hello, you have found the funny test thread
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[h2]<Name> • <Age> • Rank <A, B, C, D>[/h2][/center]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]
[b]Capability:[/b]
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[h2]<Name> • <Type (shell or system)> • <Height>[/h2][/center]
[b]Appearance:[/b]
[b]Manufacturer:[/b]
[b]Armaments:[/b]
[b]Specification:[/b]
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx B A S I C I N F O [Name] Rudis Saint-Saëns [Callsign] Rho Ophiuchi [Gender] Female [Age] 28 [Rank and Designation] Main-Class [Place of Birth] Forgeship Papillon [Official Statement] [url=youtube.com/watch?v=yckDSlo4u3E]"It's just duty, baby. Born into it. Gonna die out of it."[/url] C O M B A T A B I L I T Y [Anti-Barrier Sword] #44: Hard Luck [Anti-Barrier Quotient] 80% [Physical Description] The 44th sword is cursed--that's what anyone who worked on it would say. No matter how they constructed it, the blade was a failure. Dozens of reworks made little headway. The more they had attempted to fix the sword or recycle the materials, the more issues it had. All attempts were failures. Even reclaiming the material and utilizing it in other blades was impossible; anything that had even touched the raw material seemed to fail. In a last ditch effort, its final incarnation was formed: a beyond simple zweihander, if you could even call it that. It would be more accurate to call it a sharpened cross. [Attributes] None. [Armaments]
[Anomaly] Tectoniconesis [Origin] Symtropantos [Phenomena] Fundamentally, Rudis can melt down, collect, reform, and supercool nearby stone and earth. Simply put, she can form durable barriers around her weapon and herself. These stones can easily vary in temperature. [Limitation] Ultimately, their phenomena requires earth and stone. Rudis is significantly weakened when outside of these environments as she's forced to recollect the stones that typically cover her blade. As her phenomena focuses on the collection rather than acceleration of mass, she is extremely limited in range. In addition, her power consumes a significant amount of energy. It's not uncommon to see her completely on the verge of collapse whenever she goes all out, nor is it uncommon to see her devour enough food for three constellations. | Profile [Surface-level Impression] Rudis is a simple person to understand. She's someone who wears her heart on her sleeve; that heart also happens to be beating hard at all times. While hot-blooded, she's a woman of inscrutable will. When she needs to achieve something, she'll risk life and limb to achieve it. To her, dealing with risky situations comes just as easily as breathing. There is no subtext to her actions; to do so is cowardly. She'll openly state what's on her mind regardless of tact. [Personal History] The sole daughter of her parents, one would expect a sheltered upbringing for such traditional ideals. Unfortunately, this was not the case. Born into a Forgeship, Rudis had spent her learning of the duties of the ship. She practiced operating the hammers and played in their few training mecha. However, her duty was not of the ship. No, being from a warrior family, she was tested like all other constellations. They found her aptitude was enough. It would appear that her duty would be among the stars. Home World [Planet Description] Penal flagships. Forgeships. Planet crackers. No matter what you call them, their role is the same: to support the war effort. The forgeships move through the stars with this single goal in mind. Forgeships are honoured for their contributions. Without them, the war effort would be crushed under megacorps. [Culture] Filled with the descendants of exiles, criminals, and debtors, the mining clans are highly influenced by their past. Fragmented and anachronistic, their culture is filled with artifacts of their convicted heritage. [Warrior Family] One would not typically expect a warrior family on a Forgeship. But, love finds a way. The Saint-Saëns had married into the Forgeship Papillon. The young master of the Saint-Saëns, a weak and timid man, was immediately beset with infatuation upon seeing his future wife. Of course, his attempt at noble courtship and romance had been met with a quick response as she (quite literally) swept him off his feet. Notable Contacts [Name] Jean "Okab" Rasker [Relation to Subject] Insert Relation Here [Analysis] Insert Various Info Here [Name] Dr. Malvis Sancret [Relation to Subject] Personal Physician [Analysis] Stimulants. Curt. Rude. Enjoys experimenting with drugs. |
"Some level of concessions are needed to ensure public safety."
