Appearance: A rather tall woman, though not unusually so, standing a 5' 9", John is rarely seen outside of her business casual; consisting of a one-piece, backless, black knit dress, which stops at her midthigh and features no sleeves, but a turtleneck, strangely enough. The yarn that knits her dress is a rubber polymer that, "breathes, but doesn't yawn," as John puts it.
To complete the fancy piece, she wears a pair of stylish, stiletto heels that are 100% moulded rubber - custom-made for her feet, like she was Cinderella - but no socks, unless they make comfortable, rubber socks. Her boots aren't the only piece of shaped rubber in her apparel, however, as her unique gloves are also form-fitted rubber, with the pointer and middle finger exposed to serve as the positive and negative connections when interacting with her weapons and standard railgun technology.
Her modesty is covered overall by a long, rubber-lined trench coat that covers her from shoulder to ankle, and hides, not only her figure, but her double-barrel sawn-off shotgun that is strapped to the small of her back on a rubber strap holster that doubles as a bra.
The final piece of her look is the large, round glasses that somehow set well with her look, combining debonair and nerd in one unpredictable pack. Her shoulder-length hair is kept in a low ponytail with a rubber band, while her bangs hang long to the sides and short to the bridge of her nose in the center.
Lastly, though not an article of clothing, John is rarely seen without a cigarette in hand.
Personality: John is one of the boys, through and through, ready to throw down and fight dirty, whether the situation calls for it or not. Keen of mind, she studied the effective stability of alcohol and tobacco put under pressure of electricity within the Human body in order to allow herself to drink and smoke with reckless abandon, and to cheat at any drinking game.
Rash, impulsive, and competitive to a fault, John won't back down from a challenge, simply due to pride in herself, and winds up being thrown out of bars - either via a bouncer or a brawl (which, she tends to start).
In a fight, she relies on her brute strength and lightning fast movement to end fights quickly in a one-on-one affair, and her railgun double-barrel sawn-off shotgun to even the playing field when outnumbered.
Her worst traits, among her many bad traits, would be her womanizing and quickness to one night stands. Like a bolt of lightning, she strikes fast and rarely twice -- though, sometimes, lightning strikes birth wildfires...
Backstory: Born on the 6th Day of the 10th Month, the 1,856th child of Dante Superbia, Arch Warlock and Patriarch of the Alighieri Coven, Johanna was born, and her waking cry would bring sparks.
Inscribed on the back of her neck, as a barcode of sorts, were the numbers: 06101856, and set within was her destiny. Affixed to her crib, one of many Masterless Visions bought by the Alighieri Coven would hang; now, ascribed with the Vision of Electro.
Raised by her birth mother, Luxuria, and her concubine aunts - Gula, Avaritia, Trisitia, Ira, and Invidia - Johanna would develop in a pampered environment, but under the bullying thumbs of plenty of older siblings; brothers and sisters and cousins, all happy to create an environment that would raise not a princess, but a villainess - sorta. Most would call her a tomboy, or even just one of the boys, as Johanna didn’t fit in with her girlier siblings and cousins, but sat well at the table with the rowdier men.
Able to hold back her drink, smoke a pack a day, and pick up women while playing wingman, Johanna would gain the uncreative nickname “John”, as a result. Consequently, John's penchant for ploymorphic potions and disregard for safety has resulted in, at least, nineteen children sired by her loins.However, before all that, she would be known better for her first and only love: solving mysteries. Born with a keen intellect and eye, John would form one of many small coven-clubs within the massive coven, itself, known as the Mystery Magnet Club. Assembled of nosey children, the club would childishly explore the criminal underworld and solve “mysteries” set out by the adults, amused by their antics and growth.
Sadly, as with all things, children grow up, things change, and people drift apart. Separated, and off on their own paths, John would turn her childhood hobby into her adult job; remodeling herself into a Private Eye, and proprietor of The Witching Hour Investigations - expertly solving the problems of the upper class and lower class of Averton alike. Equipped with a pair of knuckle dusters, a shotgun, and a pack of cigarettes, John embroiled herself in anything and everything, regardless of the danger.
