Full Name - Name Here Designation - Name Here Species - Name Here Age - 00 (b. 0000) Origin - Location Here Classification - Classification Here Unique Specialization - Spec Here -
P S Y C H E
Personality Trait #1 Description of Trait.
Personality Trait #2 Description of Trait.
Personality Trait #3 Description of Trait.
E Q U I P M E N T
Main Weapon Name Description of Weapon.
Sidearm Name Description of Weapon.
Auxiliary Weapon(s) Name Description of Weapon.
R E C O R D
Event #1 Description of recorded crime/feat of significance.
Event #2 Description of recorded crime/feat of significance.
Event #3 Description of recorded crime/feat of significance.
C O N N E C T I O N S
Person #1 Description of connection to past person of significance.
Person #2 Description of connection to past person of significance.
Person #3 Description of connection to past person of significance.
Physical Details ◢
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Personal History ◢
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Combat Analysis ◢
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Reason for Vacating Previous Situation ◢
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True Identity - Name Here Alter Ego - Name Here Star Sign - Name Here Age - Name Here -
P E R S O N A
Personality Trait #1 Description of Trait.
Personality Trait #2 Description of Trait.
Personality Trait #3 Description of Trait.
Character Concept
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Full Name - Name Here Designation - Name Here Species - Name Here Age - 00 (b. 0000) Origin - Location Here Classification - Classification Here Unique Specialization - Spec Here -
P S Y C H E
Personality Trait #1 Description of Trait.
Personality Trait #2 Description of Trait.
Personality Trait #3 Description of Trait.
E Q U I P M E N T
Main Weapon Name Description of Weapon.
Sidearm Name Description of Weapon.
Auxiliary Weapon(s) Name Description of Weapon.
R E C O R D
Event #1 Description of recorded crime/feat of significance.
Event #2 Description of recorded crime/feat of significance.
Event #3 Description of recorded crime/feat of significance.
C O N N E C T I O N S
Person #1 Description of connection to past person of significance.
Person #2 Description of connection to past person of significance.
Person #3 Description of connection to past person of significance.
Physical Details ◢
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Personal History ◢
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Combat Analysis ◢
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Reason for Vacating Previous Situation ◢
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Various Supplies including a flashlight, lighter, etc.
Character Summary and Crest
While it is no surprise that the Digidestined who represents reliability would be reliable, Cheryl is definitely more complicated than that. An outspoken girl with a talent for being overly prepared due to her innate fears and insecurities, the green-haired girl has more or less been a emotional mess for as long as she can remember. Up until she was twelve years old there had been no stability or security in her life; her father was in the military and her life was constantly moving.
While other girls made longstanding friendships, she made short-lived acquaintanceships. For the most part what this would do to Cheryl was make her fear not only the unknown but also to doubt her life could ever be secure and normal. Due to this lack of normal, healthy relationships with other children she found herself not understanding the subtle finesse of conversation. Where other children know how to read social cues and visible physical tics, Cheryl can't. As a result Cheryl often takes the “be honest and never lie” mentality that her mother raised her with and takes it to its most “logical” conclusion and speaks her mind with absolute no finesse or filter. If someone is acting stupid she will tell them they are acting stupid, she isn't afraid of speaking her mind no matter how inappropriate it may be, and generally isn't very nice despite not meaning anything by it. Cheryl is never actively trying to antagonize someone, it just happens due to her social skills [or lack thereof].
That aside, Cheryl is dependable, prepared, and organized. She was in the Girl Scout's of America for a short time and has obsessively looked to her father as a benchmark. She's absolutely afraid of getting sick, being seen as “weak”, and generally not meeting the ridiculous standards she's set for herself. In her spare time all she does is read and watch things related to survival, disease, and cooking. After all, if she cannot rely or trust anyone else in the future, what is exactly going to happen to her? Such a question is one she asks herself frequently despite her life finally seeming to become secure with the constant moving from state-to-state being a thing of the past. But her parents have said similar things in the past and life has reminded them that they can't make such promises. It's not that Cheryl thinks her parents are liars, she just doesn't believe things will turn out like they think. But such paranoia and pessimism is probably a bigger flaw for her than even her extreme lack of social skills.
The idea of being in the mountains with a bunch of kids she doesn't care about is stressful, for sure, but perhaps she can find something good about the experience?
Betamon is innately curious, optimistic, and honest. When there's a challenge in front of her, Betamon is the first one to formulate a plan if a more impulsive digimon hasn't already jumped into the fray in the first place. However, Betamon is not cowardly by any stretch of the word, even if unprompted courage frustrates them in tense situations. Betamon's flaws are known to them and they are always second-guessing themselves, which in situations where initiative is more important than planning is quite dangerous and problematic. But perhaps it is something of a double-edged sword, knowing one's flaws speaks to a potent wisdom even if they don't have the strength to discard them at important times.
Ultimately, what Betamon values the most above all else is her friends; even if she cannot fully understand or trust their decisions from time-to-time. The bond between them, their fellow digimon, and their partner is very strong and they hold a strong sense of self.