______________________________ | Formed to give the independent New Helle some level of policing, the Bureau of Public Safety is the de facto legal system on the island. With the interests of both small and large crime in mind, the Bureau is split into seven sections. Section 1 deals with everyday occurrences. More or less, they're beat cops. They handle the basic things. Staffing police boxes, cordoning off crime scenes, ticketing speeders, enforcing what little legal claims there are in the city. They don't have much power in the city, but they're the first line against anarchy. Well, janitors are the first line of defence. Section 2, aptly nicknamed emergency services, deals with medical emergencies and fire. When something bad happens, emergency services appears to make sure people live. They're more fire-fighting paramedics than police. They have a fairly good reputation for a section because of this. After all, they're the ones that don't ask questions after you get stabbed. Section 3 is the Bureau's emergency response division. Their job is to deal with active situations that require more force than what Section 1 provides. They're analogous to SWAT. Section 4, general investigations, form the backbone of the BPS' investigations. They aim to solve general crimes. Crimes of passion, crimes of opportunity. They're separated into more units based on the type of crime for operational efficiency, but they're all still considered section 4. Section 5 deals with organized crime. They handle the various gangs that crop up. They're more interested in investigations and arrests, so don't expect anyone from Section 5 to be involved in grunt work. They are the most controversial section due to several corruption scandals. Section 6 handles all cybercrime, large financial theft, fraud, labour violations, and other white collar crimes. They don't usually leave the office. When they do, they're usually investigating wiretaps, cameras in bathrooms, and stolen trade secrets. Section 7 deals with special investigations. While the previous 6 sections are all under the same leadership structure and have some level of working alongside each other, Section 7 works outside the chain of command. They handle the things the other sections can't or won't. They deal with the most dangerous people in the city, perform impossible investigations, and handle all internal affairs. This blend of responsibilities has lead to them being rather disliked by every party in the city. Rather unique to their section, they don't exactly have a sanctified recruitment process. If the section chief wants you in? You're in. It doesn't matter if you're already with BPS or you were part of a crime syndicate. They don't have a book to follow. If it keeps the city safe? Might as well do it. While they technically have an office like the rest of the department, constant vandalism and passive-aggression has led them to perform their clerical duties in a bar/restaurant mix. Located on the edge of Little Phlegethon, the Easy Runner makes its home in a disconnected subway terminal. The food's awful and it leaks when it rains, but you can drink on the job. Plus, it's a fortress. You'd need a bunker buster to tear out Section 7. |
"You're in our town now!"
______________________________ | The streets of New Helle are filled with various criminal organizations. Ranging from street thugs to unscrupulous businessmen, there's no shortage in people who wish to engage in illicit activities. Often times, individual criminal organizations form an alliance. These alliances, officially called syndicates, are able to control large swathes of the city. Key syndicates include (but are not limited to) the following groups. Concerned Citizens are a loose coalition of the dozens of small gangs around New Helle. As such, they have involvement in most operations that run low to the ground. While most of them have some level of honour, they're also responsible for most of the smaller crimes. Theft, construction, and protection fees are their bread and butter. They're the largest organization by numbers, but their size ends up with constant infighting. The Family is a cabal of "business-owners" known for their casinos, red-light parlours, money lending, and involvement in the entertainment industry. They tend to be the most open about their activities. To someone of the Family, cash is king. With the money they pull in, they can grease the wheel of any politician or cop and make all of those people who disappear during their yacht clubs a footnote in the newspapers. Gehenna are an orderly organization that values face and honor above all else. While smuggling is fairly agnostic, they specialize in procuring arms, drugs, and other black market items that would otherwise be impossible to get within New Helle. They have their fingers in operations across the city. The Children of Helle are halfway to a cult. Believing in a new age, the Children of Helle deal in magic and the supernatural. Most of their activities relate to the illegal trade of artifacts, enlisting greater demons to share in magic, and other such activities. They also believe that the equalizing curses inflicted upon demons is a cardinal sin. |
"White beaches, bright casinos, and cuisine that spans worlds. What more could you want in a city?"
______________________________ | Created nearly 60 years ago, New Helle is a city of vice and sin. The city is primarily comprised of mixed districts filled with casinos, high-rises, and other entertainment. The shores of the island are either sandy beaches filled with sunbathers or rocky shore docks. The noise of near-criminal construction groups building skyscrapers fills the day. Meanwhile, nights are filled with the sound of festivities and drunkards. Magic and the supernatural protects much of the city. Warding talismans are a common sight alongside posters for weekly raves. The majority of buildings within the city have talismans covering steel beams. The city is about three times the size of Tokyo in both population and size. A highway network connects the city as does an underground metro. The clearest delineation of borders within New Helle is who controls what. Crime syndicates, unscrupulous businessmen, corporations, and the BPS have all staked some sort of claim over the city. Some areas enjoy an uneasy peace between two factions unable to make the first move. Some areas never allowed crime to get a foothold. While New Helle has an elected mayor and public officials, their power is generally limited to legal claims over land, consumption taxes, and creating public works ready to be sold to a private entity. Money, especially under the table, is what drives the city. New Helle has two prisons. The first is the Jailer Detention and Holding Facilty. The facility is designed to hold any person awaiting trial. It's not pleasant, but it's not nice. It's located nearby the portal to hell (and thus customs). The facility is primarily meant as a temporary holding location for those accused of crime before the council (a group of elder demons and humans who allow entrance and residence within New Helle) decides their fate. Humans are usually shipped away from New Helle to a normal prison of their nationality, while demons are sent back to a real prison in hell. The second is The Pit. The Pit is designed for the indefinite detention of demons and humans that, for one reason or another, are unable to be sent to a regular prison. It's miserable, maximum security, and buried deep under ground. There are so many curses that it's suffocating. Any escape attempt will be met by hundreds of gallons of water or tonnes of magic bedrock. Though, it's at least fair on some level. The council will prefer to indefinitely keep pleasant criminals who are unable to be shipped away from New Helle in the Jailer Facility. |
"Really, our names are the biggest difference. I'm an actuary back in hell."