However, some mysteries were better left unsolved, and a warning in the form of a brutal beatdown and her unconscious body being unceremoniously dumped into a crate bound for Al-Marbara would tell John - once she woke up from her temporary coma, that is - one thing:
She got close to something interesting.
Independents:
Witch Sorcery: Born a Witch, John as an innate ability to cast Sorceries. In her case, one of her most relied on Sorceries is her [Kirin's Eyes]; though, as it was inflicted on her at birth, she has no control over it. Her usage of Sorceries on a personal level is best seen in her reality-altering [Ionizing Purity] and her body-altering [Shock and Awe].
COMBAT
Element: Electro
Main Weapon Type: Melee
Secondary Weapon Type: Ranged
WEAPON
Name: Orthodox Southpaw
Description: A pair of Electrium-Copper Alloy Knuckle Dusters, which channels John's magic to achieve a largely taser-like effect upon impact. They can also be used to transfer electricity to and from John to help supplement her reserves.
Weapon Enhancements
Frequency Lock: Liable to get wasted from time to time, even with her cheating, John has enchanted her weapons to be unusable by anyone without an intimate understanding of her biometrics and an Electro Vision.
Name: Thunderclap
Description: A double-barrel sawn-off shotgun made of railgun technology, and kept under John's trench coat for easy access and surprise attacks. It fires 12-gauge shells and specially enchanted beanbag rounds.
Weapon Enhancements
Frequency Lock: Liable to get wasted from time to time, even with her cheating, John has enchanted her weapons to be unusable by anyone without an intimate understanding of her biometrics and a matching Vision.
Fighting Style:
Ambidextrous Boxer: Left hand. Right hand. Trained to rumble with both in equal measure, John has no dominant hand, but conquering fists of the sweet science.
Quickdraw Cowboy: Practice makes perfect, and perfect is drawing a double-barrel sawn-off shotgun from the small of your back before your opposition can even blink.
Shock and Awe: Electrifying her muscles, John can force her body to achieve superhuman speed and strength for brief periods of time, similar to an injection of synthetic adrenaline. However, this comes at the cost of lightning burns to her hands and feet, despite her rubber gloves and rubber boots. Extended or extensive usage can lead to severe burns of the dermal, subdermal, and, inevitably, musculature.
Abuse will lead to crippled movement, and paralysis after a time.
Kirin's Eyes: John's glasses aren't an item for show; she doesn't even need them to see, but to damage her ability to see. Blessed with the Kirin's Eyes, John can see the immediate future of anything that exudes a bioelectrical field - granting her a sneak peek into their next ten seconds of their lives.
Good for cheating at cards and fights in equal measure, but shit for everything else. By wearing her glasses, she can dull her vision, and her Kirin's Eyes in turn. It doesn't work on inanimate objects, even once that project an electrical field, unless influenced by an Electro Vision user.
Ionizing Purity: "A Quality of Life Spell, if anything," as John puts it. This overcomplicated sorcery is a godsend to heavy smokers and hard drinkers, by purifying the "negative ions of vice" and removing the bad parts of tobacco and alcohol.
It also diminishes the "positive ions of vice" as well, so it's a give and take. It won't completely remove everything, so the risk of lung cancer and liver cancer are slim to none - but, slim is still a chance.
@EnkryptionMain Weapon and Secondary Weapon types have to be more specific. If melee, what class of melee weapon, and if ranged, what class of ranged weapon. Just to give an idea of some of the ranged weapon classes, here's a few; handguns, long rifles, bows, crossbows, heavy ordinance.
Since you've got a rail-shotgun that fires beanbags, you might as well be using a sniper rifle. So that'd be a long rifle.
Your fighting style should also be defined. I would like to note it doesn't have to encompass all your weapons, but if you can do it then go ahead. All you have there are the boons but not what the fighting style actually is.
Next is techniques. Shock and Awe is fine. Kirin's Eyes though, I wouldn't say are too powerful, because I can just slap a limit on it but it's just that clairvoyance is a whole other thing. Such precise clairvoyance even if it's just a dozen seconds into the future is pretty much in a different realm of power that she shouldn't have, even if it's via a curse from birth.
