Hidden 9 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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[ S ]


Alias Holy One, Holy Soldier, Weapon of God, Hope, Godsend
Age Appears to be in his twenties
Birth date Unknown
Birthplace sacred lake - legends say that the lake had once been of bog; a bath of decay and refuse; and then came a light, touching the planet and with the birth of the Holy One, the water became pure. The swamp drank the purified water and from it came fruitful life. The swamp became a forest.
Current Residence Nomad

Gender Male
Race Inhuman
Sub-race Transcendent
Height Six-foot-four-inches
Weight Two-twenty-five
Hair Color Sun-blonde: feathered with bladed layers touching the shells of his ears
Eye Color Mirror: glossy like glass and refractile
Skin Smooth, sun-kissed, and his hands are rough and calloused.
Physique Athletic
Blood type Otherworldly (holy/pure)
Handedness Ambidextrous

Basic Description A young man with a gravitating personality. On first impression, he appears human, but one quickly learns that there is more than meets the eye.

Disabilities For every situation where the Holy One's life is lost, when he is resurrected, his mind is fragmented, and it is as though he must start his life over. His companions also believe that his great appetite brought by his accelerated metabolism is an eating disorder, and that he sometimes haz da case of de dum.

Weaknesses Ticklish, good food, fatigue, magic, those who he loves, merciful

[ PY ]


Likes Eating good food, a challenge, his friends, and just being silly though he might be serious who knows?
Dislikes When innocents get caught up in his fights, evil, those who harm others, and the greatest crime: wasting food.
Goals His goals are to grow stronger and unlock his suppressed potential.
Life's Ambition ( Single greatest goal ) To rid the world of all evil until THE END
Fears Failure
Crippling Fear ( Single Biggest Fear) Those he loves getting killed because of him
Least Outspoken About Himself
Most Outspoken About Food
Vernacular New England American
Mannerisms Holy has a healthy sense of humor and isn't afraid to talk about immature subjects such as the big shit he had the other day. He will pass gas and belch in public without a care. He comes off most of the time as boyish and youthful, but he has moments of solemnity.
Psychological Condition Overall mentally sound

Friends The Priest and The Monk (can acquire more in-game)
Acquaintances TBD (can acquire some in-game)
Rivals The Monk, General Pompey, TBD (can acquire some in-game)
Social Pressures/Problems Flirty or very forward women
Other Pressures/Problems When The Monk is angry or watching kids. He's not a babysitter!
General Public Behaviour Silly, naive, air-headed, funny, and bad ass

Catchphrase Eh?
Favorite Sayings "Oh come on!" "You got to be kidding me!"
Quote "What was that? Heh, I haven't even begun to take my gloves off."
General Philosophy There isn't a meal out there that I can't finish

[ G ]


Attire


Holy wears a lot of heavy attire for work-out purposes. It hinders his speed by a small fraction, making him slower than most beings. If he were to drop some of the weight, not only is his physical/magic defense dropped, but his physical attack and dexterity skyrocket.


Heavy-weight white hooded coat with black hems decorated with two black twin crosses sewn into the collar, this coat can absorb 5 slashes, 3 thrusts, or 3 magic and energy-based attacks—on account of the crosses sewn upon the collar. They provide a significant amount of physical and magic defense—before this material will shred or rip.

Black Cotton Wife-beater

Twin Cross The necklace is made from a foreign alloy that materialized when the Holy One was born. It doesn't bear a magnetic attraction and it protects him from magic attacks such as "instant death" and manipulation of his being through supernatural powers or abilities. The cross sort of cloaks Holy from mechanical detection, forcing him to be detected by natural means (sight, hearing, and smell).

Two thick leather belts

Heavy-Weight Black Denim Jeans that bear the same conditioning as his coat. They have an assortment of pockets for his convenience.

Durable Steel-Toe Combat Boots These boots are all-weather and all-terrain. With their special sole, they can find traction even through the slipperiest substances. They can also absorb an immense amount of heat to the point where he can walk on lava rock.

Weapons


Cross Blade An indestructible blade with mysterious capabilities. It can be a blade of mass destruction or it can be a blade of peace. The blade is a five-foot great sword that summons from the depths of Holy's body. The blade comes from his spirit self and has proven to be unique for its ability to slice through the fabrics of reality. The sword is in the shape of a cross with two one and half-foot arms that are very, very deadly known as left and right hand of god.
Sword Abilities "Conceal." A move where Holy's sword is capable of concealing his opponent's move or his opponent (immortals only) into an inescapable oblivion. A finisher move that can only be used once per fight. This blade is also a key to breaking seals and closing dimension holes. Holy's blade can be used as a trap for dimension-hoppers to lock them in a pocket dimension that Holy may release them from later (since he is mostly merciful depending on the crime). For the trap to be successful, Holy has to either catch the attack with his blade or impale the enemy on the end of his sword.

Diamond Knuckles Holy's gloves were created from a flexible and all-weather polyfiber material. These gloves protect Holy's hands from intense heat and cold. Their durability doesn't allow them to tear easily. They are capable of stopping even the sharpest of blades. The small crosses sewn into the fingerpads of Holy's gloves give them their odd durability. Embedded across the knuckles of Holy's black gloves are spikes of compressed diamond. They have no special abilities, they only increase physical damage output. (See "Sacred Shields" for information on gloves durability)

Burning Fists When the gloves come off and when Holy is facing an opponent whose alignment is evil, his hands will softly burn with his spiritual energy. Similarly, if they touch an evil entity, that entity will feel its sacred burn.

[ N ]


Healing To heal wounds internal and external; and to remedy all ailments. Severe injuries take time.

Spiritual energy manipulation/absorption Everything carries traces of The Creator. Holy can gather these traces and use them as small attacks, defenses, and support moves in battle. His most favored support moves are creating platforms. Since Holy cannot fly (until he acquires a later transformation), he may create a platform that allows him to defy gravity and even physics.

Blessing Similar to his ability to “Convert,” when Holy's bare hands touch an object that object whether a flimsy twig or blade of glass become as strong as steel and can be used as a formidable weapon. See it more like a holy enchantment. It acts in that respect as well. His ability to bless also grants protection to other beings against bewitchment and possession.

Convert This ability is similar to “Purification.” Holy's bare hands can absorb an attack and convert it into his own extraordinary prowess. However, depending on the size and strength of the assault, if he isn’t careful, he can be overwhelmed.

Purification Purification is the act of converting a foreign danger into a support function. If there is a harmful energy creating an obstacle or bewitching a home, Holy can purify the evil, making it harmless.

Untraceable Holy’s energy and spirit power is peculiar. He can only be sensed by the five senses, specifically: sight, sound, and smell. His aura presents himself as a normal human when his abnormal features are unnoticed or unseen. His presence emanates warmth, friendliness, and security (when he is in a good mood at least). His presence can be rather comforting, but on impulse, if he is ever enraged, his presence shifts into something dread-worthy.

Spirit Body Holy has a physical body and a spiritual body, and no matter how heavily armored the enemy may be, if his physical punches can’t reach him, his spirit punches will and those don’t leave physical injuries on the body, but spiritual ones that deal true damage.

Glare A natural ability that has to deal with Holy's eyes. Like a normal mirror, if the sun or light gets into Holy's eyes, an eye piercing glare will emit and blind (if successful one turn) or become a temporary distraction.

Sacred Shields For each cross in the fingers of Holy's gloves, the crosses are capable of emitting large shields in the shape of a twin cross to protect Holy or anyone he chooses to protect. Anything that collides with these crosses that isn't either a spell, enchanted, or an inhuman attack, will not shatter them. Resistance lasts for 3 energy or magic attacks before it shatters. Anything that collides with these crosses that isn't enchanted will not shatter them. When these shields shatter, the durability of his gloves are shattered as well.

[ T ]


Superhuman Strength The exact limits of the Holy One's strength is unknown. He has been known to hold back on enemies who are not truly evil in spirit, but he has also been suspected of holding back even on those enemies who are evil as though he believes that they can still redeem themselves. There have only been very scarce instances where the Holy One may have shown his full strength. The guy can cut through reality with his sword for crying out loud!

Superhuman Durability The Holy ONe's body is far tougher and more resistant to physical injury than the body of a human. Without aid of magical properties and enchantment most weapons won't harm him.

Superhuman Agility His agility, balance, and bodily coordination are enhanced to levels that are far beyond the natural physical limits of the finest human athlete.

Superhuman Speed Holy can run, move, and react at speeds beyond the capabilities of the finest human athlete.

Superhuman Stamina When under extreme pressures from battle, Holy's transcendent musculature is capable of converting fatigue toxins into cellular energy, allowing him to exert himself to peak physical capacity for several days before he would collapse from hunger and exhaustion.

Superhuman Reflexes Holy's reflexes are enhanced and above those of the finest human athlete.

Heightened Senses With concentration, Holy can tune in on conversations occurring no greater than 200 meters away. He can perfectly see up to 500 meters if he focused, and he can smell a hot meal cooking a mile away. Flavors appeal to him greater than they would a normal human, exciting a surplus of endorphins to flood his body (possibly the source of his obsession). These endorphins perform positive functions for his body and psychology. He can feel vibrations in the earth whether it be mild seismic activity or a heard of cattle stampeding half a mile away.

Accelerated Cellular Regeneration His body's ability to rapidly reform and repair damaged tissues and organs. Severe injuries: lacerations, disfigurement, crippling, dismemberment - require three turns to recover while the battle adrenaline is flowing.

Peculiar Adaptation When Holy is afflicted by an unknown danger, his body undergoes a mutation that allows him to adapt and become immune similar to how the human body creates antibodies to combat a new type of virus or disease. These immunities manifest after each battle whenever he is allowed to recover.

[ S ]


Miracle An attack from the sky that takes two turns. Can only be activated by the word "Miracle". This attack can be very dangerous and very helpful. A beam of light cascades from the sky to either disintegrate an opponent or cast a blessing. Takes two turns to execute.

Heaven’s Lance It looks like the miracle attack but it isn't. Instead, it is a pillar of solar flare from the sun. Holy has full control of this pillar and can send it after his opponent. If hit by this attack, depending on his opponent's defense against intensifying heat, his opponent will either be badly burned, unaffected, or disintegrated.

Deep Impact This is most of the time an aerial attack. When Holy leaps into the air, his density and defense will increase and he will come down upon his opponent like a building. This attack is very easy to dodge in some situations.

War Cry An explosion of din escapes Holy's mouth to deafen the opponent. Holy temporarily loses his voice for two turns after this move. If the attack works, the opponent is deaf for two turns as well. Attacks Affected: Miracle

Theme Song Dragonforce - "Operation Ground and Pound" (Warning: Link will not make new page.)

WIP - contemplating adding NPC/Minor Profiles for Monk and Priest. Contemplating adding book series-worth of background/history information in a summarized fashion. Contemplating adding my own personal artwork to this. :)
Hidden 9 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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T H E G U N S L I N G E R


The Gunslingers carry the blood of an excelled marksman and sharpshooter. They have sharp eyesight, hearing, smell, taste, and reaction time; and are far from precise with their aim. The quick draw specialists are accurate. Capable of wielding any projectile, the Gunslingers in combat are not individuals you want to pick a fight with. They each have their own ethics and goal, but when put up against each other, they are nearly deadlocked. Individual skill is what separates each one.


Z I E G D E S C H A I N


Stats.//
Alias: The Gunslinger
Age: Appears 24
Birth date: Unknown
Current Residence: Drifter
Birth Place: Planet Eastwood (name pending)
Hometown: Tikita
Allegiance: No one
Belief/Religion: Agnostic
Titles/Honorifics: "Best in the West," "Whiskey Shot Award," and "The Gunslinger."
Profession: Gunslinging
Hobby: Drinking, sex, challenging himself-usually with whiskey shot, and being a mercenary for hire.

Gender: Male
Race: Transhuman
Sub-Race: Gunslinger
Strengths: Accuracy, reaction time, extraordinary physical capabilities, decent hand-to-hand, and focus.
Weaknesses: Any form of self-defense that isn't gunslinging.

Height: 6'3"
Weight: 210lbs.
Build: Solid
Hair: Rouge: naturally long down to the small of his back, he buzzed it all off, and keeps it cropped short.
Eyes: Dark maroon, appear blood red when the light hits them.
Skin: Smooth, sun-kissed, and his hands are rough and calloused.
Handedness: Ambidextrous

Scars: Bullet scars resembling rings about his torso and back. He also has one on his left ass cheek [that has a story].
Tattoos: A ring of words that loop around his head, shoulders, beneath his collar bones, and goes behind his shoulders--it reads: "My weapon is David."

Basic Description: A tall, young man with a thin, red goatee cutting down his chin. Eyes sharp like a hawk, and always looks like he's ready to handle or make trouble.
Disabilities: He would say being a handsome individual and the charisma that makes people remember his name are disabilities. He has a mild problem with his memory. He can hardly remember most things that have happened in his past--not due to any sort of amnesia or brain trauma. Being alert and paranoid are what keeps a Gunslinger on his or her feet.

Primary Outfit: Tanned long-coat tailored and seamed with a special and nonmagnetic alloy his people call Sama, standing for Save My Ass. The durability of the alloy can protect a Gunslinger from any Earth weaponry from stabs, blunt strikes, slashes, small and large arm fire. It can even protect a Gunslinger from fluctuating temperatures and explosions. With this long-coat, he sports a brown vest that has three-buttons that button just below his chest, leaving his collar and partial chest area exposed for viewers to see the solid, curves of his pectorals, his desert dragon-tooth necklace, and part of the words of his tattoo. He wears also brown suspenders with hard-plastic clips attached to denim leggings, and over the leggings are wider Sama pants that protect his legs in the same manner the duster does. On his feet are a sturdy pair of combat boots. They have a comfortable and snug fit, and protect his ankles from extreme shock. Imbued in the sole and the material is more Sama. On his head is a cowboy-ish Sama hat. Fingerless sama gloves cover his hands up to his forearms like gauntlets. They protect his wrists from shock, and allow him to stop most sharp weapons.
Secondary Outfit: With his long-coat, hat, and vest off, he stands in his pants and suspenders near completely vulnerable.
Occasion Specific Outfit: Varies.
Location Specific Outfit: Varies.

Most Prized Possession (Material Value): Desert dragon tooth necklace
Most Prized Possession (Emotional Value): His guns

Likes: Drinking, sex, women, gunslinging women, challenging himself, good cooking, and practicing his whiskey shot.
Dislikes: Having his hair pulled when its long and noobs that don't know when they have lost.
Goals: Keeping his title.
Life's Ambition ( Single greatest goal ): Keep his title and keep gunslinging.
Fears: Misplacing his guns.
Crippling Fear ( Single Biggest Fear): Missing. His opponents can evade his shots, but so far, he never misses.
Least Outspoken About: Himself.
Most Outspoken About: What he does.
Vernacular: Northern/Southern
Mannerisms: Rude, crude, and sometimes civil. He usually does whatever he pleases, and is always flirting with a pretty face. He has a good sense of humor, and his arrogance makes him hardly ever serious.
Psychological Condition: Egotistical, arrogant, ADD, and frank.
Aptitudes: Accuracy, Marksmanship, Sharpshooting, Quick Draw, & Decent Hand-to-Hand.
Superstitions: Believes in ghosts, and the goods and evils of the afterlife.
Morals: Neutral
Positive Characteristics: Can be a good guy.
Negative Characteristics: Can also be a bad guy.

