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Hidden 12 mos ago 12 mos ago Post by Raineh Daze
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Raineh Daze

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  • Name: Yakumo Sakura
  • Age: 25
  • Gender: Female
  • Appearance: Considerably older than she looks, and obviously of European heritage. Her parents were not imaginative with their naming.
    For all that Sakura seems to more or less exclusively dress for an office job, despite having to do fieldwork, it's pretty much impossible to ever name a time that she's not worn some sort of brightly coloured trainers.
  • Psychological Profile: Sakura's personality can be somewhat of a dichotomy. On the one hand, she's normally polite and enthusiastically helpful, even where her help is absolutely not wanted or desirable--such as in a kitchen. On the other, even her close friends are going to get a grumpy response if they so much as hint at calling her cute or drawing attention to her size in any way... which is still better than the absolutely frigid one everyone else gets.
    On top of this, she's endlessly curious, which seems to run in the family. This is generally a bad thing, and part of why they're all permanently part of Sefirot somewhere in the world whether they like it or not, because unsupervised curiosity with no direction generally results in headaches for everyone involved. Said curiosity, and the very similar lack of any rational response to terrifying situations, probably explains a lot about her love for horror movies.
  • Skills: With lifelong exposure to Sefirot's paperwork and brand of terminology, Sakura is unsurprisingly extremely good with filling out the paperwork--both in terms of content, and working out exactly what the hell kind of form is applicable for the current situation, as it seems that even an advanced AI can't eliminate an organisational need for bureaucracy. What's particularly useful about this aptitude for paperwork and willingness to help is that it allows everyone to keep her nice and isolated from the break room, where her complete lack of talent for almost any form of cooking would lead to no end of trouble even if she were to merely try and use a coffee machine.
    Inexplicably, she can cook a delicious curry from scratch, and only that. Any other dish, or trying to use something as simple as a roux brick, will be at best inedible and at worst on fire.
    Likely as a result of her inherited magic, Sakura's sense of direction and spatial awareness are uncannily perfect; she's been able to navigate a room full of obstacles even when tied up, blindfolded, taken to a new area, and spun until dizzy, without ever walking into anything... well, without walking into it because she wasn't sure something was there; when done drunk as a party game, she proved completely capable of tripping over her own feet.
    Surprisingly talented at racing games.
  • Abilities: Sakura is, by the loosest of definitions, a magician. It's not some refined art passed down from master to pupil, relying on a great deal of study and knowledge to achieve certain effects, dependent on the skill of the practitioner. It isn't some long-lost art of divination, nor is it even powered by sacrifice. Even compared to the magic that people might randomly be gifted with in the modern era, it lacks a distinct measure of skill or room for improvement. Really, it's more of an inherited curse; if it were to have emerged only in the past few years then it would almost certainly have gotten its original user categorised as an Anomaly when its misuse began.
    Sakura's magic is a talent from the Outside, the key and guardian of portals. The simplest, safest thing that she can do with it--the thing that Sefirot most makes use of, due to its extraordinary utility and lack of cost in comparison to many similar abilities--is to open a gateway between here and there, somewhere in the world, made all the easier with modern observation to get the exit exactly where you want. She could leave the doors open, but that in itself gets... problematic, so her direct presence is generally needed for safe operation.
    Yet, its real strength and threat is how it can open to other realms of existence, gateways to anywhere in a vast cosmos far beyond human visibility. This, naturally, would be a disaster in and of itself if done carelessly and without supervision; perhaps the nicest thing that would come of it would be that she might be driven insane or eaten. Any experimentation without an entire raft of protections and preparations is strictly verboten, with the small girl only knowing two safe (and useful--'toss Anomalies into eldritch realms' is an unsurprisingly unwelcome suggestion) dimensions.
    Those realms are entirely the provenance of some vast creatures... probably. No matter where within it her gateway opens, they're all too willing to shove writhing limbs through and into the normal world. One, either bound by her ability or respecting it, is by far the weaker--strong enough that a normal human can contest the appendages and fight them off. It's mostly useful for support duties as a result, or a means to reach high shelves. Or simply an extra pair of hands. The other creature? It's not under her control, has never shown any sign of being controllable, and simply grasps, destroys, and crushes with wild abandon. She's only able to use it because severing the gate cuts off whatever it's forced through, but it's rather indiscriminate.
    One other quirk of her ability is that it doesn't actually require her to do anything to utilise it except to will the gateway to open or close (or the appendages to grab something).
  • Equipment: In terms of 'tools useful for her job', not much, aside from the usual "I have a phone with a map application on it", albeit with unusually high clearance to access cameras herself. Apart from that, Sakura owns a very large horror movie collection--not all of it good, and much of it in fact shockingly bad--and a nice home theatre setup to play it. Plus a surprising variety of game consoles, for someone who treats those as a very casual hobby.