My suggestion if you want to keep an eye power, is that it's not her default state as described, but must be activated. The effect can be something like hyper-perception, where she can perceive incredible speeds, or... Something else if you have other ideas.
Ionizing Purity in a more practical sense would allow you to resist poison, you're free to add that if you like.
Anyhow, I do like a lot of the things here like the coven and such, it's actually not too far from what I'd consider a well-established coven seeped in tradition. My only note is that visions are rare, and masterless ones even rarer, as it's typical that a vision would disappear with the death of their user. And even if you found a masterless one, there's an incredibly slim chance it would resonate with a new user. So I actually suggest she had simply been granted one naturally via a pivotal point in her life.
Alright. Everything in order, with a preface that a lot of the CS comes off as vague, as for what's desired in the actual space without clear-cut examples. But, that's a broad criticism, so on to the specifics.
1: I've addressed the issue with the Main Weapon and Subweapon in the preface, but I'll revisit it for a moment, to simply state that it's placeholder text until I actually knew what you wanted in that spot.
Now that I know you want very specific things, and not a broad category, I can more specifically say: Main Weapon: Knuckle Dusters, Subweapon: Railgun (Shotgun).
2: Second verse, same as the first, but let's be specific. There's no distinction here of what I'm to presume is her "fighting style" and what is a "boon" of it. John's a boxer, first and foremost, who is versed in orthodox and southpaw boxing styles, so she's ambidextrous. So, I'm working now, under the assumption you are asking for, specifically: Fighting Style: Traditional Boxing, Boon: Ambidextrous.
To address the gun, what fighting style exists for a shotgun? The best I could think of is: Fighting Style: Riot Control, Boon: Quickdraw. If you have suggestions here, I am open to them. This is a pretty unusual ask for a character, so, admittedly, I'm stumped.
3: Kirin's Eyes is pre-balanced by the fact that it's sensory overload is so immense that John wears glasses with a prescription strong enough that it's damaging her eyesight, because she would be dozens to hundreds of people's lives and their next ten seconds. Throw her into a crowd, knock off her glasses, and her forced to close her eyes or go insane from sensory overload.
Your suggestion is essentially the Sharingan, and that's 100% fine by me as a Naruto fan, so I'll revise with that. Just wanted to point out that it was default balanced.
4: Ionizing Purity is specific poison resistance, geared towards her personal vices. John doesn't go about drinking general poisons on a nightly basis, but I could see her learning to make it into a general poison resistance in future events. So, thanks for the suggestion, I like it.
5: To the point of the Masterless Visions, I suppose spoilers are due, in which the Alighieri Coven Patriarch and Matriarchs performs a Ritual of Reincarnation, which summons a soul from rhe Circle of Hell represented by the birth mother's namesake, and draws that soul back to the unborn child at the moment of birth to attempt to reawaken the Vision by generating a Destiny of overcoming Death's Embrace.
Hence, why the children are born of The Seven Deadly Sins, sired the Sin of Pride, and John is the 1,856 child, as the success rate is influence, but still as unguaranteed as any. Setting John to receive a Vision at any moment in her life doesn't overtly change anything, but it's more interesting that her Vision is with her from birth, due to reawakening to its Allogene reborn.
Alright. With all that addressed neatly and fairly, I think, I'll make the revisions and adjustments that are needed after I get off work.
And, thanks for a rather prompt reply and critiques.
Appearance: Unlike the picture he uses, Ken prefers to wear a tough leather vest over his cotton shirt, as well as a dark green long coat made of some reptile's skin and a set of tough brown jeans and darker brown combat boots, as well as a fedora hat, a belt, and a bandana for style and as an improvised mask.
Personality: Ken does not know the meaning of 'True Companions', but he does know the meaning of family. Knowing what it was like to be an outcast, the boy sympathizes with marginalized members of the societies he finds himself in, even as he keeps a hand on one of his guns in case of betrayal. Traumatized by his parents' deaths and his bloody vengeance for them, Ken is paranoid about being caught and shot but paradoxically yields easily to shows of kindness and sympathy towards him.