Relationships: None
Family: Unknown
Relatives: Few cousins
Friends: None
Acquaintances: Velvet Revolver, Renegade Randy, Sonny & Sugar, Lady Magnificent, The Green Gang
Rivals: None
Social Pressures/Problems: Getting aroused and not knowing how to hide it
Other Pressures/Problems: Making the next move
General Public Behaviour: Arrogant, egotistical, funny, and bad ass.

Catchphrase: "I got another barrel for you to look at."
Favorite Sayings: "What was that?" "You got to be kiddin' me." "Yahoo!"
Quote: Pending
General Philosophy: Anything can die.

Dual Wacom 35 Double-Action Revolver & Magnum [SAMA]
Source: Tikita Gunsmithery - Best custom gun shop in the multiverse. Only downside is, you have to be a friend or trusting aquaintance of the smith, Wilson Chambers. His warehouse is a maximum security death trap, and every time Zieg has to go back, there's always a new trap he has to figure out.
Function: Double-action, light recoil, and controllable.
Description: Sama in its purest form. The gun resembles a foggy platinum with a smooth barrel. The words etched in it spell, "Gilgamesh," and the barrel has a checkerboard design minus the colors [A trademark design of Wilson]. It holds up to eight rounds total, and the beauty of it, it only needs to be cocked once per reload. The stock has a nonslip grip even when dealing with perspiration, and is molded to Zieg's handle. Anyone who tries to wield Zieg's custom weapons will have a difficult time being accurate.
Item Value: Everyone wants this gun for not everyone knows the secret of getting through Wilson's warehouse. The gun's value is near priceless.

Boey Knife [SAMA]

Boot Knife [SAMA]

Wacom 930 12-Gauge Shotgun [SAMA]
Source: Tikita Gunsmithery - Best custom gun shop in the multiverse. Only downside is, you have to be a friend or trusting aquaintance of the smith, Wilson Chambers. His warehouse is a maximum security death trap, and every time Zieg has to go back, there's always a new trap he has to figure out.
Function: 12-Gauge, medium recoil, and controllable.
Description: Sama in its purest form. The shotgun resembles a foggy platinum with a smooth barrel. The words etched in it spell, "Abbadon," and the barrel has a checkerboard design minus the colors [A trademark pattern of Wilson]. It holds up to eight rounds total. The stock has a nonslip grip even when dealing with perspiration, and is molded to Zieg's handle. Anyone who tries to wield Zieg's custom weapons will have a difficult time being accurate.
Item Value: Everyone wants this gun for not everyone knows the secret of getting through Wilson's warehouse. The gun's value is near priceless.
Range: 100m
Length: 3'

∙Ability Name: Curve shot
Type: Alteration
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Only an inhuman or a being with keen eyes can see the motion of the gun before the bullet is fired. The motion the Gunslinger makes with his gun says how the bullet is going to fly.
Description: An unusual skill that curves the direction of the bullet to hit a target.

∙Ability Name: Reload shot
Type: Extraordinary
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Gun isn't fully loaded.
Description: An amazing skill where the gunslinger inserts a round, slaps the cylinder to have the round insert the chamber, and exit from the barrel. It is a very rapid action that not all young gunslingers can master.

∙Ability Name: Ghost shot
Type: Alteration
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Only an inhuman or a being with keen eyes can see the motion of the gun before the bullet is fired. The motion the Gunslinger makes with his guns says how the bullet is going to fly.
Description: An unusual skill in which the gunslinger fires a round that travels normally in one direction, and fires another round that travels behind the first round that will curve and hit the opponent if he or she evades.

∙Ability Name: Round shot
Type: Extraordinary
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: The gunslinger will be busy shooting the rounds of his opponent.
Description: An extraordinary skill where the Gunslinger shoots the rounds of the other opponent.

∙Ability Name: Gun Jam
Type: Extraordinary
Origin: Gunslingers learn the skill from other and more experienced gunslingers when they're younger.
Power Source: None
Usage Cost: One less round
Weakness: Hardly a weakness.
Description: An extraordinary skill where the Gunslinger fires a round into the barrel of his or her opponent's weapon to jam and destroy its mechanism.

Special Rounds
∙Frost Rounds - 16 rounds
∙Flame Rounds - 16 rounds
∙Lightning Rounds - 16 rounds
∙Air Rounds - 16 rounds
∙Earth Rounds -16 rounds
∙Vacuum Rounds - 3 rounds
∙Black Rounds - 16 rounds
∙Flash Rounds - 3 rounds
∙Toxic Rounds - 16 rounds
∙Explosive Rounds - 4 rounds
∙Slow Rounds - 3 rounds
∙Silver Rounds - 16 rounds
∙UV rounds - 16 rounds
∙Anti-Mech Rounds - 16 rounds
∙Force Rounds - 16 rounds
Each set of special rounds are carried in special cartridges beneath Zieg's SAMA pants.

Current Story: Zieg is avoiding a group of bandits known as the Desert Cobras. They are comprised of Iris Green, Big Bubba Green, Jackie Green, and usually a hired hand. They are wannabe Gunslingers interested in stealing all Gunslinger weapons, and have a lust for the weaponry of Gunsmith Wilson Chambers. They aren't the brightest group, but they are still dangerous in numbers.
Hidden 9 yrs ago 9 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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So the legend was told...


A black knight is a warrior without a liege, an untamed monster and an unrivaled adversary relentlessly hungry for a challenge. The significance of the black armor meant that the knight represented no kingdom. In fact, black would be his color to don—black like his heart, blood, soul, and demeanor. A black knight is feared by many a warrior even those bravest to challenge him, and is often referred to as a devil. Black knight wasn't just a title, but an abominable race rare in existence.


H
is father had a superiority complex. He was a black knight always looking for a challenge to his might. He had killed many until he became the strongest warrior in the world and had fell in love with a woman. From there, he had a two-faced relationship where one moment he'd love her, and then the next, he'd abuse her because he feared she was only trying to weaken him with her affection and make him vulnerable. When she gave birth to Matthew, he feared that Matthew's birth meant the end of his reign as a black knight. That he would eventually die and Matthew would be his heir. But his father didn't wish to, and so kidnapped his wife and her baby into the mountains where he cast them into a gorge. Matthew's mother protected him in the fall and lost her life in result, and the father wasn't foolishly convinced that they were dead. He found Matthew still alive and was going to kill him, but instead thought that another black knight would give him a challenge to look forward to in the future, unknowingly, following along with his fate that he would die.

He left Matthew in the care of a family, and as he grew, he was very competitive (like his father) always fighting the other children until one day, he was badly injured by one of the boys who had had enough. He had saw his black blood for the first time, discovering his inhumanity. It awakened something else in him. He killed the boy with his bare hands, seeing that the boy's blood was red, and then fled to escape his murder, being still a lad he had not lost fear. Soldiers were sent to find him and apprehend him, and even as a child, he killed every last one of them. It fueled his father's superiority complex that became apart of his mentality. He excited a string of murders, killing anyone or anything who dare challenge him. Knights soon became his role model with the way they wore armor and rode horses bearing the flags of their nations and kings. That was when he sought out the perfect element that would make his armor, sword, and shield. He sought out abyssal armor from the depths of the mountains, powers with the sacrifice of his own body, and a vicious steed. Renown for its black magic, he sought and tamed a dark unicorn. A savage creature that ate other beast and cannibalized, drinking the blood of its prey. Matthew was set, and soon fear of his name spread throughout the land, reaching the ears of his father. The two eventually crossed paths, and the duel began. The battle being bloody and merciless as though neither of them were kin. Matthew killed his father, ending his life as he had so originally feared he would do and took on his title.

[This was the story in a nutshell. It's not meant to be an epic short story because I doubt you all would read it any way if I made it that way.]

BLACK KNIGHT STATISTICS

Name: Matthew Knight
Alias: Demon King, The Black Knight
Race: Ascended Human
Age: 26
Eyes: Black
Hair: Black; cut short.
Height: 6’0”
Weight: 210lbs.
Sexuality: Straight
Physique: Cut and toned
Complexion: Tan, cream-like.
Immunities: Toxins, Infection, Illusions/Mental Assaults/Mind Reading, Unnatural Manipulation, Infertility [not permanent] and Charm.
Weakness: Heavy damage, Blood loss, His Pride, and Fatigue.

Titles: Demonica - Dark Legion Commander
[The knight may receive several titles for his prowess, but his actions will mostly have nothing to do with the wishes of kingdoms, and thus kingdoms take risks when they try to employ the storm that is the black knight.]

Basic Personality: Matthew is self-conceited with a superiority complex. He is blinded by his own grandeur, believing that he can beat anyone and anything, and will always emerge victorious. This makes him come off as a fool, but it actually encourages him and makes him quite the foe. That side of his personality was inherited mostly from his father, and lying deep inside him are the qualities of his mother. Somewhere within the darkness of his being is a sympathetic man afraid to be the human being he should have been.


Psychological/Social Issues: Nightmares, paranoia, distrust, superiority complex, and sexist. Matthew's mentality is divided between that of his father and mother. His father being the epitome of self-grandeur and his mother being the gentle and caring matron.

Appearance: The black knight is very noticeable for his trademark black armor and the dark unicorn in which he rides. He resembles a tank when mounted upon his feral companion, carrying the presence of death and ill-intent wherever he goes. Without his helm, his black eyes are small, having seen death too many times and felt its blood upon his hands; and without his armor, his bare flesh is wrapped in chains of runes cut into his flesh by a dagger. The runes are the source of his power, having been branded deep onto his soul and bones, they lock his soul within his body so that it cannot be harvested or stolen by the devils in which he often slays. His hair he keeps short on his head and often grooms with a knife when it grows too long.

PESSIMUS - DARK UNICORN

Height: 19 hands
Length (from horn to tail): 7ft
Synopsis: Pessimus is the name of the beast. A dark unicorn capable of unimaginable magic that feeds on the bodies of others. He has become loyal to his master, once the knight had been able to best him. Capable of speaking, which is what the beast rarely does, he can also merge with his master, giving his lower body a centaur-like form. The dark unicorn is capable of flight and vehicle-like speeds. Just like it's master, Pessimus is just as difficult to take down possessing immense strength and veiled too in abyssal armor.

Magic
Flight - The dark unicorn is capable of manifesting wings upon its form to give it the ability to fly.
Horn - A unicorn's horn is the source of its power, and is also a deadly weapon. If the unicorn doesn't run its opponent through, it can use its horn to leech the very life essence from his or her body. [Duration: 5 - Result on sixth turn: Death]
-The horn is also responsible for trapping the opponent in an illusion for the purpose of lowering his or her guard so the beast can sneak up and eat its opponent. The illusions often are related to the opponent's own mind, his or her own experiences in life whether good or bad being brought forth in an artificial reality that they can only witness.
-The dark unicorn can use the magic of its horn to conjure a barrier to protectively encase it or someone else. The unicorn however must be standing over the person it plans to protect. [Duration: 3 turns. Ends on fourth.]
[The horn cannot be broken by a normal weapon nor by small, magic assaults. The unicorn's horn is very powerful and once it is severed, the dark unicorn will die. Severing its horn is the only way to kill it.]

NATURAL ABILITIES

[It is believed that the black blood that flows through a black knight's veins is what grants him such resilience.]
  • Enhanced Physical/Mental Prowess - These natural body functions make him immune to illusions or assaults upon the mind as well as enchantment. Besides the mental reinforcements, his speed, agility, flexibility, strength, regeneration and cellular repair, and toughness are superhuman.
  • Resilience - The odd ability that allows him to endure immense damage or take blows that would often stun or wind a normal human. This innate quality is what often gives him the label as undead.
  • Peculiar Adaptation - Once exposed to a harmful attack, Matthew's body develops a resistance that weakens the attack the more he's exposed to it. [Time Period until Matthew's body had developed an immunity/resistance: 6 turns.]
  • Telekinesis - He has the mental power to control and manipulate objects with his mind, such a way not visible to the naked eye. This ability is often used when Matthew summons his armor to his being when he isn't wearing it. He can move, redirect, and halt projectiles and small magical/energy-based attacks such as beams, orbs, or small elemental strikes.
  • Extrasensory perception (ESP) - Precognition - Like an animal's sixth sense, this ability alerts Matthew of presences either threatening or not and what direction it's coming from. Being a form of mind's eye, it is almost like Matthew has a second pair of eyes, allowing him to see what's around him without the need of his true eyes.
  • Domination - Mind Control - As long as his opponent remains within his sights for three turns, Matthew can establish control of the opponent's body through the domination of his or her mind.
  • Mind fuck - The ability for Matthew to overload another's mind causing pain, memory loss, lack of consciousness, vegetative state, or death after having created a psionic link. Death can come sooner with the Domination ability, but the duration of suffering this ability inflicts on Matthew's opponent is 5 turns depending on how long the opponent remains conscience. Either of the side-effects can result. The decision on what side-effect will happen, will be determined by a dice roll between 1-5: 1) Endless mental pain (until loss of consciousness), 2) Memory Loss, 3) Unconsciousness, 4) Vegetative State, and 5) Death.


WEAPONS & ARMOR

  • Abyssal Helm
  • Abyssal Armor
  • Abyssal Shield
    Length: 4ft
    Width: 2ft
    Description: The abyssal shield is in the shape of a vertical rectangle with sides that curve inward for the convenience of his blade.
    Equipped Location: Back
  • Abyssal Long Sword
    Length: 3ft
    Width: 3in
    Hilt: Hand guard
    Equipped Location: Behind shield on back
  • Abyssal Short Sword
    Length: 2.5ft
    Width: 2.5in
    Hilt: Hand guard
    Quantity: 2
    Equipped Location: Hips
  • Claws&Chains: They are chains with claws at the end for latching onto opponents, ledges, or objects. They are manipulated by Matthew's mind.
    Length: 10yds
    Claws: Sharp with curled claws for snagging flesh and never letting go. For one to rip them out recklessly will cause a chunk of flesh to come free. If not removed delicately, these claws can F you up.
    Quantity: 4
    Equipped Location: Behind shield coiled in the center of his back.
    [The abyssal gear is similar to that of demon armor. It is weak against holy weapons [not light] yet indestructible against any other weapon that isn't enchanted with a holy property. It is weak in the day, absorbing strikes from normal weapons, but strongest at night. When against black magic, the armor drains it from its enemy, drinking it and reinforcing its durableness and the strength of its wearer.]