______________________________ | Demons aren't a uniform group. Personality wise, demons are generally like humans--both with beauty and lumps. Their appearances vary considerably. Some demons appear as humans with a small difference. Their skin may be purple, they may have horns, or they could have different coloured sclera. Other demons may look like anthropomorphic animals; wolves, goats, and other beasts are quite common. Rarer than humanoid demons, some demons may appear closer to house pets or fantastical beasts. Demons also differ in power to humans. A demon could have innate strengths. For instance, a wolf demon could have a better sense of smell. Another demon may have stronger muscle fibres. When a demon is too powerful, curses become a requirement as part of their stay in New Helle. There is a large variety in curses. Typically, unnecessary magic or talents are sealed away or weakened. Demons may be afflicted by a shrinking curse if they do not comply with doorways and apartments (though this is more for their benefit than the stability of society). They may also be afflicted with weakening curses if they would accidentally damage the world around them. The process for both applying and removing curses is complex. The act of doing so is performed by descendants of Hexen. As part of the treaty between the two worlds, the act of applying and removing curses is heavily monitored. Typically, curses are only applied on and removed from demons on the hell side of the gates. The only exception to this is a single descendant who ensures that demon babies are properly "blessed." Toddler rampages are a pain to deal with, after all. However, there are various means that criminals use to lessen the effect of these curses. Differences in demonic languages and regions have given their homeland many names. Hell, Helle, Asphodel, Niraya, and more are all acceptable to most demons. Contrary to popular belief, hell is ice-cold. The majority of hell is cold and mountainous. While volcanic hotspots exist, they are extremely rare. A permanent haze surrounds them and is highly resistant to any magical attempts to create clear skies. |
"Have you got a license for that spell?"
______________________________ | With the gates of hell opening, the world was imbued with magic and the supernatural. While demons have a natural aptitude and affinity for magic, humans tend to have an aptitude for the supernatural. Magic is a demon's ability to bend the laws of the world. The basis of how they do so depends on the demon. Some demons use a torrent of emotions to summon flames. Others use a system of esoteric logic to create constructs. Magic is a diverse and nebulous concept that typically refers to the abilities of demons that can not be rationalized by science. However, it is possible for humans to wield magic. So long as a contract with a powerful demon is made and subsequently painted onto the body of a human, a human can wield magic. Though, they still need understanding of whatever logic is involved with the magic of their patron. The usage of magic is heavily licensed. For a typical demon, if their magic would cause undue harm for no benefit, they would be heavily restricted by curses. Humans also need a license if they wish to enter a contract with a demon. The supernatural, however, is an advantage afforded to humanity. The supernatural is comprised of imbued artifacts and talismans. Unlike magic, the supernatural is specific in nature. While a flame demon could produce and manipulate flames to whatever they desire, a flaming sword artifact would produce the exact slash of flame every time it is used. Typically, artifacts are objects that have history associated with them. Their power reflects their history. Talismans are more disposable and a varied art. Talismans can be used to produce barriers, apply restraints, summon supernatural entities, or otherwise interfere with the physical world. Magic tends to be highly individualistic, while the supernatural tends to be based on a common understanding. |
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[b]Name:[/b]
[b]Age:[/b] (Normal human limits, for the most part. Demons vary--the slower the metabolism, the longer the lifespan. Don't go ancient, though. Call it a 250 year max, not counting hibernation. No being part of the old days of Hell)
[b]Description:[/b] (Consider this a combination of appearance, personality, and history)
[b]Ability:[/b] (What your character is good at, more or less. Magic, whether contracted or innate, goes here too)
[b]Artifacts:[/b] (Put what artifacts--be they talismans or blades--your character possesses and uses. Fundamentally, they should just be a written description of what its called, what it does, what it looks like, and its associated history if applicable)
[b]Connections:[/b] (What does your character think about others and vice versa? Also list any recurring NPCs here)
[b]Misc:[/b] (Put anything that doesn't fit in other sections here. Fun facts, home locations, important things I need to know that don't fit in other locations, etc.)