Backstory: Ken was born in the United Republic of Walton to an Averton settler and his Uveran wife; an odd pairing that was scorned in some places. They lived in a remote homestead in between an Avertonian/Waltonian town and an Uveran tribal village, trading with both whenever needed, and Ken learned both the scorn of folk and the knowledge of both peoples... As well as how to shoot a gun whenever hooligans, rogue tribals, and the occasional monster threatened. Nevertheless, Ken's first love was his books, books from Walton's capital, surrounding towns and traders, and even a few from Averton.
As he grew older, Ken and his family began to receive more hatred from the settlers streaming into Walton, and distrust from the Uveran natives. Several livestock were killed for trespassing into native lands, and tribal fruit trees were cut down in response, the incidents kept on piling up, and Ken's father knew that it was only a matter of time before both sides crossed the line to open murder. So they fled with all they can carry on a wagon; food, drink, tools, medicine, and a few books. Their plan was to set up a new home deeper in the jungles, living closer to the Uveran way of life. And so they did; a house was built of living trees, roofed together with tough leaves. All books and guns were kept in a hollow in the walls, kept dry by sawdust.
This idyllic new life lasted for two years, and Ken learned to forage and survive even better than before, going far afield in search of berries and water or just plant fibers to weave into cloth. It was one such foraging trip that saved his life when his parents' house was found by a gang of Waltonian settlers looking for a Cryptid, but perfectly willing to kill 'savages', and the boy arrived to see his homestead on fire and his parents dying; his mother clung on to life long enough to tell him what had happened.
And when he wept, Ken swore not just revenge, but also to find a way to bring peace between Waltonians and Uverans. And at the moment of his oath, a Vision Crystal descended from the skies in front of him: He had been favored by them.
Ken took the Vision Crystal and it glowed with the power of the Dendro element, able to reshape the world's plants to his command. After burying his parents, he took their guns, his father's jacket, and hat, and wandered off to become a mercenary; somewhere in-between an adventurer and an outlaw but closer to the former. He eventually found and murdered the gang which had killed his parents, earning the name of 'The Six-Shot Kid' for murdering them all with six accurate shots (and a Dendro grenade) and also a bounty in several Waltonian towns; he had already turned fifteen then.
And so wandering out of the Walton/Uveran region of the world, Ken became a wandering adventurer, living with the hope that he'd one day find a way to bring peace to his people...
Independents:
Professional - Ken is a Mercenary who lives by his wits and guns, so he can technically apply his advantage to an action that needs the application of physical force, and which also earns money. He can also persuade people that he knows how to shoot straight.
COMBAT
Element: Dendro. Main Weapon Type: Two six-shooter revolvers. Secondary Weapon Type: Grenades, Knives, Clubs.
WEAPON
Name: Sean's Vengeance. Description: Ken's father's six-shooter, this gun has been enhanced with the Dendro element to inflict poisoned wounds in addition to normal bullet damage. Weapon Enhancements:
Snakebite - Every shot that hits inflicts hindering but not delibitating poison damage.
WEAPON
Name: Mary's Kiss. Description: Ken's mother's own six-shooter, this gun has been enhanced with the Dendro element so that bullets shot by it have a tranquilizing effect that causes the target to be drowsy... Weapon Enhancements:
Sleep - Inflicts hindering but not delibitating drowsiness with every wound or even graze.
Affinity: (All of them start at 1. Excluding the 1 in each, you have 3 points to spend on them all) Strength - 1 Skill - 3 Endurance - 1 Elemental Mastery - 2 Elemental Stamina - 1
Elemental Style: Elemental Manipulation and Alteration; Ken can control plants and alter their properties.
Techniques:
Healing Spores - Ken can transform any bit of nearby plant matter into spores that latch onto wounds and slowly regenerate the damage done, allowing him much-needed staying power in a fight.