MAGIC & RUNES
  • Abyssal Flame - This is the hottest fire in existence. It can burn through anything and anyone, and is on par with holy flames. A fire immunity won't protect one from this fire unless it is specifically an abyssal flame immunity or an immunity to all types of flames. [Conjuration: 1 turn - cast on next]
  • Darkness - Manipulator of shadows. Not a shadow traveler, but he uses the shadows to trap his opponent in darkness so they cannot see a thing. He can also cast an area into darkness to reinforce his armor. A character capable of seeing in the dark will still not be able to see in this attack. [Conjuration: 1 turn - cast on next; if successful, duration of darkness for opponent: 3 turns]
  • Beast Master - He is the master of dark creatures able to bend them to his will [thus, the Dark Unicorn]. Black dragons, wyrms, imps, lesser demons, and other dark creatures also go into this category.
  • Hex Ring: Illusions - He can warp the battlefield with his illusions or set before the opponent, something which does not exist. [Conjuration: 3 turns - cast on fourth turn. The ring glows green when in conjuration.]
    Equipped Location: Ring finger - right hand.
  • Ring of the Reaper: Soul Stealer - The ring supposedly is the ring of the true Angel of Death. The ring is capable of stripping a being of their soul, exposing it to the dangers of the spirit plane. [Conjuration: 3 turns - cast on fourth turn. The ring glows white when in conjuration.]
    Equipped Location: Ring Finger - left hand.
  • Dispel Necklace: This necklace wards against nullifying magic. Magic which tries to nullify all magic within the battlefield. [Works automatically whenever such magic is cast. The necklace only protects Matthew from having his magic nullified, but not others on the battlefield].
  • Bloody Dagger: This hidden dagger is not exactly bloody. What it specializes in is making the opponent bleed profusely from any wound it inflicts on that being. Dramatic blood loss is imminent.
  • Wards: The scars on his body. Purpose can be read in immunities. A special purpose these wards do is grant Matthew a light as a feather ability. To move about in his armor and wield his weapons as though they were made of paper and cardboard. There is a rune branded on his penis, which makes him infertile. He does not wish to pass on the same mistake as his father.
  • Possession - This ability consumes all of Matthew's magic and energy to summon a creature from the underworld to possess his body as a last resort. The creature summoned into being can contort and transform his very being, often times making him appear as a grotesque monster. [Conjuration: 3 turns - execution on fourth turn. Duration: 5 turns.]
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Captain Silvermane Kraken

Brandt Théomore "Théo" Trout


The ocean has no rules. A pirate who can rule the sea knowing this, is a true king.





Name:
Captain Silvermane Kraken; Captain Kraken; Captain Silvermane; Brandt Théomore "Théo" Trout; The Sea King; The Pirate King; The Sea Bastard; The Silver Devil; Silver; Théo (he is called this only by his father, which is how he will always know who his true father is)


Age:
29


Gender:
Male


Sexuality:
Heteroflexible


Origins:
On his mother's side, he is Diovirene, and to the Diovirene, his surname would be "Sand." On his father's side, he is of the Quell Sea, and thus his surname is "Trout." Unlike the Gullys, his skin is tanned, and his hair that was once as brown as molasses is prematurely white from mysterious circumstances explained in his "Biography." He bears characteristics of both his mother and father that some with keen eyes are able to note. He does look slightly similar to his Gully brother(s) and sister(s).


Residence:
The Sea






Clever Naughty Creative Cutthroat


Personality:
Brandt was born with the blood of a prince and the blood of a whore. He was lucky to have grown up not afflicted by his mother’s fatal disease, but he grew up watching as it sapped her of her beauty, mobility, and then lastly, her mind. He grew up just in time for he and his mother’s roles to be swapped, and for a boy, it was difficult, watching his mother deteriorate. It made Brandt strong and mature at an early age until she passed on.

Without a mother or a father, Brandt became independent and free. His first voyage was from the Diovire Desert to the Quell Sea to meet with his father. To this day, he never forgot the truth he saw glimmering in his father’s eyes when he recognized him. From his lips, he had denied their blood connection, but Brandt knew that the Lord of House Gully was a liar. Unlike most children who would have been disgruntled about their father denying their existence, Brandt understood why Lord Gully had done so, and he didn’t let it ruin his life or resort to vengeance.

Brandt was resilient and optimistic—if not just in a self-centered manner—he believed himself to be the true heir of House Gully and that he has prince blood. He used this knowledge to amass a fleet of the most experienced and cutthroat pirates from all around Lhivoria. It was his arrogance and beliefs that led him to become one of the most powerful and feared pirates on the sea. Because he was so honest and so zealous in these beliefs, his crew was caught up in them, and they too believe them to be true. He is the pirate king.

As the pirate king, Brandt’s name when whispered on the sea is a frightening one. Many sailors fear that by saying his name, then it carries on the wind, and the Silver Devil appears. The sea tales say that the wind is the captain’s ally, and it always fills his sails to allow his ship to catch-up and out-maneuver his enemies. The tales say that the captain’s hair turned white when he looked Death in the eyes, and since there is a story concerning his left eye and that any who gaze upon it die. The tales say that the captain has witches for wives. They are called the Silver Witches as well as The Sirens of the Sea. His wives lead men to their deaths.


Role & Career:
The Pirate King and self-proclaimed ruler of the ocean


Hobbies & Interests:
○ Knife Tricks
○ Drinking Games
○ Sea Battle
○ Stealing (to include from other pirates)
○ Women
○ Navigation
○ Polygamy


Likes & Dislikes:
▲ Drinking
▲ Chanteys
▲ Beautiful Women
▲ Challenges
▲ Sex
▲ Knives
▲ Booty (interpret that as you will)

▼ Disrespect (to a lady mostly, but he will slap and kill a "bitch")
▼ Being outsmarted
▼ Naysayers
▼ Parties with no booze
▼ Anyone who dares kills or sullies any of his wives


Other:
Brandt stands at 6'3" and weighs 192 lbs. He is lean in build and not too heavy for his knife arts require him to be lithe and quick. His complexion is slightly tan due to his Diovirene characteristics and he wears an eye patch over his left eye that the "sea tales" says is the Eye of Death. Really, the story about that eye is entirely different, and it is explained in his "Biography." His hair is prematurely white and that too is explained in his bio. For being a pirate king, most expect the roughest looking pirate, but bearing the blood of the Gullys and the blood of the finest whore in the Diovire Desert, it is no wonder why Brandt has many wives.


Special Note (1): Brandt knows who all of his brothers and sisters are for he still keeps track of the Gully lineage. Because he knows who they are, there may be an opportunity for "partnership" or even "mercy" in the future. He still considers them blood unless one of his siblings/cousin(s) wishes to believe otherwise. Word of advice - don't believe otherwise.

Special Note (2): The exact story as to what happened on The Island of Death is not explained in the biography for it is a secret that Brandt has told to no one, not even his wives (at least so far unless they are eventually played by players). Brandt would only share such a secret with a close friend or "sibling."

Special Note (3): The Kraken's flag is black but unlike ye olde skull and crossbones, it bears an undead kraken in white on the front.

Special Note (4): Brandt can supposedly navigate the ocean without the need of the stars or other instruments to guide him. With his mysterious left eye, he can supposedly see the pathways or "ley lines" of the sea.






Family Members:
Lord Gully - father
Lady Amara Gully - step mother
Lady Amelia Gully - half sister
Lord Tybalt Gully - cousin?
Ser Lucan Gully - half brother
Lord Ithobal Gully - half brother


Biography:
The Sand Trout


Brandt was born to Lord Gully and a Diovirene whore by the name of Jesemine “Desert Lotus” Joyce. She was a beauty with long black hair and eyes so dark that a man could drown in them. Lord Gully, at the time, had no heirs and was away from home on voyage to the Diovire Desert coast. He had needed fresh air for the stress of his wife’s infertility had been weighing sickly on his mind and shoulders (she would later bear him children). It is uncertain whether Jesemine intentionally sought to steal the heart of Lord Gully, desiring for him to plant his seed in her so that she would be able to bear a child who might be able to lift her out of the slum she lived in, or that their meeting was by chance. After Lord Gully’s visit, she became pregnant with his child and sent word to him by a thief and friend named Liota. Liota caught a ship to the Quell Sea region, and was able to cunningly sneak into the Gully Keep before she was accidentally killed by the guards who feared that she was an assassin. She gave the guard a message that contained the startling news that he would deliver to Lord Gully. In response to the message, Lord Gully sent Jesemine enough gold to take care of her child and to pay for funeral rites for her friend. The response hadn’t been what she had wanted for she had hoped Lord Gully would have taken his future son to his home, but he instead have given her gold so that she would remain silent on the matter and raise her son in peace.

Peace, however, did not come to Jesemine for she had contracted a disease from one of her johns. She was able to give birth to Brandt without him suffering any side-effects from her illness, but through the child’s growth, she became weaker and sicker up to her last years. She continued to write to Lord Gully, and received no response. She told him about his son and about how her health was deteriorating.

Brandt was twelve years old when his mother passed, and uncertain of what to do next with his life, he sought out the only other person he knew of: his father. He stowed away on one of the ships leaving to the Quell Sea. When Lord Gully had been returning from a diplomatic trip, Brandt boldly confronted him and was nearly cut down when his knights surrounded him. Brandt put his father on the spot when he claimed to be his son, which confused and angered the loyal servants around him. He saw it in his eyes, and would never forget the look Lord Gully had worn on his face then. He denied the claim and ordered him away before he had his knights imprison him. Brandt was left standing stunned and speechless, questioning whether his mother had been right or not, but he could never forget the truth in the look his father had given him.

The Silver Witches | The Sirens of the Sea


Brandt accepted that he was the true heir to House Gully, but he desired a greater title—something above his father and his siblings to be. It was only fate. How else had he lived when his mother was stricken with a life-threatening disease? With his royal blood, he was meant to rule, but reaching the title of Pirate King hadn’t been an easy journey.

He started fresh and naïve, boasting about his bloodline in many a tavern around the Quell Sea region. Intelligence eventually reached the Gully Keep about a young man claiming to be the son of Lord Gully, and an unsanctioned order was given to silence the fool. One night when drunk and asleep with a whore in his bed, an assassin entered his room and nearly succeeded in killing him. If not for the whore beside him, who had been a light sleeper, screaming into the night, then Brandt may not have ever woke. It had been Brandt’s first encounter with an assassin, and the man’s skill had frightened him. He spent majority of the fight running and struggling not to suffer a fatal injury. This led his killer to believe that he was nothing but an inexperienced coward. As soon as the assassin became overconfident, Brandt utilized Diovirene trickery and sent a knife flying right into the assassin’s throat. The man had died drowning in his own blood and Brandt had been able to unmask him and learn that he was one of his father’s men. Brandt realized then that if he wanted to build a crew, then the dogs of the Quell Sea would have to be won last.

Brandt returned home to the Diovire Desert and sought out the slaves. He stole and liberated many who chose to serve him under their own volition. Of those slaves, he married four who were the most beautiful and deadliest of women in the desert. All four were killers, bandits, and pirates reduced to a life of slavery as punishment for their crimes. They fell in love with the man who bore the blood of a prince and king, and chose to serve him under the name “The Sirens of the Sea.” They were not only capable of loosening the lips of any man or lady, but killing them.

If anyone would like to be one of the four sirens, send me a PM. I will leave this option open for a while, but if I don’t get any takers, then I will fill these roles with NPCs.

The Silver Devil


Brandt’s crew had started off small, but gradually grew in size as they continued to liberate slaves in the region and recruit them onto his ship. Eventually, each of Brandt’s wives had their own ships, and Brandt had himself a small fleet. The ships left Diovire to return to the Quell Sea region, hoping to once again win over the loyalty of the pirates in the area. Brandt had managed to recruit a few, but they proved to be unlike the slaves he had on his ships. The pirates of the Quell sea were arrogant and wild. They needed more convincing that he was the true king.

Brandt was told a tale of Death in the body of an old woman who inhabited an island off the coast of the Vaernin Forest. It was said that the old woman bore the secrets to all the gold hidden in the sea, but many a pirate or sailor who braved the island never returned. Brandt was challenged to brave the island and return with Death’s secrets, and Brandt accepted. When the captain went ashore the island, he told his wives and men not to follow him. The captain was gone for three months and during that period, his wives found it difficult to control the unruly Quell Sea pirates. They tried to start a mutiny on countless occasions and The Sirens personally dispatched of those who were treacherous, but still many more appeared. They were soon joined by enemy ships who threatened to take Brandt’s fleet while he was away.

On the last day of the third month, Brandt returned to the shore to the crew’s relief but he was different from what they remembered. His hair had gone stark-white and his left eye had become a milky bluish-white color. They thought that Brandt might have gone blind in that eye, but he told them that he could see better than before. Brandt told no one what had happened and his reappearance had been shocking enough to end the mutiny on his ship. He mercilessly sank the enemy ships that had harassed his fleet, the men claiming that a man had left them and a Silver Devil had returned.

With the loyalty of his new crew won, Brandt put his old name behind him. Brandt Theomore Trout died on The Island of Death. He was now Captain Silvermane Kraken, Captain of the Kraken, and Pirate King of the Sea.
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DIGIDESTINED






Name Kaguya Norimatsu
Age 18
Gender Male
Physical Description
  • Height - 6'2'
  • Weight - 162 lbs
  • Hair Color - Dark Brown
  • Eye Color - Hazel


Personality

Kaguya doesn't like talking about himself with strangers, and warming up to him is just as much a difficult feat. He doesn't trust people. Having been the bully most of his high school life, he's not only been forced to defend his title against other bullies at school, but he also could never escape the social stigma. There were days where he actually tried to be nice, but instead the other students saw his kindness as a ruse or trick. Not even his girlfriends will stay with him due to the drama brought by trying to retain his title as being the Top Dog in school.

Kaguya is highly independent and tends to go into situations alone. He is self-confident to the point that others would deem him arrogant or cocky--maybe so, but so far he has been able to back it up. He's one of the best swordsmen in his kendo class, if not the best as he would claim. He often carries a shinai or bokken when harassing students or beating the snot out of other bullies contesting his throne.

Additional Information

I expect Kaguya to be a reformed Digidestined. Because of his personality being the way it is, his Digimon is going to reflect it by coming out as the dark attribute. Thus, there will be two different forms if Kaguya improves as an individual over time. The vaccine form isn't posted at this time but will be if the Digimon is ever reformed.

DIGIMON


Atrribute: Virus
Type: Darkness

Digivolutions

Baby (Creation by XeketDarkhand)
Name: Sinamon
Physical Description: A black slime Digimon that is freshly born. It has devil-like horns, large yellow fearful eyes, and fangs.
Move Set
  • Bubble Blow - Produces bubble-like objects from its mouth to intimidate the opponent.


In-Training
Name: Cranomon
Physical Description: A flying skull with swirling eyes and black wings.
Move Set
  • Black Bubble - Black inky-bubbles that will stick to the foe's face if allowed to pop.


Rookie
Name: Skelemon
Physical Description: A black canine-like Digimon with bat wing ears, skull face shield, a collar with a cross, and a bony tail.
Move Set
  • Bone Gun - Skelemon will turn around and his bony tail will stiffen. He will then fire his bone segments like bullets at his enemies.
  • Shadow Jump - Skelemon can jump through the shadows of foes to appear behind them and catch them by surprise.
  • Funny Bone - Skelemon has an infectious laugh that makes other Digimon want to drop their guard and laugh with him.
  • Dark Bite - Skelemon leaps onto the enemy and gives them a painful bite.
  • Dark Claw - Skelemon claws his enemies.


