For a time, Id disappears, and Emma’s consciousness retreats inward, leaving her unaware of her surroundings. Short-lived but violent telekinetic phenomena indiscriminately populate Id’s range, pushing, pulling, crushing, or throwing friends and enemies, third-parties and noncombatants, objects and the environment, and Emma herself, who is powerless to keep her balance. This telekinetic storm will last 30 seconds on average, with up to 21 seconds of variance in either direction, and no known causal factor to determine precise duration.
The storm ends just as Emma begins to wake, and she controls the final telekinetic burst. Her favorite application is to force everyone in the area to their knees. Id appears before her again, awaiting her grasp.
Id is extraordinarily flexible and responsive to Emma’s superficial desires. Its structure, her worn belongings, and her own body are hers to reshape. Vitally, Id responds to want and not need: it could theoretically bend conservation of mass to such an extent as to turn her into a lumbering, inhuman beast of war, but Emma’s own vanity prevents this, as she would begrudge any call to look anything less than perfect in her own eyes.
This ability also warps Emma internally, refining her body functions to a superhuman extent, driving her physical capabilities far beyond peak humanity. A miraculously fast sprint becomes a light jog, lifting a truck requires no aid from adrenaline, and rifle fire leaves only bruises. When she pushes herself as far as she can, she could run through the sound barrier or fling a tank with a palm strike.
All changes caused by Wish Fulfillment jarringly, painfully revert in a matter of seconds when Id is dismissed. Emma does not like to dismiss Id.
A more distasteful application of Wish Fulfillment’s bodily warping, repulsive but occasionally necessary, mysteriously blended with the telekinetic forces of Divulge. Temporarily, Emma’s arm – whichever isn’t holding Id, so typically her right – rips itself apart into long, featureless appendages that walk the line between solid objects and shadows cast somewhere behind her. Looking upon them causes a sick, chilly feeling in the gut.
These can be extended up to 5 meters or 15 feet long, and Id is free to "physically" optimize them yet further than Emma would allow for her own body. Simultaneously telekinetic and profoundly real, these tendrils can be deadly at a mere flick. Do not let her grab you.
The wind chills, the shadows deepen. Emma’s free arm is embraced, rather then torn, by the dark. By touching someone with this hand, she can form a fast and messy telepathic bridge into their mind, and use it to viciously ransack their consciousness, seizing every spark of willpower, intellect, and inspiration for herself over the course of five seconds of sustained contact.
The shock of the psychic assault paralyzes the victim for the duration, and non-arms masters are left permanently catatonic. Arms Masters fall into a survival coma, dead to the world for an average of 30 seconds while their Arm struggles to diagnose and functionally replace what they’ve lost. Even after waking, Arms Masters will feel drained and adrift, needing a break to recover who they are. Devour Will does not work while they are in this state.
For Emma, this process is euphoric, quickening and enlightening her own mind with those stolen embers of the victim's, while simultaneously refreshing Id.
Emma’s consciousness moves to inhabit her shadow, and her “body” begins to move on its own as a perfect simulacrum of her current intentions and physical state, wielding a false copy of Id. If manifested while Emma is fighting, the simulacrum will fight. If Emma is fleeing, the simulacrum will flee. If Emma is talking, the simulacrum will not talk, but will continue to nonverbally engage along the lines she had been.
The simulacrum has no true physical presence. Though its strikes are painful, they cannot wound. Most won’t know the difference until later.
Emma can glide along any surface as her shadow, silent and indistinct, free to travel in any lit space. Other shadows are solid to her, and cannot be crossed, restricting her from actions like slipping under doors.
Emma grows increasingly restless and uncomfortable the longer she is separated from her body, and can’t bear to let it be free for longer than 5 minutes. She can and shall recall it to her at will, returning it to corporeality, reinhabiting it, and thus reverting the effects of Shadow Self in an instant.
Misc Abilities: Emma is immune to the disruptive influences of empathy, so other people’s feelings can never stop her. Emma can smile as genuinely as she wants any time she wants, no matter what she really feels. Emma graduated with a master’s degree in mathematics from a prestigious university, years ahead of schedule, thanks to certain disappearances in her inner circle. She is probably smarter than you in many ways, and will happily list them.
Personality: Without exaggeration, Emma only cares about herself. Like most people of this kind, she’s pretty good at hiding or suppressing it when she wants to, but she doesn’t always feel like trying. Letting this mask slip any amount turns her into the most disingenuous, sarcastic bitch you will ever speak to, and if you show offense she will laugh at you.