Exploding Plant Matter - Ken can throw a fruit, a tuber, or a root at a foe and make it explode; this does not usually do lasting or fatal damage, but is a handy distraction; can be used in conjunction with Healing Spores.
Tranquilize - Ken can liquefy bits of plant matter into a sleeping aerosol that causes those who breathe it to grow even drowsier and sleepier; works well with Exploding Plant Matter.
Probably will need to stipulate characters will only have one fighting style to start with. It might be hard to imagine but by default, every character in this RP can use any weapon, it is just as Main and Secondary weapon, they will have a better handling of it. This is because anyone can pick up a weapon and attempt to use it, but their skill and familiarity are a whole different matter.
In this case I suggest making something up. Like, "Streetbrawler Style: Incorporate's boxing and weapon usage, because anything's fair game on the streets with no referees. Only survival and winning".
You're not constrained to naming your Fighting Style after actual real fighting styles. You can make it up to encompass what you need it.
Regarding the Alighieri Coven, that... Will need discussion.
I ought open the discord soon, maybe tomorrow, so we'll have to save that for then.
@Letter Bee Probably best you just read what I just said about fighting style. Yours is pretty easy at least, it's kind of everything in a regular cowboy's skillset short of lassos and rifles. Everything else seems fine so far.
Probably just my fault for not making an example character, which I will probably do, and make it for an NPC we will meet in Al-Marabar. Anyway...
@Letter Bee Probably best you just read what I just said about fighting style. Yours is pretty easy at least, it's kind of everything in a regular cowboy's skillset short of lassos and rifles. Everything else seems fine so far.
Alrighty, instead of relaunching the entire sheet, I'm just going to post the changes, so you can just see them immediately. So:
Main Weapon Type: Electrium-Copper Knuckle Dusters
Secondary Weapon Type: Railgun (Shotgun-type)
Fighting Style:
Hard Knocks, Street Smarts: John's preferred style of fighting is born of the unfair lessons learned on the streets during her formative years, "Punch first, and fire last." Acquiring such underhanded technique allows her to seamlessly blend her electric punches and shotgun blasts during combat.
Boons:
Ambidextrous - John is well-versed in orthodox and southpaw boxing styles, and can dominate a fight regardless of which hand is available.
Quickdraw - Practiced and refined, John is able to draw her shotgun almost on a whim, and even the playing field in a blast.
Kirin's Eyes: Blessed with the Kirin's Eyes, John can enhance her kinetic vision to hyperspeed - granting her what appears to be a sneak peak into the immediate future of her opponents.
Good for cheating at cards and fights in equal measure, but shit for everything else. It is also damaging to John's eyesight, and causes her to require glasses to see in spite of it.
Added to [Ionizing Purity]: "There is potential to purify other poisons, but they would need to be carefully introduced into her system to be learned and affected by this sorcery."
So, this just occurred to me. How exactly is John's [Kirin's Eyes] broken for allowing her ten second clairvoyance that causes immense sensory overload, if she uses it too long, when @Letter Bee has a gun that does unblockable Poison on hit and a gun that does unblockable Sleep on hit?
[Kirin's Eyes], pre-patch, were inherently balanced by the fact that John had to prescription glasses with the INTENT of dealing constant damage to her eyes in order to control her "blessing" of seeing into the future.
Ken just has to shoot a target to poison them and put them to sleep. There is a claim that, "Well, some enemies will be resistant, and some will be just immune," and that's all find and dandy. But, that goes both ways, since John's [Kirin's Eyes] saw into the immediate future, but an opponent that knows that would be able to create simultaneous multiple futures by just doing one thing, but envisioning themself doing elsewise, and furthermore, she needs to be able to SEE the target, they need to be ALIVE, and generating a BIOELECTRIC FIELD as she's reading their brainwaves, more or less.
Robots. Undead. Elementals. A rainy day. A foggy day. A sudden crowd. A bunch of clones. A bag over her head.
[Kirin's Eyes] has so many countermeasures, whereas Poison Gun and Sleep Gun need to be Resisted, which means, eventually, they will take, or Immunized against, for anything to not be trivialized by these weapons, as just basic enchantments.