Champion (Creation by XeketDarkhand)
Name: Nefarimon
Physical Description: Skull face with yellow, frightening eyes. Nefarimon wears a black and red cloak and black chains snake down his slender arms.
Move Set
  • Shadowlink - Dark chains are produced from Nefarimon's body that will attach to one or more targets, be they human or digimon. While attached Nefarimon can control their every action even from a great distance. The chains can enter the ground as a shadow to hide. He can use up to 6 chains at once to control targets. These six chains can also be used offensively to strike like snakes from a great distance when not attached to another creature or to entangle an enemy. This distance must be in visual range however if he does not have a controlled opponent to view the target.
  • Dark Touch - Nefarimon can channel powerful viruses through his hands and a touch will start a chain reaction that will make the target appear to turn into stone before being deleted a moment later. He can also use this ability on other digimon's attacks to nullify them by breaking down their code. It's not uncommon for Nefarimon to use his Shadow Link to hold his enemies still so he can use his Black Touch to finish them off.
    Extra Info: This digimon can be very cruel in battle.
  • Shadow Walk - Nefarimon can navigate shadows and ambush enemies with his Shadow Link.


Ultimate (Creation by XeketDarkhand)
Name: Fiendmon
Physical Description: Fiendmon resembles a scarecrow. He has slender arms and legs, stark-white hair, shackles about his wrists, and a wicked-looking sickle.
Move Set
  • Dark Dimension - Fiendmon can transform shadows into a black quicksand that will pull enemies into a dimension of darkness. Surrounding by nothing, the enemies are at the mercy of Fiendmon the god of the dimension. Enemies are freed from the dimension as soon as they suffer damage from Fiendmon. Whether they live or perish is another story. While in the dimension, the darkness and loneliness will drive a Digimon into madness.
  • Sickle Whip - When Fiendmon swings his sickle, a crescent of black energy flies from it and it will bounce between every opponent it hits, duplicating into threes.
  • Dark Harvest - When a Digimon is near-death and about to perish, Fiendmon will use this attack to finish the Digimon off and collect its data to restore his own health and vitality.


Mega (Creation by XeketDarkhand)
Name: Arch-Fiendmon
Physical Description: Arch-Fiendmon is reptilian in appearance with a skull face, four arms, and lengthy black tail. His mane and the tuft at the end of his tail are crimson.
Move Set
  • Black Nova - This Mega Digimon opens it maw and draws in surrounding dark matter. It then releases it as a powerful blast strong enough to easily level an entire city.
  • Dark Infection - A glare from this Digimon's eyes can infect other Digimon with a virus causing them to become a virus type themselves. They will become insane and uncontrollable, turning on friend and foe alike, turning on all except for Arch-Fiendmon. This can cause other digimon to digivolve into dark versions of themselves.
  • Shadow Chain - The chains dangling from Arch-Fiendmon's shackles will lengthy and snag foes, binding them.
  • Nether Slash - An attack from this digimon's claws are so powerful that when used in the digital world it can delete portions of the world leaving spaces of nothingness where landscape used to be.


DIGIVICE


Physical Description: Kaguya's digivice appears as a black watch on his wrist. During digivolution, the watch face will spring upwards and the watch will twirl rapidly like a coin, producing three data rings of power about it.
Special Characteristics: Kaguya can use his Digivice as an encyclopedia to scan Digimon (only canon-types). After scanning canon-types, then he can learn all he can about their species of Digimon. He can track Digimon within 100m and the digivices of other DigiDestined to locate friends who may be lost or in danger. He can also monitor the overall health of his Digimon.
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The Alien


Name: Zergheist Yahfron O Nut – The first underlined word is his first name and also the name of the scientist who created him. The second underlined word is the name of the project he was born from. The third underlined letter are the type of cells that were infused with his Ixo cells. The last underlined word is the name of his mother whose egg was donated for the project. Nut is pronounced like the word “Newt.”

Nickname: Zebra*, Zyon, Zy, The Alien, Space Elf, or Zee.

Alias: Zyon (sounds like Zion)

Age: Appears to be in his mid-twenties.

World of Origin: OC; Ixos - Red Spiral Galaxy

Race: Ixan

Biodata

Ixans are an alien race from what astronomers call the Red Spiral Galaxy or RSG. Their home planet is named Ixos, one of three other planets that are invaders to their galaxy. The invaders are living planets that Ixans call, “Ujas” or “The Swarm.” Ixans are all bioengineered beings created to defend their planet from all invaders that would cause it harm. Ixans are very similar to Humans in appearance except that their hair colors can vary to colors impossible for most humans such as blue, pink, purples, etc. Their skin varies from tan to dark in complexion to the giant sun at the center of the RSG named “No.” With No being so large, the Ixans have a higher heat toleration than normal Humans (that’s about as hot as temperatures recorded in Death Valley, CA) as well as cold for every night when the sun sets, the planet plummets to temperatures starting at 32 to minus 16 in Fahrenheit. No also makes the gravity of Ixos greater five times than that of Earth, making the Ixans muscle and skeletal properties denser than a normal human’s.

Ixans are constantly developing new technology to improve their people and better adapt them to fight The Swarm threat. DNA is recoded and artificial cells created that reprogram the development of Ixan embryo making them stronger, faster, sturdier, and more intelligent than those created from past projects. Zyon was one of these beings created in a lab from Dr. Zhergeist Myex Z Fa and his mother Nut Xila M Eun.

Physical and Mental Abilities

On Ixos, the Ixans created directly from the lab are slightly superhuman in comparison to those who have reproduced naturally over the years. Ixans live average lives, mostly farming and tending to the flora and fauna of their planet to better prolong its existence in order to promote theirs. The technology uses natural energy that promotes life on the planet, and the destructive forms of energy are used in the defense of the planet. While all Ixans are soldiers capable of taking up arms at any moment to defend their planet from invaders, the Ixans born directly from projects already have their lives mapped out for them. They are the soldiers.

Ixan Strength/Speed/Reflexes/Endurance/Toughness/Senses

The true strength of an Ixan depends on gravity. If an Ixan were to go to earth for example, with Earth’s gravity being 9.8 m/s2. Ixos is five times that amount making it 49 m/s2. An Ixan would be able to perform stunts that Earthlings would deem superhuman. For RP purposes and to shy away from math and science, I’m just going to keep it simple and say that at most if Zyon were to be on Earth, then he could lift 25 tons. As long as he isn’t restricted by a gravity greater than 49 m/s2, then he will demonstrate abnormal strength.

Speed, on Earth, would be 45 mph, and his reflexes would allow him to dodge and block objects travelling at the speed of most small arm weapons.

Due to his bioengineering, his body produces less toxins and therefore, Ixans can wage a war for days on end with little rest. Three days at most for each Ixan before they must rest.

Ixans are a tough species. Unlike Humans, they cannot be killed by a sharp stick. A sharp stick would snap in collision with their sturdy muscles and skin before it would ever pierce it. They can tolerate abuse from lost limbs, multiple stabbings, and severe burns before they would ever call it quits. They are resistant to most toxins, due to their body’s ability to rapidly filter harmful substances. They are designed to take punishment for The Swarm does only that. It does not feel; it does not regret; and it does not care for anything other than itself.

Ixan’s carry above-average hearing, able to hear a whisper if the whisper were made in the same room. As for if there were obstacles in the way such as a wall, then Ixans can hear at most a conversation made at a normal spoken volume, any louder than most definitely. They can see clearly up to 300 m, and so scoped weapons aren’t always necessary, and like animals, can smell certain emotions exuded by other lifeforms such as fear, anxiety, and also when a possible mate is in heat. Through touch, Ixans can perceive the direction and the distance a being is walked by feeling the vibrations of their steps through the floor. They can also perceive how many beings are in the next room based on hearing and feeling how many different footstep patterns are made. No assumption is ever perfect, but there is a slight accuracy. Taste; Ixans love good food especially organic food. They taste deeper than most and so are true gourmet when it comes to their meals. They can identify toxins from the slightest taste.

The Ixan Brain

An Ixan’s brain functions quickly, which allows for Ixans to make quick subconscious decisions without being entirely consciously aware. This is what gives them their immediate reaction time to approaching assaults and other projectiles. It also allows them to devise swift strategies to exploit an opponent’s weakness. Zyon was raised for combat and so the front line is where he is most effective. When he reads books, he appears to be skimming, but his brain is actually processing the language. He is capable of learning a multitude of languages through association alone. Lastly, the Ixan brain has the unique ability to project energy that is invisible to the average eye. It is a psyenergy that allows Ixans to use telekinesis to move objects, halt objects, and vibrate objects to pieces. This psyenergy also allows them to bond with their Aegis System.

Zyon Appearance

Zyon is a brown-skinned, white-haired, 6’3” and 340 lbs male. He doesn’t appear as heavy as his weight implies due to the natural increased density of his muscles, bones, and skin. Unfortunately, if anyone wanted to carry him out of a firefight, they would find him to be one heavy mofo. His exotic features are seen in his eyes and ears. His eyes are a bright pink with golden flecks in them, those flecks being the O cells or what are otherwise called, ‘Circle Cells,’ which are trademark to those Ixans born from the Yahfron Project.

His brown skin is also covered in black stripes, which can only be explained as a possible side-effect of the O cells conflicting with the pigmentation of the Ixan Cells. He is mostly seen wearing his fighter pilot jumpsuit that acts as a uniform while within the Aegis unit, as well as a battle uniform for infantry-style combat. Details about this uniform are explained in another section.

Besides his interesting eyes, another exotic trait are the shell of his ears that are slightly pointed like how Humans would describe the ears of an elf. They round out like a leaf and point at the tips, and are no longer than two and a half inches. His teeth slightly sharp made for tearing and grinding down all forms of food no matter how hard or tough. Back to his hair, it is pretty long, but doesn’t touch his shoulders. Feathery layers of his hair sometimes obscures his eyes and hide the unusual tips of his ears. It is smooth and silky to the touch and he can style it by pushing it back with a hairband or even braid the longer ends.

Personality

Social Bubble Breaker | Curious | Gourmet | Cocky | Undying Will


Zebra, as he tends to be called due to his striped skin, can be intimidating at first. He is an alien after all from a universe that is outside most who share the same galaxy. He is a big dude, and at first he didn’t understand the team, but it only took him a few hours to learn the overall language. He still doesn’t know all words, but he can learn as he goes because he speaks Ixan, which actually sounds pretty interesting. It sounds very similar to Cantonese but with rolled R sounds and longer tones at time. Therefore when Zebra speaks some of his sounds are longer than others. Example:

“What arrre yoouu talking about?”

His accent is very distinct due to those reasons.

There is much the alien may not understand about other beings from other universes and thus will get curious. Females be warned, he may laugh at those with small busts, finding it to be highly unusual for Ixan women are designed to produce multiple eggs and raise many young. You can only imagine their cup size.

Zebra was raised for battle and he primarily fights using his Aegis unit. If tasked to go on the ground as a foot soldier, then those lucky enough to witness will see that his fighting techniques are quite the mesmerizing sight to behold. He is engineered to seek out a weakness and exploit it, and that is what his brain does. He can guard his defenses exceptionally well and for a long period, which is usually long enough for him to open a hole in his opponent’s defense.

The mecha pilot is very open about his opinions and is unafraid to call another teammate’s strategy stupid or even openly talk about a person for well…his culture is different. Ixans have tough skin—not just physically but mentally—and so some things said can be deemed without filter. He may just have to learn the hard way. There are no social bubbles in Ixos so if an Ixan is talking to another, they can stand creepily close to another person almost to the point where they can feel one’s breath on one’s face.

Zebra carries an undying spirit or will, which basically means he will fight until he can’t no more. Until he’s either unconscious or dead. He will protect those he cares about and sacrifice himself to protect others. It may not just be what he’s designed to do, but his actual personality.

When out of combat, Zebra will work out, train, and enjoy his favorite time of the day: meal time. No one will ever see Zebra late to breakfast, lunch, or dinner, and they’d be wise to get there before he or Kirby get there for there may not be any leftovers. He takes meal time seriously for it not only allows him to feed his cells, but because it sends so many positives to his brain. Therefore, if Zebra is hungry or if he ever misses a meal, he can be extremely cranky and negative toward the team.

When he sleeps, he doesn’t sleep in a bed. He sleeps hooked up to his Aegis system for the system harmonizes with his own biological one and allows him to keep synchronization with his unit. He doesn’t like to be disturbed from his naps or when he’s sleeping, but if a friend needs to talk to him about anything that might be bothering him or her, he will listen. Just don’t mind his cranky mutterings.

The Pilot


Aegis Jumpsuit

Pilot Variant: The jumpsuit is semipermeable skin that allows for the skin of the pilot to breathe. It is black in appearance and smooth in texture, coating the body like a thick second skin. The skin moves almost symbiotically. It is released from the armbands and boots of the pilot, spreading over the pilot’s body to merge together. Built into the pilot’s sides are ports that allow for the pilot’s mind and body to be plugged into the conscious of the Aegis Unit. The helmet opens and closes about the head of the pilot, willed to do so by the pilot’s mind.

Combat Variant: On the ground, the suit is similar to the pilot variant except that it carries a sturdy and flexible exoskeleton that protects the back, torso, groin, knees, shoulders, and elbows of the wearer in a gray matter. The helmet is still worn and grants Zebra a 360 degree view of the area around him, increased listening, and communication with his team. However, when tracking enemies through touch or smell, he must remove his helmet and his gauntlets in order to do so.

Equipment

  • Storage Belt: A belt with various small compartments for storing things.
  • Ammo Pack: A pack at his hip that carries power cells to recharge his Disaster weapons.
  • EVAC Kit: A kit that comes with basic medical equipment. He still has slimes from his universe that he can use to cover burns and other gaping wounds. They’re unflattering but hey, he’s saving your life! The EVAC Kit can be filled with normal remedies and medical equipment. It also contains reflectors, markers, ropes and cords and signal equipment for evacuation.
  • Hacking Kit: On his other hip is a pack that carries a few wires that Zebra can plug into his helmet. As he is able to do so with his Aegis Unit, Zebra can infiltrate an enemy network and hack its programs to open inaccessible areas or disable security systems. He can also reprogram most enemy machines if they are controlled by that network.
  • Rations: He carries several vacuum-packed snacks to keep his spirits up and his appetite at bay. He doesn’t mind sharing with the team.


Weapons

  • Disaster Rifle x1
  • Disaster Pistols x2
  • Disaster Grenades x4
  • Disaster C4 x4
  • Disaster Knife (Red) x 1


The Aegis Unit


Type: Hecatonchire

Form: Colossus

Processor: Remote and Sync – The mecha is controlled by syncing with the pilot’s conscious. The pilot is plugged into its system and the pilot basically becomes the mecha. This allows the mecha to perform stunts similar to what the pilot can do naturally. The mecha can also be controlled by remote means, but it won’t be able to perform tasks such as launching missiles and other attacks or hacking into systems without the pilot. In remote mode, the mecha is only capable of melee combat, which it will mimic the moves that the pilot makes outside the cockpit.

Description: The Hecatonchire is a cyclops unit with six arms and two legs. The mecha stands 40 m tall, and isn’t something you’d want to go head to head with. Unless, of course, you have a mecha of your own or a kaiju.

Security System: Unfortunately, the Hecatonchire can only be piloted by the pilot with the appropriate suit. It will not acknowledge intruders. Hecatonchire has shields to keep it from being peppered by small arms fire from enemy fighters. The shield can be taken down by high-powered enemy attacks.