  • Background: As the girl's European heritage attests, Sakura's family is undoubtedly far from native to Japan, the country merely being the latest (and probably last) stop on their generational trip around the world to get away from organisations or individuals upset by their habit of poking at things man was not meant to know. Where they originally came from is quite lost, but according to her parents, their grandfather was sure that they'd spent the overwhelming majority of the 20th century, if not all of it, moving here and there throughout the USA and only making their customary exit shortly after the turn of the millennium.
    If it hadn't been for the worldwide reveal of how much mystical stuff actually existed, it was likely that they would have continued to take advantage of the divided response to continue making an escape whenever the exploration got too serious. It is, after all, extremely difficult to corner people whose hereditary talent lets them be almost anywhere on Earth at a moment's notice, even if you have the arcane on your side.
    With the advent of Sefirot, as well as public awareness meaning that the priority was no longer "clean up after their messes with nobody noticing", the Yakumo family was finally made to stay put and actually work with authorities--after all, the baseline ability is highly useful, and a history of "excessive curiosity without caution" isn't the same as malice. It did, however, mean that they were always going to be treated with a level of caution and observation only slightly below that of Anomalies themselves, just because of the sheer potential for accidents.
    Consequently, Sakura basically grew up already part of Sefirot, with even her education being done in house. This hasn't particularly bothered her, and she doesn't mind the relative lack of freedom at all, but it does occasionally make her perspective seem a bit odd to the more recently-recruited coworkers. Particularly, her constant exposure to Anomalies seems to have only encouraged her cheerful outlook towards the less immediately dangerous ones.
    Certainly, ever since Branch-092 has been responsible for containing the Natural Born Killer, Sakura was the first to actively try and befriend the Anomaly, and definitely the most successful.
Hidden 12 mos ago 11 mos ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Murakami Arisa
  • Age: 20
  • Gender: Female
  • Appearance: Agent Murakami stands at roughly 152 cm. She has red hair, gold eyes, and a light complexion. Her work outfit is black with gold highlights and white frills, and her weapon is composed largely of dark steel with golden decoration and a bright silver edge.
  • Psychological Profile: Agent Murakami is characterized by a highly proud demeanor. This should come as no surprise given her background, her upbringing having instilled a strong sense of pride(to the point of arrogance in some situations) in her bloodline and her personal capabilities. Additionally, she has a low tolerance for failure and those she deems to be foolish, and a sharp tongue which she will not hesitate to utilize. Some Agents have certainly complained about finding Agent Murakami 'difficult', but at the same time it cannot be denied that she produces excellent results in the field and possesses sound judgement in most scenarios. With that being said, her strong sense of personal pride has its drawbacks, as she will become depressed and self-deprecative when experiencing failure. Her staunch refusal to accept failure is both a benefit and a drawback in this regard. Additionally, while she is usually of sound judgement, at times her proud demeanor will prompt her to endanger herself without specific benefit. While Agents are expected to place themselves in danger and succeed at all costs, doing so unnecessarily can result in the loss of a valuable asset when viewed with even the most callous lens. Agent Murakami also exhibits a strong sense of right and wrong, refusing to abandon civilians if there is a possibility of their rescue. Again, this is primarily to Sefirot's benefit, as in most circumstances the safety of civilians is placed at high priority. Morally difficult situations, however, may give her pause.
    Agent Murakami is highly fond of sweets and stuffed toys, her quarters presenting a considerably different image of her then one otherwise may expect. Drawing attention to this fact is a source of embarrassment for her. While this is of no consequence to her ability to perform her duty as an Agent, it is an amusing note.
  • Skills: Agent Murakami is quite knowledgeable in regards to the occult. Her knowledge base is primarily in classic Japanese and Western occultism, unsurprising given her background.
  • Abilities: Agent Murakami is a magician trained in the traditions of Western European magic. Her bloodline exhibits a strong affinity for fire-based spells, and as such these make up the bulk of her arsenal. These include generating orbs of fire or laying down fire barriers, as well as igniting undefended targets within a range of six meters when given the opportunity to mark and set a target. The maximum intensity of her flame magic is sufficient to melt through reinforced steel. Additionally, she possesses an inherent resistance to spiritual attacks and curses, as is common for magicians even without any training. Possession, too, is liable to fail, or at least struggle. In addition to these passive defenses, she is capable of utilizing defensive magic ranging from flame barriers to shields. Finally, as a last ditch effort, she can ignite the mana in her blood directly and cause her own shed blood to spontaneously combust.