So, this just occurred to me. How exactly is John's [Kirin's Eyes] broken for allowing her ten second clairvoyance that causes immense sensory overload, if she uses it too long, when @Letter Bee has a gun that does unblockable Poison on hit and a gun that does unblockable Sleep on hit?
[Kirin's Eyes], pre-patch, were inherently balanced by the fact that John had to prescription glasses with the INTENT of dealing constant damage to her eyes in order to control her "blessing" of seeing into the future.
Ken just has to shoot a target to poison them and put them to sleep. There is a claim that, "Well, some enemies will be resistant, and some will be just immune," and that's all find and dandy. But, that goes both ways, since John's [Kirin's Eyes] saw into the immediate future, but an opponent that knows that would be able to create simultaneous multiple futures by just doing one thing, but envisioning themself doing elsewise, and furthermore, she needs to be able to SEE the target, they need to be ALIVE, and generating a BIOELECTRIC FIELD as she's reading their brainwaves, more or less.
Robots. Undead. Elementals. A rainy day. A foggy day. A sudden crowd. A bunch of clones. A bag over her head.
[Kirin's Eyes] has so many countermeasures, whereas Poison Gun and Sleep Gun need to be Resisted, which means, eventually, they will take, or Immunized against, for anything to not be trivialized by these weapons, as just basic enchantments.
Can I change it so that the Poison and Sleep effects are mild, or are mild effects not existent in Genshin (still trying to find time to get past the beginning stages)?
That's something that Sho would need to answer, in terms of mechanically how it will function. I pinged you, on the off-chance that you might have thought of a balancing features (such as, they are hindering, but not debilitating a.k.a mild effects) and so you didn't just pop in, and think I was attacking you.
Sadly, we only have two characters to contrast and compare, after all, and it's fair that you get your say on the matter, as well.
That's something that Sho would need to answer, in terms of mechanically how it will function. I pinged you, on the off-chance that you might have thought of a balancing features (such as, they are hindering, but not debilitating a.k.a mild effects) and so you didn't just pop in, and think I was attacking you.
Sadly, we only have two characters to contrast and compare, after all, and it's fair that you get your say on the matter, as well.
Thank you for that, then; it means a lot. But yeah, I was thinking hindering but not debilitating.
So I keep imagining my character with some sort of a self-propelled board to get around the desert. I assume that might be doable, since there's already technology/vehicles to traverse the seas? Could be anemo-propelled if necessary too.
@Vertigo That kind of thing is possible. The sand ships and boats already do something similar, so you'd just be using a much more compact version of the technology. How does the technology work you might be asking?
I... I don't know, I never thought about it, just that the thing exists.
Name: Fiske of the Jotun Age: 24 Gender: Male Race: Half-Jotun
Appearance: Fiske has small-cropped hair, and his stony skin is somewhat smooth and with a blue-green tinge to it. His usual vestiments consist of a breechcloth over leather pants adorned with furs and the patrons of his tribe, armlets, and a furred pauldron. He possesses three tattoos given by his mother the first to protect him in battle, the second for luck, and the third to wish him strength when defending others.
Personality: Living in a small village full of gentle giants had colored Fiske's view of the world in a somewhat naive manner when he first left, always believing that every stranger could be a new friend. Sadly the world doesn't work like that and his naivety has been exploited a few times in the past leaving him with a budding paranoia and wariness of strangers he tries his best to control.
Calm and sometimes even morose he tends to be the quiet one in the corner that tries to pass off without notice (a thing that never happens thanks to his height and complexion) and is always silently observing.
Guards a great deal of resentment towards his father for leaving him and some anger at himself for letting it affect him so much which in turn feeds his resentment. Despite all this there is a part of him that hasn't lost its innocence, he is still willing to extend a hand to someone in need but is always alert to any foul play they might be up to.