Weapon System: In the Colossus form, the mecha can perform close-quarters combat through hand-to-hand techniques or employ up to six plasma sabers for each of its hands. The mecha has numerous thrusters that allows it to swiftly maneuver the battlefield or immediately brake. It can deploy up to twelve missiles at a target and contains a hyper cannon at its core for obliterating installations in a mighty concussive beam. Similar to Zebra, the mecha carries one rifle, two pistols, and grenades that can level a block.

Emergency System: The Aegis Unit can sense the pilot’s distress. While the pilot is engineered to fight longer than an average pilot could, if the system deems that the pilot may not survive, then it will safely eject the pilot from the cockpit in a casket-like capsule that literally embeds itself into the ground for protection. Within the capsule, the pilot will undergo a stabilizing program that prolong the pilot’s life, but it can’t do so forever. Even Ixans need to eat, drink, and breathe.

Unique Traits: Multi-tasker; rotating limbs and torso.

Form: Fighter (Aerial)

Description: The mecha can transform into a ship for swifter travel. The fighter ship has six wings just as it would have six arms in its bipedal form. The ship resembles an F-18 Hornet in shape.

Security System: Similar to the Colossus security system, however, the Hornet can carry a second passenger as long as Zebra informs the system that there will be a “guest.” Otherwise, unwelcome guests can face ejection.

Weapon System: Similar to the Colossus system except that it cannot use the hyper cannon function. It can speed by and drop bombs (what would be the grenades) onto bases and ships. It can also pepper other ships with rapid-fire plasma rounds.

Emergency System: Similar to the Colossus system.

Unique Traits: Perch; in fighter form, the ship can plant itself like a bug onto other ships and go into a cloak mode. This cloak mode can be used to secretly board an enemy ship or hack into its network. Most ships have shields, but once those shields go down, then the opportunity is there for the taking. The fighter ship will lower its legs that allow it to walk and stick to most surfaces like a bird. It allows the ship to also spring into the air for a quicker launch.



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Brotherhood of Breakers






"XXX" is literally his name. The user was unable to find a screenname that wasn't already taken and so out of frustration, the user typed in those three letters and surprisingly the name worked. It might have triggered a glitch in the system for usually three character names were not allowed. Other players have called him ridiculous nicknames such as "Triple X," "Porno," and his most preferred name besides his epithets, "Chains."


The Undying - Chains is renowned for being quite the tank and bruiser in combat. His breaker allows him to survive in a fight longer than most and venture into quite the amount of dungeons without need for a full team. As far as his PVP career goes, no player has ever seen him lose. This doesn't mean he can't lose just no one has ever seen or heard of him ever losing, so he might have lost in secret once upon a time [Open for Character Rivalry if another player wants to fit in his past history]. Short story shorter, Chains health bar is deemed to be broken.
Cerberus - There's just something about his fighting style that players can't seem to figure out, but many have reported that it's like fighting against three different weapon skills.
Beelzebub - He is even named after his favorite greataxe, Beelzebub and for good reason because his weapon is quite the nightmare.
Grey Wolf - Due to the fur that lines his armor.


Brotherhood


Mid-twenties


Orange


Chains is a tall (6’3”) man who dons heavy fur-lined armor, a trademark armor that is wolfish in appearance. His silky black hair grows from his scalp in blade-like layers that brush his brows and the shells of his ears. The sides of his head to the nape of his neck are buzzed and bristly to the touch, leaving the hair on the crown of his head as the longest by 3 to 4 inches. His eyes are a bright silver, and in contrast with his dark features, stand out as one of his most attractive qualities. His right brow cosmetically has a scar splitting through it down his cheekbone and a second thinly going across the bridge of his nose beneath his eyes. Cosmetically, beneath his armor, are several Norse/rune-like tattoos that go down his strong arms and behind the swells of his muscled back. From the edges of his jaw down to his chin is rough stubble that creates the shadow of a goatee. Chains's overall appearance and demeanor is of a wild and untamed man that when he grins, some envision him with fangs.




Beelzebub is a boss drop from «Beelzebub» a secret boss Chains found on accident when exploring. The devil was a sadist who fed off the health of players for the duration they remained in his realm. Players with average health points quickly succumbed to the devil’s leeching attacks but because of Chains’s breaker, he was able to survive long enough to vanquish the creature.

Beelzebub is a greataxe that is just as diabolical as the boss who dropped it. The weapon is just as much a glutton, relishing in the pain and anguish it happily dishes out to enemies in bursts. The axe deals an increased amount of critical damage also known as burst damage for it is designed to take down heavily armored enemies. It saps 10% of the enemy’s HP (and heals its wielder for the same amount) for each successful strike, and can randomly inflict the status effect Delay if an enemy were to sustain too many successful hits from the crippling weapon. A final buff the weapon grants is only activated when Beelzebub successfully strikes an opponent. The weapon grows excited from the taste of blood and pain and will increase the user’s attack speed by 10% for each successful strike made, stacking up to 5 times but only for that specific adversary. If Chains were to switch enemies, then his attack speed resets to normal. If he stops attacking the enemy he has the stacks on for 60 secs, then his weapon will rest and his attack speed resets to normal until he lands a successful strike again.

The length of the greataxe is 7.5 feet and its total reach is 10.5 feet if swung from the base. The weapon is bound to the account and cannot be sold, traded, or dropped by the user.






• Two-Handed Battleaxe
• Battle Healing
• Fighting Spirit
• Heavy Metal Equipment
• Parry




Chains’s breaker is an unseen one but just because it’s unseen doesn’t mean it isn’t noticeable in combat. What players see is a 2H Axe user, and in battle, they see the character swinging it around; but there are some motions that don’t make sense for an axe-wielder to perform such as thrusting or reaching further than what the character’s arms allow. In Beelzebub’s case, the reach of the axe is roughly 8 feet depending on Chains’s hand position, and even though the axe will stop at 8 feet, the weapon will still somehow strike a target standing 10 feet away. Chains will even be seen moving his hands closer to the axe-head for close-quarters combat and wield his axe like one would a sword. What the players cannot see are what the user sees, three character clones running around sandwiched together in a horrendous crotch-to-ass cluster: one wielding a one-handed sword, one wielding a two-handed axe (the one that is actually visible to other players and should be the actual character model), and one wielding a polearm. The damage inflicted by these weapons is the same as the damage inflicted by whatever weapon the real Chains is wielding at the time. These two extra men have also granted Chains a drastic increase in his total health, which is why most players who battle him in PVP claim he is Undying, “hax!” or his health bar is broken. The enemy is actually fighting three opponents in one, taking down three health bars with the same passive abilities as the main user, thus the Cerberus complex—lop off one head and there are still two more. Reducing one of the extra man’s health to zero will make Chains’s health bar instantly drop to 0, leaving the true status of his health unseen to those with the ability to see it. While logically, he still has two health bars left, it can’t be determined how much health he has left after the first man is murdered. As long as the main character survives, then the other two will resurrect with healing over time.

This breaker grants him a great amount of survivability that he uses to tank for his party and to survive mobs when soloing dungeons. He isn’t afraid to be the initiator in combat, jumping in first to draw the enemy’s attention while his team gets into strategical battle positions.
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Levi Micah Cruz




29




Male




Levi, being a rock star, has many fans, and at times some of those fans are beautiful young women. His career has made him young and immature. He is still in his sleep-around phase and has yet to give it up. Although, he does dream of having a woman who would stick around. One who he could make breakfast for, who he could wake up and see sleeping next to him every morning and not someone who he would have to kick out. He wants a smart woman who supports his dreams, doesn’t love him just for his money, and who doesn’t try to hold him back. Someone who he is comfortable with and who he doesn’t have to hide from.




Levi is a beautiful man and he has inherited his father’s belt. Cocoa butter skin, springy black curls, and eyes of honey. It’s no wonder the women melt at the sight of him and his voice steals their hearts. Tattoos line his arms, the muscles of his back, and form a low necklace beneath his collar bones that say the quote above: “Where words fail music speaks.” Beneath his navel across the solid expanse of his abdomen is written: “I pick you.” He has one nose ring on his right nostril, he wears hoops along the lower shells of his ears, and he wears low-hanging necklaces about his neck. The man is tastefully ripped for being only a guitar player maybe because he does more than just play music!






Greek




Apollo - The God of Music, Poetry, Art, Oracles, Archery, Plague, Medicine, Sun, Light and Knowledge.




  • Sound Manipulation - Levi can create, shape, and manipulate sound, a periodic disturbance of the medium (air, ground, water, etc.) that radiates outward in straight lines in the form of a pressure wave. The effect these waves produce upon the ear is perceived as sound. He can generate high frequencies and frequencies low enough to cause internal damage to others. He can intensify, hush, distort, as well as warp, strengthen, and slow down the sound using his guitar. As this power is in its early stages of development and has yet to be truly discovered as an actual power, Levi believes that his electric Stratocaster, Jezebel is a lucky and magical instrument and is the true producer of the glorious sound that accompanies his music when really it is its user.
  • Song of Energy - Levi plays a song that can raise the spirits of those around him, greatly improving their performance on the battlefield. It is the music that inspires one to go on, go harder, and to never give up!
  • Precognition - Levi has the ability to foresee possible futures and observe what may happen. This ability sometimes occurs in the form of mysterious dreams or can randomly occur in the middle of an activity. The visions are vivid as though Levi was transferred to another time and place, while in reality, an instant to a few seconds have passed. This same ability can function to allow him to predict a possibility to an action, which grants him anticipation, but the future is never set in stone. The future and its outcomes can always change. At this time, Levi does not see this ability as an ability but an unexplained phenomenon that has reoccurred throughout his life. At times, he doesn't even know what to think of his dreams and visions, and feels that they would be too awkward to share. Everyone would think he's crazy.




Using his power puts a strain on his vocal chords making it difficult to sing for prolonged periods, which differs from the hours he spends in concert. Normally singing doesn’t bother him, but when he taps into his divine power, his vocal chords will start to strain depending on the intensity of his music. His backup for this problem is the sound that he can amplify from his guitar. He can continue to perform using his guitar if ever he loses his voice due to strain, but his fingers will start to ware when playing with his powers. Levi relies on his voice and hands to produce his sound. If he ever loses both, then he can only rely on the natural sounds around him, which isn’t at all effective for manipulation for they aren’t targeting a specific threat. Regardless, if Levi’s voice goes during a battle and if his guitar is ever broken, then he and the team are out of luck and support.






Levi is a rock star and stereotypically he partakes in the three main musts: sex, drugs, and rock and roll. He doesn’t drug as heavy as some cokeheads. The hardest thing he has ever hit was weed for despite not having a high school diploma, he still had common sense not to go harder than that. He smokes cigarettes on a regular basis, and he might partake in a cigar or a fresh bag of Mary every once in a while. He drinks socially and he can hold his liquor pretty well. When he isn’t in concert, he dedicates time to writing music, painting, and going outside. Outside, he takes long walks or runs a few miles, and he’ll workout at the local gym or playground. He doesn’t stay out too long for, well, he’s a celebrity and people are insane.

When Levi’s invited to parties by other singers and celebrities, he usually doesn’t stay for long. He doesn’t know those people and a lot of those people just invite him just so that they can say he was there. He likes quieter occasions such as private dinners, movie nights at home, and just anywhere where he can be alone or if he is with someone, where he can focus only on that person and not be distracted by people and things who don’t matter.

When Levi is attracted to someone, he will flirt with the person and tease her. When he’s convinced that the girl likes him back, then he’ll try to serenade her. Yeah, its old school, but he believes that it’s pretty effective. He’s smooth with his words and tries to make his dates just as memorable as his concerts even if they may not work out in the end. He doesn’t want to regret anything.

Overall, Levi is a cool, soft-spoken guy who doesn’t raise his voice for nobody for he feels he shouldn’t have to. Ain’t nobody got time for that. For being soft-spoken, when he’s in front of a mic, people are usually amazed by the sound that leaves him. Where is that voice coming from?!

He isn’t the strongest of the godlings and he performs mostly a support role, but the biggest mistake one could make is assume that he is weak. He will stand up to any brute no matter the size or power level if that person is harming another person for unjust reasons. He especially doesn’t like when a man lays a hand on a woman and regardless if the man and the woman were a couple, he will punch the dude in his face [you can see his history for those reasons].




Levi was born and raised in The Bronx, New York by his mother Monique Cruz. He grew up never knowing his biological father, but he wanted to believe that he was a better man than the one that came after him. Monique married a possessive, controlling, and abusive man by the name of Antoine Hoskins. He was an amateur rapper who believed that he was destined to make it big with his shitty lyrics. All the guy could produce was a good beat, which was the only thing rappers could produce that was worth listening to during that time. Antoine tried to get Levi to write rap music instead of the poetic crap he’d fill his diaries with, but Levi was too in love with his guitar. At times, he would stay late at school practicing so that he wasn’t in a hurry to return home. Antoine was quite the bully that whenever Levi refused to do what he wanted him to do, he always got a backhand or a fist. Around middle school, Levi was fed up. After the eighth grade, he vowed to grow stronger so that he could liberate him and his mother from the bastard.

Along with Music Appreciation, Levi took Weight Lifting. He wanted to learn how to work every muscle in his body that mattered. He participated in amateur boxing at the local gym, which he liked to do during the weekday because it gave him a better excuse as to why he wasn’t coming home on time.

Levi’s career took off when he had managed to build an amateur garage band with the kids in his Music Appreciation class by the name of Apollyon. Their band mascot was some Icarus-figure who was flying toward the sun. He started writing his music and applying his lyrics to the sound. Next thing he knew it, his band was in a talent show at school winning first place, and then they entered a Battle of the Bands competition. His band won first place again and they earned $50,000 that he fairly split with each of his members. A man approached him afterwards by the name of Dan Henderson. He shocked Levi by offering him a contract and a nice chunk of change. He was going to be living his dream!

Unfortunately, he had to leave his bandmates in order to enter the contract and he figured by giving them the rest of the competition money, that they were able to split on good terms. Overjoyed, he returned home (unexpectedly to Antoine). Levi entered the house to overhear Monique yelling at Antoine for being a bum and how he needed to get a job instead of relying on a rap career that wasn’t ever going to take off. Antoine hadn’t liked her dissing his dreams, and in retaliation, he harshly silenced her yelling with the back of his hand. It was the moment Levi had been waiting for for such a long time. Just seeing Antoine backhand his mother made something in him snap.

Levi rushed the guy and beat his ass. Monique, fashioning and swollen and bloody lip, screamed for Levi to stop but he didn’t until the guy beneath him stopped moving. Antoine was still alive, but his face wasn’t ever going to be the same again. Levi was furious to see his mother crying over such a loser, and although it might not have been the most appropriate moment, he dumped the news on her about his contract. He begged for her to leave Antoine and to come with him so that they could start a new life, but she refused. She also wanted Levi not to pursue his dream and to give up the opportunity in order to finish high school. Levi looked at his mother as though she had lost her mind for he had long made up his.