  • Equipment: Agent Murakami commonly equips herself with some casting implements, but her primary weapon is Ifrit. An enormous two-handed sword, Ifrit is effectively a bladed wand. Not only does it function directly as a weapon, but it can channel Agent Murakami's magical energy. This allows her to coat the blade in flames or project fire from it. Enhanced as such, it is even capable of searing its way through the armor plating of some powered armors. In conjunction with her fire magic, Ifrit can be used to focus flames into an intense beam of heat. However, this is costly on Agent Murakami's mana supply, as well as requiring significant time to deploy during which she is vulnerable to attack.
  • Background: An Agent belonging to the Murakami family was one of the founding members of Sefirot. Having considered themselves to be an important part of one of the organizations that formed Sefirot, having tied their service to their family identity, it is little surprise that a member of the Murakami family has been a part of Sefirot since the birth of its current state. The Murakami family's origins as a family specializing in Western European Magic began hundreds of years ago, when a Portuguese magician taught Agent Murakami's ancestors magic in order to uphold his own faded line's will. Since then, they have maintained their talents, with Agent Murakami being the latest in an extended line of Murakami Magicians. Her upbringing instilled in her a strong pride in her bloodline and her capabilities, as well as her duty to ensure humanity's continued existence.
    However, it was her high school's temporary disappearance into a Hema-class Anomaly that developed her current mindset to its fullest. It was here that one of her teachers, in attempting to protect their students, was killed in front of Agent Murakami herself. Due to her already-present training as a magician, Agent Murakami was able to secure the safety of some of her classmates. But the death of her teacher and those classmates she was unable to reach considerably influenced her approach to her duties as an Agent, and it is likely her self-flagellation for failure is influenced by guilt over her their deaths.
Hidden 12 mos ago Post by Rune_Alchemist
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Rune_Alchemist Absolute Depravity

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Hidden 12 mos ago Post by FujiwaraPhoenix
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FujiwaraPhoenix Archer Inferno

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  • Name: Tachibana Masaru
  • Age: 22
  • Gender: Male
  • Appearance: "...Y'know, I look surprisingly good in a suit."
    Masaru stands at an above-average 179cm (5'10") and hides a surprisingly lean and well-toned body underneath his clothes.
  • Psychological Profile: At heart, Masaru is a person driven by his passion and pursuit of mastery in what he enjoys—and, by extension, his desire to share those feelings with others. In the past, this manifested as him streaming and regularly competing in tournaments; now, however, hunting Anomalies and honing his skills beyond the virtual stage seems to have taken its place. To that end, one could argue that he seeks power "for the sake of pursuing it", which could be seen as problematic in its own right, but due to the lack of any actual red flags in his behavior (e.g. megalomania, a desire for revenge, an all-consuming ego) Sefirot seems to be indulging in his pursuits rather than stymieing them—likely due to the fact that the better of a combatant he becomes, the more dangerous stuff they can throw him at. He welcomes the challenge, though.
    When not training, Masaru is actually rather relaxed, often times opting to spend his days hanging out as anyone around his age might. Whether that takes the form of reading, playing games, or just having a good meal matters not, so long as he is able to enjoy life for what it is rather than what it could have been—a trait no doubt inspired by the incident that brought him to Sefirot to begin with.
  • Skills: More than anything else, Masaru's preternatural skill with a bow is what shines more than anything else. Coupled with what was essentially years of dedicated training while streaming (including no small amount of climbing, rolling, and dashing around), however, and that skill has since begun to evolve into more of an informal combat style that leverages both mobility and distance control to strike down his targets. Being able to do all of that while entertaining a crowd of viewers has also given him the means to react to and interpret situations on the fly while also providing valuable information (or lighthearted banter) to his partners in action.
  • Abilities: Beyond higher-than-natural combat aptitude and reflexes, Masaru doesn't have anything that would set him apart from other people. One might argue that his ability to react on the fly and read enemy tells would qualify as an ability, but the man himself insists that those come from practice and refinement rather than natural talent.
  • Equipment: Masaru's primary weapon is a bow enchanted with the ability to control wind, water, and lightning. Though nameless (as far as he knows), the weapon itself is fairly complicated when it comes to actually manipulating the magic behind all of the elemental manipulation; as such, Masaru (with his limited time with the weapon this far) is only able to make rudimentary use of the latter two elements as of the start of his employment as an Agent. The bow itself also has the standard functionality of a bow (being able to shoot arrows of any sort), but also comes with a quiver of "infinite" arrows to make use of.
    Beyond that, the gamer-turned-Agent carries a small wakizashi-sized sword that can double as an emergency supercharged arrow should the need arise.
  • Background:
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Izurich 7/8 Weeb

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