Backstory: Once a young scion from the high city of Lascuta sought his prosperity away from the city, for he was just the Fourth son of a small but prominent family and his chances of inheriting anything were smaller than the mercy of the city for those that couldn't afford it, so the young man spent all his money to launch an expedition in a distant land with hopes of finding fortune and success, alas, having never left the city before he was ill-prepared for the trials that the frozen land would bring upon his head, beast assailed him at every turn, food was difficult to come by, the locals were distrustful of an outsider and the cold was an ever-present menace.
It was only by luck that he managed to stumble upon a guardian capable and willing to keep him safe.
Eventually, they fell into a partnership where she would be the one to break the enemy and he would snipe them from afar, it was through this and many trials more that the young noble and the lady of stone fell in love with each other and eventually settled near her tribe for they adored her but some couldn't help but see him for what he was and not who.
Fiske's first memories are of running through the snow to chase rabbits, fishing on the lake's shore and weaving at the other full-blooded giants, of learning how to sew the patterns of his tribe and the stories that the elders told on the main hall. However, he also remembers the grief of caring for his bedridden mother, of seeing the sickness strip her flesh of strength and the weeping of his father at her passing. It was after this that things changed for Fiske, his people ever so warm and welcoming seemed to change, looking to him more as his father's son than his mother's child, it got to such a point that his father decided to take the matter on his own two hands.
Sadly for the once young noble, planning was never his strong forte so his actions had the desired reaction but they also had unintended consequences.
With his father gone the tribe once more welcomed Fiske into its ranks and he was raised beside a few other youths of his age in a communal effort, he was taught to hunt and to gather, to weave and to guard the cattle, to love and to care, the only difference between him and the others was his height and his weaker flesh, his strength a match for even adults. But despite being happy and loved a part of his heart couldn't forget his father or the damage he had unintentionally caused, so it was with a heavy but determined mind that he made his intentions clear to his tribe, to reach the city of Helgaskr and seek for his father with only the word 'Lascuta' as a clue. His tribe would have tried to change his mind, the elders to teach their wisdom, and his peers to soothe his aching heart, and they would have succeeded too had a Vision crystal not chosen that moment to descend from the heavens in front of him. So Fiske gathered what few belongings were his, prepared the supplies he would need, and said his goodbyes, then it was the wilds for him until he could reach the city and then his father.
Even if his mind was still undecided about his feelings for the man.
Independents: -Heart of a Giant - Giants are known for having incredible resilience and strength. Naturally they will have a layer of stony skin that guards them from physical damage, and in exchanges, they will gain one point in strength or endurance. Their bodies can also emit an element if they are a vision wielder, making them dangerous foes, especially if they are a pyro wielder.
COMBAT
Element: Hydro Main Weapon Type: War axe and shield combo [Melee] Secondary Weapon Type: Bow [Ranged] and fists [Melee]
WEAPON Name: Dónalegur and Kurteis Description: An iron war axe crafted by his people with a leather grip and a spike at the back and a shield that once belonged to his mother decorated with faded blue and red hues. Weapon Enhancements
Heim - An enchantment that makes it so the axe and shield combo will always return to each other but gets weaker the further apart they are, however no matter how far away they are they will always pull towards each other.
Fighting Style: Fiske's style consists of getting in the middle of the enemy and trusting that his stone skin and shield will protect him from damage while he causes as much damage as possible with his axe.
Superior might: More often than not Fiske's prodigal strength will give him an edge in any clash between melee weapons
Behind enemy lines: Is not often you see someone leaping straight to the middle of your team and starting attacking everything that moves, Fiske is quite good at taking advantage of this momentarily distraction.
Elemental Style: -Heilandi reiði - When Fiske activates his Vision any wound in his body will be filled with water which will then proceed to replicate any of the functions that are missing or disrupted, eventually such wounds will be healed if the water is not displaced.
Techniques:
Water barrage - Once his Vision is activated and his body has produced enough water a small explosion of water can be generated at the cost of being unable to generate more water from the skin.
Ice armor - Usable only in extremely cold climates or near a cryo user, Fiske can command the water his skin produces to allow itself to be frozen which creates a natural protection to his Vision ability, the cold doesn't bother him on account of his having lived his whole life on the frozen wilds.