Levi went to his room, packed up his bags, and left everything behind: school, his mother, and especially that son of a bitch Antoine. To this day, he never regretted leaving for the doors opened up to him after that. Fame and fortune carried him away, and nearly brainwashed him of his old life. Every now and then he feels the urge to call his mother to check on her for it had been years since he last seen her, but he doesn’t. He fears what might have become of her. What she might say. What he might hear. Instead, he keeps putting the phone call on the back burner.




Monique Hoskins/CruzMother - Levi loves his mother but he hasn’t talked to her since he left, which was thirteen years ago. He hopes everything is going well with her, and he is afraid to call and find out. He has been telling himself for the past thirteen years to call her, but he never does. Who knows how long he’ll keep telling himself?

Antoine HoskinsStep-Father – This man is not his father. He will never accept him or acknowledge him as such. Levi believes that he is nothing but a piece of shit that if he ever left the earth, he would not shed a tear. He hopes that his mother broke away from that dude.

Dan HendersonManager – He’s not exactly family, but Levi accepts him as such. He respects the man for he respects him in return and they’ve been in business together for years. Dan is a father-figure who tries to make sure Levi isn’t doing anything that could damage his reputation and career. Basically, he keeps him out of trouble and keeps him on top of all of his gigs and appointments.




To be created with other players.
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Bridge Rat Infestation




Enemies



From left to right: Willards (mini-bosses); Plague Rats (minions); Rat King (Boss)


Objectives


  • Work as a unit to kill all the Willards to reveal the location of the Rat King.
  • Discover where the Rat King is hiding.
  • Save as many innocents as you can.
  • Destroy the Rat King and save Bridegwater.


Rules


The rules are simple. Everyone is free to destroy as many rat minions as you want. I did not set a specific number to rat minions because regardless if I did with how many people are in this game, people will wind up killing 100+ if not 1,000+ rats any way.

1. Mini Boss & Boss. The GM will reveal when a Willard has appeared and control the Willard. You may notice the behavior of the rats change when the Willard is present.
2. The Rat King. The Rat King won't appear until all of his officers are destroyed, ie. the Willards. It is unknown how many Willards there are. Basically, as many as the GM sees fit to create the right amount of drama. Currently, the Rat King's presence is unknown.
3. Civilians. The GM may manifest an innocent. You do not create innocents to save. The GM will. If a team ignores saving a civilian or fails to save the civilian from the rats, then it may bring about a consequence that may not affect the current mission, but the story and how the NPCs perceive the heroes.
4. Read these rules. Some of you may need to read this slowly, thoroughly and more than once. These rules are here for you to refer back to. If you follow these rules, then there won't be any problems and you will enjoy a fun scenario. Be advised that more rules may be added.
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The Fat King




Other Aids




Objectives


  • Protect the Queen and Princess.
  • Discover who the Bridge Lord impostors are.
  • Apprehend or kill if necessary the Bridge Lord impostors.


Rules


1. Servants. This scenario is mostly challenging because the players do not know who is the impostor and who isn't. Unfortunately, there isn't that much action in this scenario. This scenario challenges the psychology and the characters' abilities to discern friend from foe. Players can utilize NPC servants if necessary for their posts, but there will be servants who play a key role in the scenario controlled by the GM.
2. Decisions. The decisions your characters make in this scenario can dramatically effect the game. The correct decisions are not going to be revealed or given to you, so you'll have to do your best. Whatever happens happens.
3. Explore. Feel free to explore the castle. Characters may uncover clues.
4. Bridge Lords. The Bridge Lords are aware that the king hired some mercenaries to protect his castle and family. They know who you are, but you don't know who they are. Be careful traversing the castle alone, they may take advantage of an opportunity to catch your character off guard and end his/her life.
5. Read the rules. Some of you may need to read this slowly, thoroughly and more than once. These rules are here for you to refer back to. If you follow these rules, then there won't be any problems and you will enjoy a fun scenario. Be advised that more rules may be added.
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This game was greatly inspired by the anime Nanatsu no Taiza a.k.a. The Seven Deadly Sins. You do not have to have seen this anime to participate in this game for this game is running on its own original setting. Other inspirations are: Final Fantasy Brave Exvius and Fire Emblem.

This game will be high fantasy, which means majority of the creatures found in this game will be entirely of our imagination, and if they are creatures we want to keep in this game as common knowledge, then there will be a Beast Log to record them.

The technology level of this game is mostly magic and medieval but some kingdoms have access to steam technology as well as magic-operated/magic-producing machinery called Arcana or Arcs if it is a weapon. Arcs are rare weapons that are beyond expensive and are greatly desired by any kingdom, military, crime element, and individual due to their immense power.

This was the basic synopsis of the game. If you are interested, then please continue to read and instead of announcing "interested" in the Interest Check, please reserve a role. This will let me know that you have read this line and are capable of reading comprehension as well as following directions.
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There are two gods in this world. The White God and The Black God, although, not much is known of the Black God. The most active god has always been the White God. However, the story goes that between the gods Man was created as a balance. Man was neither good or evil and leaned, whichever way Man desired. Some chose the path of the White God and gave up their freewill in service to It. They were called Holy Knights. These powerful knights were angelic in appearance with their power granted by the White God they dedicated their lives to bring justices to the masses. No kingdom could ignore a Holy Knight's audience. They are the wandering judges in the land, but that didn't make them good. Self-righteousness could be an evil thing, and many kingdoms and villages were wiped out if ever a Holy Knight deemed them to be wicked. The White God is praised to be an inspiration of hope, salvation, and purity - everything that humans desired in a true god, but perhaps the god's light shined so brightly that they were blinded?

The Black God faded from history, and is imagined to be a fairy tale. It has become the shadow of the White God. Some even question if a Black God even exists. There were seven warriors who opposed the Holy Knights. Seven who strangely bore the strength to ward off the power of the White God. This disturbed the god, and while the seven warriors gloated over their powers and victories, their complacency left an opening. The White God personally attacked the seven warriors and branded each warrior with a curse/sin. They were banished across Gaea, and their minds shattered so that they could not remember who they are and what they did. The Holy Knights hunt them, seeking to destroy them while they're vulnerable. Time will only tell when they succeed.

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In this game, the seven deadly sins are: Pride, Greed, Gluttony, Lust, Envy, Wrath and Sloth. They are equal in might; however, some may be physically faster or stronger than the others depending if they invested in a certain ability. The Sins are extremely powerful to demigod level and sometimes tipping into god level. The Holy Knights are comparably powerful, but not as powerful thus they usually take on a Sin in numbers. There are only few Holy Knights in existence that can take on a Sin one-on-one and those Holy Knights are not to be taken lightly.

The Sins before their curse were good friends and were quite a colorful bunch with all of their interesting personalities making them quite the dysfunctional family. Since they were scattered by the White God's phenomenal curse, the White God has taught Man that the Sins are evil. Any being bearing the Brand of the Seven is an evil person to be turned over to authorities immediately. Because of this social stigma, the Sins with their fragmented memory believe themselves to be evil. Their crime? They cannot remember but figure it was something awful. Wherever you place your Sin in this world, in whatever situation, is how they will be found. Dead? Alive? Imprisoned? Working at a bar? Whatever you choose.

Each sin has one ability. Not three in one. Just one ability. This ability is not to be confused with their already freely given demigod physical abilities. There is no point in listing what's automatically granted to your character when you do your profile. I should only see one ability listed under ability. If you want super speed to be an ability that makes them the fastest Sin, then you can do that but be warned that is your ability. Likewise, for strength, durability, etc. We will see who follows these directions.

As the game states, there are only seven sins. I will not be accepting more than seven people. I, the GM, have chosen a Sin so there are six openings for Sins and one opening for The Girl. The Sins can be male or female. They do not have to be all male or all female and there doesn't have to be an equal amount of either.

You can use this site to get fancy fonts for decorating your profile: 1001fonts.com You just treat the link to each font banner like an image.



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The girl [to be named by the player (TBNBP) or if no one claims her by game start, the GM will take her] is secretly the daughter of King [TBNBP] and Queen [TBNBP]. The Holy Knights have taken her kingdom, claiming that they are protecting it from a resistance that has arisen to chase the Holy Knights out. The Holy Knights, however, twisted the goals of the resistance around, telling the royal family that the resistance was raised to oppose their rule and not the Holy Knights. The girl's family was thus contained, placing the Holy Knights in complete power over her kingdom. The girl's mother helped her escape before she was taken and the girl has since traveled the world in search of the Seven Sins, who she feels will end the Holy Knights reign and return the world to peace.

The girl is unaccustomed to life outside of her palace where servants waited on her hand and foot, and so she has a lot of character development to go through. There is a secret divine power within her, and it's not of the White God, which can be revealed in certain situations in game. The biggest revealing is how she is able to restore the memories of each of the Sins. Her "kills with kindness" personality makes her a princess that the Sins are eventually all willing to fight for and protect. The girl will learn to be the monarch she is destined to be.

You can use this site to get fancy fonts for decorating your profile: 1001fonts.com You just treat the link to each font banner like an image.


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If more than seven people show interest in this game, then selection for this game will be based on your character's concept. It'll be completely subjective and based on what the GM deems is good for the game. This does not mean if your character isn't selected that you are a bad writer, you can't come up with interesting ideas, or anything negative along those lines. I will merely be making a selection based on what I think is good for the story. So if you're confident, you really like this idea, and you want to give it a shot, then you're good to go. Note: That this subjectivity will only be used if the role you chose is being contested by another player. If no one challenges the same slot you wanted, then you are good to go.

Rules


1. No drama. You think this rule wouldn't need to be up here, but unfortunately, there are some immature/moody folks who like to air out their dirty laundry. If you think I'm going to put up with it, you're wrong. You will be removed from the game in a heartbeat. "I had a bad day," is not an excuse. If you're having a bad day, then you better go find something to do that makes you happy because if you're letting your bad day create a toxic environment in this game, you will be removed without mercy.
2. Communication. I understand how college is. Been there. Done that. I know it can be busy and exams take up your time. HOWEVER, you are completely capable of spending not even 1 min, coming online and saying, "Hey, I'm going to be busy with exams for the next "x" amount of days." That's all it takes. Very easy. Or even, "Hey, I'm going to be on vacation from [blank] date to [blank] date. Again, too easy. If you disappear without telling me where you went for 7 days, I will have everyone move on without you. If you're gone for 14 days, then you will be removed from the game.
3. Activity Level. I want this game to be fun and to move as we make it move. So I don't expect the activity level to be anything extreme unless we're all having a good time. I guess what I'm saying is, this will depend on us. No one will be posting over anyone in this game. If someone hasn't responded, then we will wait for them to respond. If there's a 1 on 1 dialog between characters that has nothing to do with other characters, then those can be collaborated using Pirate Pad or PMs. What most certainly won't happen is people posting 10 times per day. That's not going to happen.
4. Have Fun and Story Weave. If you haven't noticed, this world isn't in depth because I want us all to move this story and create plots together. I, the GM, will be the overall guide for the plot and I will make some exceptions for side stories, but the amount of imagination you put into each post is all you. Try to make a character that you can feel and love. Do not just try to join this game because it seemed cool and you're jumping on the bandwagon with everyone else. Your character, and the love you have for him or her is going to decide how long you stay in this game. No lie.
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The Flurry Forest is a living forest, like all the forests that inhabit Gaea. Like the humans, there are good forests and there are bad ones; however, the Flurry Forest has a warm personality despite it being covered primarily in ice. The Flurry Forest is kind to those who are kind to it and will provide for those it likes. The forest will protect those it likes from evil, and warn them if evil is afoot. Travelers passing through the woods can survive the harshest of blizzards if the forest desires for them to live, while trespassers and the wicked find the forest to be a harsh place to camp.

There exists a spiritual power that keeps the forest alive like blood through veins. The power was granted by what humans believe to be The White God for to them it is the White God that is the good god. The Holy Knights use the name of the White God to command easy passage through the chill of the wood for what the White God giveth, it can taketh away. The Flurry Forest is fearful of this god and yields to the Holy Knight's demands. It can lead them to whoever they seek, but the forest can also lead the one being sought out of the woods if it favored them. The forest is not fond of mages or those sorcerers and witches that would steal its power to channel their selfish and destructive spells. The mana drained from the wood slowly reduces the forest to a frozen waste.

In these wastes and barren lands, live a people known as the Ice Folk or the Jotun, the Ice Giants. The Jotun live in tents in the areas of the forest that have been drained of its mana. The giants range from 9 to 12 feet and they believe in their own gods. They ride great beasts and devour what they can in the Flurry Forest--the fauna and the mana. They are a frightening people that travelers avoid. The boundaries of their lands are marked by the skulls of trespassers stacked upon 8 ft spears, warning those not to enter their territory. Travelers still can succumb to feeding time, the time where the Jotun release their pets to hunt in the forest. Many have become food for the Jotun's beasts. Travelers should listen for horns for it is how the Jotun communicate long distances, and at night listen for howls for they are the Songs of Death. The death the beasts bring.



It is in this forest where The Girl begins her journey...
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Paranormal. Research. Investigation. Eradication. Syndicate.




Welcome to the city of Baylor, named after some British lord several hundred years ago, but the city exists in a fictional eastern region of the United States along the east coast. The city is rather gothic even in the day, and the people of Baylor are known to be a unique people not found anywhere else. They dress in dark colors and most of them are pale in complexion. They carry a dark humor and there are holidays and festivals that spawn from this place that aren't celebrated anywhere else. The city, likewise, is unique for unbeknownst to the Humans it was built on a Gate. This isn't just any gate. It is a gateway to Hell. The malevolent energy that exudes from the gate is the source of the crime rate in Baylor being so high and the corruption of the entities of justice who are supposed to defend and protect. While The Syndicate doesn't entirely deal with public affairs and domestic crime, it does deal in the things the people of Baylor do not know.

The Paranormal Research Investigation and Eradication Syndicate, also known simply as The Syndicate, is an organization that deals in supernatural affairs. It attempts to teach creatures how to live among the Humans undetected and teaches them alternative ways to satisfy their hungers and needs without drawing attention to their inhumanity. Some supernatural creatures believing in The Syndicate's cause join as agents; operatives; enforcers, researchers, and perform other supportive duties. Creatures that live among the Humans are given a serial number, similar to a social security number, and their identity is placed into a database for monitoring. All creatures will be identified and they are given only one option: coexist or be eradicated. There has yet to be a creature too powerful for The Syndicate to handle.

While the activities of The Syndicate go unseen by Humans, there are Humans that work for The Syndicate with the proper clearance. There are even some Humans who display supernatural gifts. If this so far intrigues you, then please continue to read on.


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The Syndicate agents perform several duties: investigations, neutralization, liaison, and security. The Syndicate researchers will at times accompany agents on investigations to collect evidence and samples to support their research and to assist in solving conundrums. Agents use several forms of magic and supernatural might to go about their work, but like those creatures who coexist among the Humans, they too must keep the lives they live a secret. Agents come from several backgrounds. Below is a list:

  • Vampire
  • Werewolf
  • Phantom
  • Frankenstein (a reanimated corpse)
  • Demons
  • Angels
  • Myths (this class will be heavily scrutinized)
  • Medium (yes, these are psychics)
  • Witch/Wizard/Warlock (whatever you want to call them)

If you want to make something not found in the list, then ask the GM first.