Likes: Receiving proper respect and admiration. Winning, in any sense that she defines. Knowing that she is the strongest, smartest, most beautiful, most competent, best person in the room.
Dislikes: All forms of disrespect and humiliation, if it’s directed at her. Losing, or winning narrowly. Anyone she considers an upstart or competitor.
Fears: Losing any of her power, control, or prominence, at any time. Losing Id would be the end of her world.
Bio: Emma’s parents are missing. She will tell you she doesn’t remember anything about them, and will suddenly get angry if you press the issue. Similarly enshrouded, Emma guards Id’s full capabilities, date of manifestation, and true ranks. She has never Divulged in public.
Of course, that doesn’t mean no one knows.
Between her personality type and the nature of her power, a local front group for the Downward Descent has found her and deemed her very attractive, and it’s a matter of time before someone approaches her with an offer she won’t refuse.
Until that day, she’s unknowingly fighting them in, like always, a superficial pursuit: pursuit of the praise that comes with emerging from the shadows to unexpectedly turn the tides of war.
Current Goal: Be the hero.
Military or Civilian Rank: Downward Descent Pre-Initiate
June 7 2023
Appearance: Startlingly tall, but wiry, pencil-type build. Shoulder-length straight black hair, worn loose when casual. Quiet and slow voice, unless speaking in her native languages. No fancy costume. Carries a mundane replica of her NA in battle. 188cm / 6’2”; 69kg / 153lbs
Name: Charlynne de Garmeaux
Age: 27
Nationality: French-Vietnamese
Noble Arm Name & Appearance: “Taquinerie” or "Taqui," a flare gun (Calibre 4 Very pistol) made from pearlescent material. When its effect is active, it shimmers like a heat mirage.
Noble Arm Rank:
Power: B Speed: D (S) Range: B Persistence: B Precision: A Potential: D
D (S): Taquinerie can take effect almost immediately if fired at very close range, in which case its speed would be rated no higher than B. Its D rating is based on vertical firing, as in a signal flare, per the Arms Master’s training.
Noble Arm Type, Element, and Range: Support – Duplication/Illusion - Large-effect
When loaded with a mundane flare round and fired, anything that the Arms Master is touching (including themselves) or that is hit by the flare round may be subject to Taquinerie’s effect at the Arms Master’s discretion. Objects struck by the flare round do not experience expected mundane effects (burns, impact damage). A number of duplicate “images” specified by the Arms Master may be created when the flare round impacts an object or reaches the peak of its flight, matching the affected objects or persons – “casting bodies” – in every measurable way. Creating these images is the most draining part of the effect; sustaining them is harder the more images are created, while the nature of the casting body has no bearing, with three exceptions. The exceptions are that Taquinerie’s effect cannot image Noble Arms, including itself; Taquinerie’s effect struggles to image its own flare shot; and Taquinerie cannot create images that do not fit in its effective range.
Images are produced in all available places where they might “reasonably” be within a 1km radius. Un-worn hats are produced on hat racks, military vehicles are produced as an extension of their formation, soldiers in combat are produced in cover, electronics are produced plugged in. If such places run out, they are scattered randomly. Images are in every way identical to the casting body, with few exceptions. Humans will act as fully intelligent and independent individuals, and computers will be created with a complete network setup. The exceptions are that Arms Masters will not be Arms Masters, but otherwise identical and unarmed humans, as if they’d suddenly lost their power; and any piece of an image that separates from its primary mass becomes intangible and soon vanishes, causing projectile weapons to fire ineffective “ghost bullets” and bleeding image-humans to leave no lasting stains.
Images become intangible and soon vanish if they stray more than 1400m away from Taquinerie. Re-entering the radius after exiting it does not restabilize the image. Image-humans are not innately aware of this range until they exit it, at which point they become aware of their imminent erasure. Image-humans are not innately aware that they are images. All images vanish shortly after Taquinerie is demanifested.
Misc Abilities:
Firearms. Charlynne is a soldier, and a SpecOp, and she’s risen to it. Whether it’s Taqui, a P220, a Type 9, or an AK, she can handle, aim, and maintain it with familiarity.
Tac-sense. Charlynne is a follower more than a leader, but she’s picked up enough from practice to guide a squad a little better than they could guide themselves.
Tac-medicine. Charlynne is a medic on the side, part of her weird squad integration as an Arms Master. She’d have to defer to anyone specifically trained, but she’s better than any private.
Wordplay. It comes with multilingualism. Most people wouldn’t get the puns.
Personality:
Perfectionist: Charlynne treats her problems with great care, thinking hard before she acts so that she can act the best she can. She takes her mistakes hard.