“Your thermal couplings are bad.” The feraxi girl blinked as the spanner in her hands met with the engine coil. “You’re lucky your ship stayed in one piece on re-entry. Your shield batteries are warped. Nearly dead.”
The pilot laughed. Not at her, but it was enough for the feraxi to question their intelligence. She didn’t make a joke. She merely informed them that they were lucky to be alive given the state of the parts she had been tasked with monitoring and, to the best her ability, repairing.
But there was no fixing bad couplings or warped batteries. The pilot needed new ones or he was going to have to enjoy the shithole that was Eios.
The ship wasn’t a completely lost cause, but finding fresh batteries and couplings or… half-fresh ones was going to be a challenge. Eios was a scavenging planet as it had been for the last few generations. Its once beautiful desert was a graveyard of metal and plasma, a result from a skirmish that occurred five decades ago. You were lucky to find parts that worked, let alone were right off the manufacturing line. If you wanted something new you needed to warp to a core world. If you could. Chances were if you were stopping on Eios looking for parts you were in need of an emergency stop in the middle of nowhere. If you needed repairs on Eios you were trouble or trouble had found you. That was just the facts and the feraxi knew it well.
“Not sure I can fix the batteries or couplings. Give me a few hours. I’ll see if I can find ones that work."
“Thanks, Ula. You’re a lifesaver once again.”
She sighed as the human pilot referred to her informally.
Not surprising. Her name was a mouthful. Vulpecula was long enough without going into the feraxi nature of conjoining breeds into the family name. Not that her family name mattered. Her father got shot in the head when she was thirteen by a drunk pirate who didn’t want to pay for his repairs. Her mother left home when she was taken by slavers while she was hiding under the floorboards not long after they had buried her father. Before she was fourteen years old she had to find a way to survive and the only skills she had were the skills her father had taught her. The architecture of interstellar warp drives. Basic mechanics. Fundamentals of ship construction. She had been good at it and when she was younger she thought she was going to go to a great engineering school on a core world. But who was she kidding? The only way she was going to leave Eios was in a cage or by joining a crew.
Neither had happened yet. Though she had her close calls.
“You owe me.” She remarked to the pilot before leaving the docking bay.
She put heavy emphasis on the word ‘owe’. There was little left for her on Eios. But she didn’t have enough credits to buy into a crew. It seems every time she had enough to get away from her life and start a new one that she needed to pay out of pocket for something. She was hoping the pilot knew someone who was hiring a mechanic or engineer. Needed a tech specialist. There always seemed to be someone and maybe this time she could force her way onto a crew. She shrugged as she returned to her shop. She need to check how many credits she had on hand, see if there were any other orders for repairs. Check her list for batteries and couplings.
It was a disheveled place. Spare parts were scattered underneath her mattress as an old hovercraft sat underneath an old synthweave tarp. The national flag of Feraxas Prime stood on the rusted scrap-metal walls, though it had certainly seen better years. It had been her home since, well, she had sold the family apartment to help keep the shop afloat during dry spells. Besides, the old apartment just… didn’t feel right to her since her mother had been taken. Slavers and debt collectors were still problems, but Ula had found herself quite capable at avoiding trouble for the most part. She hadn’t been forced to shoot many people. And thank the stars above for that. Ula didn’t much care for firefights, though she held little remorse for the people who aimed at her with their crosshairs.
“Hey Ula.” A voice called out to her as she dug through her file cabinets, an old paper list in her hand.
“Calloway.”
“Cal.” The man insisted, “Anyway, I’m here to tell you to find a new runner. I’ve got a job with a mercenary troupe. Don’t know if I’ll be back.”
“You won’t.” She commented in a dry monotone, “When do you leave?”
“Soon. Before nightfall.”
Ula placed the notes in her hand on a nearby desk.
Cal had been the only hired help she could afford for the last year. Maybe it was longer. Runners who asked for a low return on their cut of a part needed for a ship or building’s repairs were rare. Rare was it to find a decent person on Eios. She supposed this was the final nail in the proverbial coffin; a sign to tell her that it was time to leave. Her only friend was joining a crew and life on Eios had not improved. She still hadn’t found information about the crew that took her mother outside of what she already remembered about their iconography. It was a bad situation.
She crossed her arms, “Don’t get killed. Got it?”
“Let’s head to the cantina for old time's sake. I’d hate to leave without a proper send-off.”
“Okay.”
She sighed. Didn’t have the credits, but she couldn’t resist Cal’s request given the circumstances. She had to ask around about the parts her client needed anyway and the old cantina was the best place to start asking. She faintly smiled as Cal turned, expecting her to follow him. Idiot.
Character Ties
1) TBD later if accepted. Do not fill out. 2) TBD later if accepted. Do not fill out.