Some agents are selected to be liaisons for their race and will meet with covens, packs, or other creatures to share information and maintain positive relations. This was the basic run-down of the game. I will go into further detail below.




Horror. Supernatural. Mystery. Modern. Dark Fantasy. Gothic.


The above detailed description explains how this game is going to be role played. This will be a sandbox game to grant everyone freedom to move around and develop their characters and relations with others. If ever you plan to do something that you feel may need to be run by the GM because it could affect the plot, then please run it by the GM first. If you have a character that plans to level an entire block, then you need to think about these things: How much attention would that draw? Would that compromise your character's relations with The Syndicate and force them to terminate you? Would having your character terminated at the beginning of the damn game be even worth it? Common sense people. Please use it. I will not be holding your hand.

Seeing as this is a dark fantasy-style game, you can expect there to be a lot of gray colors in your description. Gray as in just gray sky, lighting, nothing really warm and happy. This is supposed to be a gothic-style game and that doesn't mean I expect everyone to walk around with black nail polish, makeup, piercings, and start writing dark poetry. No; I'm talking about the actual art. The buildings are gothic style and the personalities of the people can be pretty dark. Try to think Gotham or Tim Burton-scapes.

Now, let me distinguish some things. An agent performs the duties described above. The researcher is the one who bags the evidence so if an agent comes across a crime scene, then they shouldn't touch it for they may compromise it. Instead, it is the researcher who should be the ones to erase the crime scene and return the scene to normal. So choose your jobs carefully. The researcher performs a similar job to the agent except they do not investigate.

There are even more jobs players can choose for their characters: weapon developer (run ideas by GM), potion-maker (run ideas by GM), gateway specialists (grant the agents the abilities to warp from one area of the world to another), hacker (similar to a researcher, but they handle the cyber realm and all things cyber), etc. Whatever job you want to make up, run it by the GM.

This game will be more casual than advanced because I'm not going to be too harsh on grammar as I am in another game I GM. I know that not everyone's native language is English, so as long as you all do your best, then I don't care. Please read this OP because I didn't write it for my health. I wrote it to inform you of what game you're about to join and what you need to successfully join it. So please read it. Having said all this, regard the CS below:






1. Activity. I cannot lead you by the hand. This game will only be as fun as you make it. Therefore, I encourage character interaction. Find partners. Work together. Be open to incorporate others. I understand that by the end of the day, the people we start with will not be the people we end with and that is okay. However, this is a sandbox game with an overarching plot that the GM will toss hints in every now and then just to get those characters investigating it. If you plan to go away for a long time, please let the GM know. I don't need to know your business. You just need to tell me, "I'm going away for X amount of days." This way it won't hold up the game. Players who don't post for more than 14 days will be dropped from the game. Players who don't post for 7 days straight will be skipped over.

2. Read the OP. It is ridiculous that I have to make this a rule but you'd be surprised how people are on a roleplaying site and do not want to read. It's like an oxymoron. Read the OP!

3. No Drama. If you don't like my judgment, I don't care. I don't wake up every morning to please every single person in existence. This is my game and I'm going to run it in a manner that I feel will help it survive. I do my best to make fair judgments, and 99.5% of my judgments are made for reasons that either: a) it is good for the game, or b) it may negatively affect the game and other players. So if I say "No" to an idea you had, come up with something else. If that idea I denied was your sole purpose, then I'm sorry, move on with your life.

4. Special Races. If you are going to come up with a creature not in the list, then run it by the GM. Understand that those creatures will fall under extremely heavy scrutiny.

5. One character Limit. I do not want writers to RP with themselves. I want them to write with others.

6. GM Characters. GM characters are GM characters and are not to be NPCed by anyone else. You will know who they are because I will either mention them in-game or have a CS for them. The Director and Assistant Director are GM positions for plot purposes.

7. Have fun. I already like how the rules list is short. I may add more as people bring things to my attention, but the shorter the list, the more that tells me that there aren't too many common problems in the RP world. Any who, try to create a character that you love because if you don't, you won't last here. If you have a character that you love, then you'll be able to go far with your imagination. So please, do your best and have fun.


Q&A


For good questions not answered in the OP.

Interested Players


Approved Characters
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Daxian




Daxians are a red-skinned race of alien with skin colors ranging from fire engine red to red colors as dark as maroon. They have hair shades of black, gray, white, brown to reddish-brown, and no other colors. The bone structure of Daxians are denser than the structure of a Earthling and the bones will start to protrude from a Daxian's body—usually at the knees, elbows, forehead, and heels—as a Daxian matures. Daxians have bone-like structures on their foreheads that resemble horns and match the color of that respective Daxian's skin. The structures actually act as amplifiers and sensors for the Daxian's psychic abilities. They are sentry towers that not only thwart all attempts to breach the conscience, but can fiercely defend it from assault.

Dakkon is a sanguine-skinned, stark-haired youth whose bones are just starting to protrude from his elbows and knees. Like most alien races, Daxians have a unique longevity that outlives the lifespan of any Earthling, and so even after twenty-six years, Dakkon still has a long way to go. Like all members of the Frieza Force, Dakkon wears the basic battle armor and carries into battle a blaster that he rarely uses but keeps as a failsafe. He is 6'2" and even with the extra muscle mass granted by the weight of his skeletal structure, the guy can move. A black, tattoo-like tribal mark of some unknown creature unfurling its wings covers his back. Two, black, tribal in design, whirlpool-like swirls decorate each of his pecs. The sclera of his eyes are pitch-black and his irises stark-white like his hair. For being an alien creature, his exotic appearance has made him appear rather handsome to other creatures male, female, and unknown in gender.




Dakkon is mostly a quiet individual, but not because he is antisocial. Daxians are capable of speaking verbally and through the mind, and so he is more accustomed to projecting his thoughts like a loudspeaker to those around him in a form of thought-speech. Call it lazy, but with there being so many squad members, it ensures that his team hears him over the noise of war. Dakkon is rather naughty and playful, even while on the battlefield. He is one of those cocky fellows that will toy with the enemy just to make a battle more interesting. Even so, he’s a get-in and get-out sort of creature. He doesn’t like when a mission drags on for too long, especially when it comes to the incompetence of others. There are more interesting things he could be doing such as training, listening to audio books, or watching galactic space operas. Hey, he’s gotta make the life of a grunt fun, right? If a mission is cutting into his time, he’ll literally take an audio book or video player into battle and watch or listen to it in the middle of combat, especially when Frieza has his eyes on inferior planets. Who knew that there were so many in the solar system? No wonder the guy is full of himself.

Being a Daxian, he is easily underestimated because Daxian’s lack a visible ki signature making them appear to other races that they are just as weak as the races they conquer. This natural deception is the mistake 95% of his opponents make with him, which is why he’s grown quite used to it. When a real warrior steps forth and actually convinces him to put down the audio book and get serious, that’s when the gloves come off. Dakkon enjoys a good fight even if his life is on the line. The better the fight, the prouder his victory or defeat would be. His belief is that there is no shame in losing to a worthy fighter. This doesn’t mean that all fighters are worthy of having the pleasure of killing him. There do exist some scumbags out there…………………




Standard Blaster




Daxos


Notable Racial Traits
► Psychic
► Non-ki-expelers
► No aura or detectable ki




None




Ki Empowerment Daxians believe in inner strength. Their techniques involve strengthening the mind and the body and using both as devastating weapons. Because of these beliefs, it is very rare to ever see a Daxian expelling ki in the form of destructive energy attacks. Daxians instead imbue their body with spiritual energy, achieving the ability to perform extraordinary stunts involving enhanced strength, speed, durability, and reflexes. By imbuing the body with ki, the Daxian can grow closer to becoming One with the cosmos. The swirls on Dakkon’s chest are actual tribal tattoos that depict galaxies and by donning the tattoos, a Daxian is able to grow closer to becoming one with all life. This is Dakkon’s primary technique for all of his physical stunts.

Psychokinesis Daxians are unique in that they are psychics. Their mental power far surpasses that of average creatures that they are able to use it as a weapon. They use their minds to communicate without physically speaking and a more adept Daxian is capable of leaving his or her physical shell in an astral form. Currently, besides the thought-speech, which is a very basic method of communication for any Daxian, Dakkon is capable of moving objects with his mind. He can halt projectiles in mid-air and send them soaring right on back. He will use his psychokinesis to deflect small to large arm fire/energy attacks and to even briefly halt a charging foe (like a hesitation). Since Dakkon does not expel his ki, he doesn't fly like most creatures do. He instead uses his psychokinesis on himself for flight, levitation, and performing stunts that defy gravity.

Ki Sense A Daxian's horns makes him or her very sensitive and attuned to the movement and flow of ki, naturally granting them better control over its placement while usually other ki practitioners must spend years mastering control. This attunement allows him to find ki to draw from internally or externally, allowing him to sense the ki in most things.



The story of the planet Daxos is a very simple tale, and unlike most stories, it does not end with destruction, involve some grand prince or princess fleeing his or her home only to return and save it later, or an epic battle between two great warriors. Daxos still exists today unknowingly to Frieza’s army, but let’s get on with the Tale of Deception. Daxos is a planet that possesses one of the most powerful psychics in the universe that the Daxians call, “The One.” Supposedly, it is a Daxian who had reached the pinnacle state of enlightenment that he/she/it—nobody knows what the former he has become anymore—became one with the universe. Many ministers and diplomats would consult The One and its wisdom for those that often didn’t fell into economic and political hardship. The One was simply a guide, but in the planet’s time of need, it became a protector. The One predicted the coming of Frieza and shared its prophecy with the nation. Generals, scholars, and diplomats came together in a summit to discuss a plan of action. Being a cunning people by nature, it was decided that instead of risking destruction and wasting lives and money going to war that they would instead create the ultimate deterrence.

Frieza and his army came, swept through Daxos and wiped its existence from the universe. After the whole ordeal, only one Daxian was captured and forced to yield his allegiance to Frieza and his army. That Daxian was Dakkon.

Frieza left Daxos’s galaxy and would probably never return. The plan of action had been a success. The ultimate deterrence had required an effort from nearly every Daxian on the planet. Hours before Frieza’s arrival, all the Daxians who were capable of the technique fell asleep, and together with The One, created an illusion of their home planet. Frieza’s army had attacked the decoy, believing it to be the real planet and left without a second thought. The Daxian leaders had required there to be a “survivor” to go with Frieza’s forces to monitor where they would go next. The survivor was meant to be a bug; a slow disease to spread and rip his morale apart. That was the intention at least, but Dakkon saw it more as an opportunity to leave the planet. Daxians were xenophobic and never left Daxos—mostly because they had no reason to. Dakkon was curious and too adventurous to live such a mundane life and so had volunteered to go from being a first-class grunt in the Daxian military to a first-class grunt in Frieza’s Forces *sighs*.

It bothers him every now and then that he may never return to Daxos, but he knows that if he ever does return, then it would not be good for his people. Dakkon is a double agent patiently waiting for the opportunity for rebellion.
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This game is heavily inspired by Blade and Soul, and while it may share a few elements from the MMORPG, this game will be following its own storyline. This game will incorporate a lot of Asian folklore and myth, so expect a lot of Chinese, Korean, and Japanese references. It has been a very long time since I’ve seen any feudal-style games, and so I felt it was about time someone brought it back. This will not be a large group game for there will be 4 main characters and any characters after that are extra and can follow along in the story. You do not have to have played Blade and Soul to enjoy this game, but there is one thing you will need in order to proceed with this RP. You will need an imagination, patience, dedication, and you will need to bring your utmost creativity for this game will incorporate T1/TB. If you are not confident in your combat-writing skills, or have never done it before, then there are rules specifically written for this game that are easy to follow and refer back to when devising your posts. The fighting guide allows for a free-form fighting system that the GM shouldn’t have to monitor you over, but I’m sure some fights will need a GM to end them or an agreed-upon judge. I digress though, let’s get right into the story.





The world is called Tu, which is basically Earth in Chinese. Tu is comprised of four regions controlled by four deities whose servants are known as the Four Grand Masters:

The Black Tortoise of the North, Zhi Ming
The Phoenix or The Red Bird of the South, Ling Guang
The Dragon of the East, Meng Zhang
The White Tiger or sometimes, The Kirin of the West, Jian Bing

The Grand Masters are not the rulers of the regions, but they are highly-respected individuals that the world acknowledges are the voice and wisdom of the four gods. From these Grand Masters are born the four schools whose goals are to spread the god’s wisdom so as to teach the races how to coexist in harmony. Unfortunately, there are dark powers that be whose purpose are to keep the world divided by power and greed.



The North represents winter, ice, and water. From the North comes products of fresh water and all bounties of the sea from seafood, salt, lantern oil and cooking oils, fur, and ice for keeping food preserved.

The South represents summer and fire. From the South comes gunpowder and steam-powered machines. Technology is expanding in the south.

The East represents spring and wood. The lands in the east are the greenest and bountiful with crops. Medicine, food, drink and livestock can be found aplenty here.

The West represents autumn, wind and metal. The best armor and weapons (non-gunpower) are forged in this region. There are many weapon and armorsmiths who have staked a valuable name in this region.

The regions are at peace with each other but they share a common enemy who is sweeping across the nations, creating discord wherever it goes.

Now to be specific and to clarify some things, the highest level of technology in this game is steam engine. Yes, bombs and explosives exist but understand we’re in the Age of Gunpowder. If you don’t know what that means look it up. Writers can get creative with the technology as long as they remain within the genre, the technology level, and as long as it is somewhat pseudo-logical. This is a fantasy game after all.



Now these races are based on Blade and Soul, but they will be different so as to cater to the imagination of the writers and to fit the geography of this game. All of these races are mostly human in appearance except for one race, which you can see below. They do not have any racial advantages.

The Gon are believed to be descendants of dragons. They are a dark-skinned people with skin complexions from tan to pitch-black. They are a giant people with their women being as tall as 6’0” which is average and the men being 6 to 8 feet. The Gon are the easiest to pick out in a crowd.

The Lyn are believed to be descendants of the tiger or the kirin. They are the beastmen of the continent appearing as humanoids with animal-like ears and tails or appearing completely anthropomorphic. They range in various shapes and sizes from as small as 3’5” to as large as 7’ depending on the beast.

The Yun are a special and unique group in Tu. Unlike the other races, the Yun are all women and they are born from Fire Eggs or Ruby Eggs. They are believed to be descendants of the Phoenix or The Great Red Bird. They are of average stature.

The Jin are believed to be descendants of the black tortoise. They are the typical humans on this continent.

GM Note: I did not confine these races to a specific region. They are spread out so that writers can have some creative freedom. There are no racial advantages because I want to allow the writers to tailor their characters however they feel.



While “Chi” and “Ki” are often regarded as the same thing. In this game, they are not. They are similar energies but the techniques are entirely different. In this game, "Chi" is an energy that remains internal. It strengthens the mind and body but will never leave the body as an external force. Ki is the energy that is propelled and is often believed to be magic by those folk who don't study the techniques of the four schools. Although this game is heavily based on Blade and Soul, I will not be incorporating every single class from the game into this RP. Races will also not be restricted to a specific class like in the MMO. There will be 4 main characters, the rest will be extras. So you will see more than one class listed here, but 4 out of those classes will be main, story-plot characters. The GM will dictate who will be a main in this game.