Passive: Charlynne is a follower. She’s the type that takes stupid orders and makes them into smart actions without discussion.
Pleaser: Charlynne is a sycophant. She’ll sooner agree with someone she completely disagrees with than make it an argument.
Fears:
Germs. If you can’t find her, she may be off washing her hands for no clear reason.
Every kind of embarrassment, disappointment, or failure that could be her fault.
Bio: Charlynne likes to dodge these kinds of questions. She’d rather not make the conversation about her. It might be hard to tell, but she’s from Vietnam. She’s never been to France. Her surname is a lie. Taqui appeared in the middle of Basic. She was going into the army anyway, this was “bonus.” Suddenly a lot of eyes were on her. This got really stressful, and it never eased up. Then came a lot of testing, testing, testing. Testing limits, her limits, her Arm’s limits. Taqui had hard limits. Charlynne does too, but she won’t show them.
Military or Civilian Rank: Sergeant, OR-5, Trung sĩ
Sorry for being late at the party but here is my OC.
King stands at 6'2 ft that weight in at 140 lbs. He has white hair and sharp brows that cross each other making him look like he's angry all the time.
Name: King Petrov
Age: 19
Nationality: Russian
Noble Arm Name & Appearance: Forger's cube Noble Arm Rank: C+
Noble Arm Type, Element, and Range: Self Cast, Melee, Range, Support.
Element : Fire/Steel
Noble Arm Abilities:
Fabricating steel - from the medieval to the present time, this puzzle box can mold itself into any weapon known to man (to an extent of course).
Shrapnel Blast - When triggered or set on a timer, this cube can detonate up to 20ft radius and shoots out devasting metallic fragments from all sides. It can self-reassemble after being scattered. 1 to 5 mins reassembling time.
Shaper of War - King's Noble arm can transmute and produce mundane weapons based on the natural resources he can find. (water, metal, earth etc.) These weapons range from primitive tools such as swords, staves, and other outdated weapons to modern firearms and automated military-grade rifles.
Misc Abilities:
Blacksmith's insight- A good blacksmith can deconstruct the anatomy of any weapon. King can decipher the info of one's Noble arms based on its aesthetics alone.
Metallurgy - Aside from his noble arm's ability. King is skilled with the gift of blacksmithing and can create actual weapons. He can craft pure metals from scrap and unrefined iron.
Bartering and Smuggling - A silver tongue merchant can sell anything and make profits even in times of war.
Personality:
King is a hustler in every sense of the word. He talks fast and shills faster. His morality is somewhat tethering between "I'm gonna sell weapons to the bad guys for profit" and/or "I'm gonna help the innocent by arming them for free". Either way, King lives by the merchant code of creating, trading, and selling for a living.
*Likes:
Profits, Smithing, Spending, and Gambling.
*Dislikes:
Being broke, Losing a bet and profits, discarded weapons.
Fears:
Being caught of course.
Bio:
In the cold harsh environment of Russia, it's either you adapt or perish. King learned this the hard way when his deceased father (an ex-communicado member of the Paragon of Science) experimented on him when he was just an infant; Forcing his Noble arm to emerge out of necessity. The result was below average and the Paragon didn't take it lightly.
Discarded like a defective product. King is stripped away of his identity and grew up in the streets parentless. He was adopted by the Russian resistance who own a club called "The crownless Tsar" in Moscow. Their base of operations is the nesting ground for syndicates all around Russia. Literally raised by wolves, This hard-knock kid grew up in the streets as a scavenger and soon his dormant Noble arm's ability to create weapons emerges at the age of 13 which would be beneficial to the guild.
As time passed, King makes a name for himself in the underground world as a lowkey arms dealer, balancing the order between non-noble arms users and noble arm masters.
King is a fugitive on the run from the FSB and the Chinese government, living his life on the edge as a hustler and an illegal weapon distributor or as he calls himself "an independent contractor". He has many connections and has been hiding in the islands of Vietnam arming weapons to the militia and to those who aren't fortunate enough to arm themselves in these tough times.
*Current Goal:
To sell and forge weapons. "As long as they keep paying I ain't stopping.."
@Silverstein, Okay, Noble Arms are supposed to be born out of the soul, although the Paragons of Science do have ways to jump-start the process, so you can't really steal a Noble Arm, even if it's made by the Paragons of Science.
Also, fair warning; the Paragons are nigh-impossible to steal from - No one knows for sure where they even are, although it's speculated they're on an island in the Pacific or a pocket dimension made by a Noble Arm or Occult + Scientific weirdness.
And finally, do join the Discord Server; there's an open invite!