The Kung Fu Masters are the strongest beings on Tu (as in literally strength). Their discipline is within the mind and the body. The Kung Fu Masters learn to strengthen their bodies with chi and push themselves beyond their limits—physically and spiritually. They specialize in hand-to-hand combat, utilizing fists and feet strengthened to counter the sturdiest of blades and shatter the toughest concrete. [Character Limit: 1 – Taken by GM – Black Tortoise]

The blade masters harness the power of the finest swords on Tu. They have mastered the weapon to the point that they can slice through nearly any obstacle. The blade masters use a combination of chi and ki to empower their bodies and their weapons to make swift and precise strikes to end a fight, and a war. They can maneuver around most enemies, striking where their blades would be the most effective. [Character Limit: 1 – Open – Pick a Deity]

The deadly deceivers on the battlefield utilizing speed and stealth. The Assassins can lure enemies into deadly traps before they know what hit them. They whittle away at the enemy with speed, explosives, and poison. They are highly resourceful on the battlefield and no how to use practically anything as a weapon. They are the whispers in the shadows and the lone wolves of war. [Character Limit: 1 – Open – Pick a Deity]

They are the masters of Ki. They have mastered the ability to manifest spiritual energy into a destructive force. They specialize in elemental energy, created from the manipulation of ki. They are the magicians of the battlefield, capable of calling down fire from the heavens to clean up a battlefield or conjure water to quench the thirst of the poor. Force Masters are primarily proficient in long-range combat, preferring to finish the fight before the fight even reaches them. [Character Limit: 1 – Open – Pick a Deity]

The summoners have learned to tame beasts not from the mortal plane. They summon the beasts to fight for them and aid in battle, while supporting an army with their healing and curative ki. Although they are mostly known as being the healers on the battlefield, their beasts are a nightmare that will make any army uneasy. The most powerful summoners have been known in history to dramatically turn the tide of war. [Character Limit: 1- Open – Pick a Deity]

The gunslingers are masters of gunpowder. Their technology can clear a battlefield or accurately target enemies from over a vast distance even beyond the Force Masters’ reach. They are not only the cowboys, but the tinkerers and engineers of the group. What they lack in chi or ki they make up for with their brains and ingenuity. [Character Limit: 1- Open – Pick a Diety]





As previously mentioned, there are four gods and four grand masters in this world. There is also a good chi/ki and a bad chi/ki. The enemies in this game are demons, necromancers, and any who try to harness the evil chi/ki to bring about genocide and destruction for it is the dark chi/ki that compels one to destroy and obliterate. Corrupt beings like that are the enemy. Now after explaining this, this is your opportunity to come up with a story for your character specifically. Games go so much smoother when players are able to bring their characters’ stories to life.

There will be four main characters representing the disciples of the four grand masters. Any other characters if we have any are extras. This doesn’t mean that they don’t matter. It just means that they simply aren’t the main characters. The four disciples are the strongest students of their respective schools and the most renowned. Even NPCs will know who they are. They will wear the brand of their deity/school somewhere on their bodies.

You will create the backstory for them. What life are they living now? What story do you want to make for them because they will meet up with each other and go on adventures together to obliterate evil. There will always be more than one evil enemy. Just show me what you got in the character’s current story. No half-assed stories please. If you can’t come up with something, then don’t even force it.



All characters will have Asian names. The artwork that you will use when creating your character can be Hyung Tae Kim’s artwork to honor the artist, but using a picture is optional. You do not have to use one. Please no famous anime characters. I do not want Tokyo Ghoul, Bleach, Naruto, none of that crap in this game. If you don’t know who it is and I don’t know who it is, then you’re golden.

You can get graphic fonts for your CS here: 1001fonts.com You just merely look up the type of font you want, write what you want it to say in the little box, and then right click the font you want and click “copy the image address.” Treat the copied link like an image . You can design this CS however you want, but it must have the below outline.





1. No Drama. This is my number one rule. If you don’t like something, then keep the negativity to yourself. If you feel that it will distract you from writing, then don’t even join. If you don’t like having your CS critiqued, then definitely grow up and fast. Criticism will be in your life forever. Everywhere you go and everywhere you work in life. Grain of salt.
2. Communication. You do not have to tell me your business, but if you are going to be gone for a long time, then be courteous and let me know for how long. If you go AWOL for 7 days, then we will skip your character. If you’re absent for 14 days, then your character will be dropped.
3. Approval System. This is the first time that I had to put this rule here. This is because of the short-attention span/fail in reading comprehension I mentioned. People for some reason think they can just toss a CS into a CS thread without being approved in an application necessary game. Why? I have no idea. If your CS is not approved by the GM, then you are not cleared for this game yet. Plain and simple.
4. Single Character with NPCs only. Some people like to write with themselves. There is nothing wrong with having NPCs. It only becomes a problem when you do not interact with anyone else and thus write with yourself only. Why join a group game if you’re going to role play with yourself? Why are we even having this discussion? Because people do this! It’s crazy. So you will have 1 primary character. The rest will be NPCs.
5. 1 on 1 battles. The GM has the final say on all PVP fights. So the GM decides the winner. But this is only if this becomes applicable. These fights will take place in the Arena thread and they won't be ranked unless you want them to be. You will link the fight thread to the IC. This is only in the case your character wants to literally fight another player's character. If it's a short bout, then it doesn't need to go to the arena thread. It can stay in the IC.
6. Have fun. I can’t make you enjoy this game. Only you can make you enjoy this game. I will say that having a well-developed character will decide everything. The CS may seem large but it’s to help you create a character that you can love and enjoy. Having said this, these rules may update.
Q&A


For good questions not answered in this OOC.

Interested Players

People express "interest" but never tell me what they are expressing interest specifically in. What deity? What role? What class? I will ignore people who just pop in and write "interest" because it means you didn't even read this OOC. I'm really big on reading comprehension because it is a perishable skill in this day and age.
Approved Characters

Approved characters will be listed here. May the best concept win.
Hidden 8 yrs ago 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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Age: Old enough to be yer daddy! What kinda' question is that? Y'born without manners kiddo?
Race: Gifted Human
Height: 5'10"
Weight: 165 lbs.
Hair Color: Salt and pepper
Eye Color: Brown

Description: Bill was a handsome detective back in his early years, and some still say he can still wear it. He's a seasoned agent who earned his way into the Assistant Director's seat. His age makes him easy to underestimate. He can still outrun and outshoot the best of them and he don't need no fancy-smancy powers to do it. He is the scruffiest man you'll ever meet and always looks like he just left the house without shaving and threw on the old work shirt and work pants. He often wears his tie loosely around his neck, which usually messes with the OCD-folk in his unit, but they'll be all right. Loose tie, dress shirt, dress pants, and the old detective trench coat completes his ensemble...maybe a cigar and a mug of coffee too. His eyes aren't what they used to be, so he can be seen wearing reading spectacles every now and then. His body is covered in scars, old bullet wounds, and even scratches from beasts not found naturally in the wild.

Personality: Bill is a hard ass. You either can like him or you can hate him. He will always be over the rover harassing agents, especially when they screw up. He will get in the face of the largest and fearsome of beasts and tell the creature to go to hell without fear of consequence. He's probably the ballsiest old man most agents have ever met and worked with. He keeps the agency running when the elusive Director isn't around. No one has ever really seen The Director but Bill has and he doesn't disclose any information about him/her. Bill is a father-figure to most agents in the force. He doesn't get into anyone's business unless they bring him into it, so don't go telling him about boyfriends or girlfriends. Also, don't hint to him that you're dating someone. You'll never hear the end of it. Bill does what he wants and he likes to believe he operates at least 95% within the rules and procedures. No one is perfect and if anyone has a problem with that, then they can kiss his ass.

Background:

Jesus Christ where to start...

Yeah, that was me. I was pretty handsome back then.

I was born in 1960, when racism, drugs, the Cold War—all that was still goin' on. I was the last person I’d expect to be chosen to be a part of The Syndicate. I don’t have a history of valor, war stories, none of that shit. I was born and raised in Kennesaw, Georgia to Lauren and Mick Hadley. My childhood was spent mostly as a country boy, and eventually I went to college at Georgia State and majored in English. After that, I spent several years as an English teacher, and it didn’t pay all too well so I got into some dirty business. I was a thief—a bank robber to be exact. I got away with it for ten years, and I was so confident and sure that I would never get caught. I had a house, I had drugs, I had women, I had cars, and just so much money that I grew tired of it and started giving it away. It was all about how you stashed it back then.

Anyha, I might have escaped the thorough scrutiny of the FBI, but another agency approached me one day—one I’ve never even heard of or knew existed.

December 1992 was the day I was approached by The Syndicate…shit, was I amazed. They had figured me out and not just me…They figured out that I had an imaginary friend. It was either join The Syndicate or go to some crazy supernatural prison they got somewhere ‘round here. It was obvious what I chose to do…I RAN!

I didn’t say that I was smart back then. That hadn’t been my best decision, but The Director actually liked me and decided for me that I would become an agent. And now I’ve been in this business for 24 years. It’s a shorter time than most of these immortals, but I don’t think The Syndicate trusts non-humans. Hell, let that be a poor excuse. I’m good at what I do.

Weapons:

Springfield XDM 4.5: There is nothing fancy about the pistol itself. It is a standard 9mm built for accuracy. However, Bill does carry some special ammo cartridges for it.
xNormal - 18 rounds (2 magazines)
xSilver - 18 rounds (2 magazines)
xUV - 9 rounds (Single magazine)
xDispellers – 9 rounds (Single magazine)

Throat Knife: Bill carries a concealed throat knife that he carries up his sleeve. It’s small and looks like an arrowhead in appearance, and its designed to be inserted right into the soft area beneath someone’s chin. He not only uses this knife for combat but also to pick at his nails or cut open letters.

Skills:

Self-Defense: No one expected that the old man knew how to throw down. That was your first mistake. Bill is proficient in taking down at most five opponents in a single fight. He performs a mixed martial arts technique for submissions, grappling, and throws. He needs it now more than ever for he isn’t as strong as he used to be.

Charming: This guy…Most agents are used to Bill always being up their ass about every small thing. But when he’s around important people/guests or even a pretty lady, agents will see a side of him that they just might think is disgusting. When did he get so polite? That’s not Bill! Even as old as he is, the Old Dog still knows how to work his magic.

Management: It is truly an impressive skill to be able to run an entire Syndicate all by yourself. He’s been the face of The Syndicate for years. Some agents even think he is The Director.

Marksman: For a human, he is an excellent shot. Since he’s an agent in The Syndicate, most people want to believe that he’s using some sort of supernatural ability to hit the target so well. It’s called practice jackass! Maybe you should do it more!

Powers:

Kissy: What is Kissy, you ask? Why it’s Bill’s imaginary friend. She’s actually a pink fairy dragon about the size of a Volkswagen Beetle and just about as heavy as one when she wants to be. She has insect wings, sparkles, and flies around completely undetected by any radar except for when she moves objects. Mind you, this is how Bill described her to The Syndicate. How did The Syndicate find out about Kissy? Well, they exercised some damn good surveillance and might have even used some magic. No one can see Kissy but Bill—no one. She is believed to completely come from his conscience and is completely made up, but not even Bill knows how she exists. Bill and Kissy have been inseparable since he was young, and even now they still continue to be. They work together solving the world’s supernatural problems.


Hidden 8 yrs ago 8 yrs ago Post by Holy Soldier
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Holy Soldier Divine Justice

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Nickname: May acquire this in game.
Age: 28
Region of Origin: North
Hometown: The Whitevale
Deity: The Black Tortoise - Zhi Ming
Master: Kung Fu Master

Gender: Male
Race: Gon
Height: 6'7"
Weight: 350 lbs.
Hair: Silvery-white
Eyes: Caramel-brown
Skin: He has smooth, solid muscles. His complexion is a deep tan to brown and his hands are large and rough with callouses and constant use.
Handedness: Ambidextrous.
Scars: He has faint scars from his earlier years spent training and sparring students from the other schools. They appear to be blade-like in nature, slanting across his stomach, arms and chest.
Tattoos: A small black tattoo of a turtle is on the back of his neck right beneath the nape and wavy, blade-like tattoos descend his right arm.

Basic Description: Fang, obviously enough, is a large man. The Gon blood is strong with this one, so much that it is difficult for him to hide in a crowd. He often wears loose black robes with a hood that he always keeps drawn over his head. The sleeves are long enough to surpass the length of his hands and hide his Tortoise Gauntlets. His hair is stark-white and eyes a gentle honey.

Likes: Delicious food, a challenge, training and improving his techniques, a good match, making good friends, and his baby sister, Chenguang Yin.
Dislikes: Practitioners of dark chi, cowards, treachery, anyone who dare lays a hand on his sister, speaks ill of The Iron Tortoise School and Sifu Zhi Ming.
Goals: To rid the world of dark chi and find his wandering master Zhi Ming.
Fears: Any harm or ill will coming to his sister, Chenguang Yin.
Mannerisms: Master Zhi Ming once told Fang that his strength has gone to his head and that he has become arrogant and overconfident. Fang believes his arrogance to just be confidence and fearlessness. There is no battle too great. He always feels that no matter what he will find a way to come out on top. It might have been foolish thinking, but the mindset made him a very formidable opponent. Fang loves good food and drink - fuel for the body and soul as he always likes to say. He is one of those never give up and never surrender types who will dive into a challenge headfirst even if he doesn't know the rules of the game. He is too much of a sore loser to admit defeat. Zhi Ming tried to beat those character flaws out of him, but Fang always proved to be too hard-headed maybe he is stronger than he gives him credit for. The Black Tortoise always gets excited at the opportunity where he can use his fists, but will falter easily at the scolding of his sister. Gee, what a teddy bear.
Psychological Condition: (Current) Nightmares, insomnia, hallucinations, and bouts of spontaneous aggression.
Superstition: Who knows where he got this belief, but Fang believes that ghosts don't like Bok Choy and that Bok Choy is the best ward to use against them. He also believes that ginseng cures everything!
Social Pressures/Problems: Fang is a little slow to realize when a female is interested in him. He has basically spent his entire life sheltered in the mountains and studying Iron Tortoise Martial Arts. Who had time for dating? When a female shows him interest, he has no idea what to do or how to even react for that matter.

Parents: Father - Unknown/ Mother, Fei Yin, passed on.
Sibling: Chenguang Yin (Baby Sister) - he takes care of her now. Chenguang sought out Fang to tell him the news about their mother's passing. She blames him for having left her alone to pursue his dream. If he had stayed to help her take care of Fei, then maybe she would still be alive. He walked away just like father had. Chenguang is actually a Lyn and not a Gon. Fei Yin adopted her when she found her abandoned in a basket in the snow. Chenguang has since grown up in the Gon family not at all feeling alienated due to size difference and being of different race. The Yin family treated her like blood.
Rivals: His Master, open to more rivals.
Enemies: Dark chi users, specifically, Sorcerer Guozhi Han.




Tortoise Gauntlets: The tortoise gauntlets are large gauntlets that protect Fang's hands up to his elbows. They are the amalgamation of two types of steel and are a gift given to the top pupils of The Iron Tortoise School.
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