Inventory
1) Engineers’ Kit 2) Personal Blaster Pistol 3) Utility Tool
_______________________________________________ Full Name - Midi Verdant Age - 15 Hometown - Viridian City Aspiration - Coordinator/Entertainer -
_______________________________________________
Personality Trait #1 Description of Trait.
Personality Trait #2 Description of Trait.
Personality Trait #3 Description of Trait.
Character Concept
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Pokémon
Midi has been around Pokemon for basically her whole life. Her mother was a competitive pokemon trainer that had traveled the world when she was young and a lot of her father’s money has gone into Pokemon competitions and contests around the world. In Midi’s personal Pokemon journey she has fostered three creatures so far and she’s positive that’ll grow by year’s end!
_______________________________________________ Rhoswen of the Black Hills _______________________________________________________________ 23 | Female | Half-Elf _______________________________________________________________ Chaotic Good | Hexblade Warlock | Folk Hero _______________________________________________________________
A T T R I B U T E S
Former Slave Rhoswen was trained in the fighting pits as a slave by her hobgoblin masters. She’s endured physical and mental torture aplenty. As such, she has the endurance and willpower to keep fighting even in the most perilous situations. She’s not a particularly well-trained combatant, but she is unrelenting and oftentimes unpredictable.
Scrappy Fighter Rhoswen had to kill another slave with her bare hands. She had to outrun a starved bear. She was thrown against many things in her time in the pits. Much like her hardiness, her mind and reflexes were forged. She had to adapt quickly and as a result she’s become capable when thinking on her feet in tense situations. When you’re being choked out by a human male twice your size you have to come up with situations. Rhoswen doesn’t follow the rules of chivalry. She’ll throw dirt in your face or knee you in the groin. There are no rules in a game of life and death.
Unlikely Spellcaster The magical sword that removed her bonds, Kyrios, has taught Rhoswen many things in return for her affinity to wield him in glory of battle. These include things like Hellish Rebuke, Detect Magic, Comprehend Languages, Protection from Evil, True Strike, and Lesser Restoration. Kyrios can also sense evil souls and other tertiary abilities which he can warn Rhoswen of through their mental link.
Elven Accuracy Rhoswen’s mother was a roaming Sun Elf and a lot of her genetic footprint guides Rhoswen in many ways. She’s quick-on-her-feet with sharp reflexes, but most of all has an inherent fluidity to her movement. Despite being brought up in hellish conditions she is nimble and graceful, often being able to traverse quickly and adeptly as well as fight with elven accuracy. She’s never shot a bow, so said accuracy goes to throwing knives and close quarters combat.
Capable Survivalist Whether it is in cities or the wilds, Rhoswen can keep herself going. A lone wanderer with no friends, she’s had to pick up how to cook food, patch herself up when injured and deprived of mana, and repair her equipment. She’s no ranger or urchin, but she can make do.
Shifty Conversationalist Rhoswen doesn’t trust anyone. She’s stretched the truth and been wary of explaining herself too often. The wizard she killed who had bought her was a member of a famous noble house of humans and she often fears his death, even if it was just, being used against her. She chooses simplistic answers, though she can be convincing and often people rarely look past her attractiveness. She uses sarcasm as a deflection tactic and has no moral reservations against doing bad things; it’s just admitting the bad things to people who can use it against her isn’t something she’s keen to do. -
I N V E N T O R Y
Armor Rhoswen has no conventional training with heavy armor. She was a slave accustomed to rags and harnesses and as such has come to only really suitably use cloth and leather in her travels after her liberation. When traveling the colder climates she dons the appropriate heavy cloth overcoats and fur-lined cloaks to survive weather she has no particular affinity or familiarity with.
Weapons The half-elf vagabond has a decent amount of weapons. Firebombs, throwing daggers, a parrying blade. It’s all rather mundane until you take into account her strange sword of unknown origin and make. A magical artifact that has made itself known to her as Kyrios. As a strange magical artifact it has linked itself with Rhoswen’s mind and offers her strange abilities as well as insights. She’s still getting a handle on it, but working together with Kyrios has saved Rhoswen’s life more times than one.
Coinpurse Rhoswen has enough coin to travel moderately well. She doesn’t pick luxury rooms and doesn’t take luxurious jobs. A good portion of her gold is taken off the corpses of bandits and slavers, though other despicable souls have also met the end of her blade. Rhoswen has no keepsakes—no rings, amulets, necklaces, or artifacts. The slavers that took her as a child took things like that and she is likely to never see them again.
Misc. Items A potion belt and a rucksack containing a bedroll, regional map, survival kit, and ocarina are the only things that accompany her gear. She travels light. Her only keepsake beyond the aforementioned musical instrument is a journal where she keeps a list of names and scattered notes written in a language that her magical sword has gifted her with. -
P E R S O N A L C H A R A C T E R
The Naeleth were, like most elves, vagabonds. Traveling from place to place, village to village in search of their own way of life. Rhoswen’s mother, Esiyae, was one such elf.
As things turn out, Esiyae fell in with a human adventurer by the name of Kolm. It’s a story as old as time and perhaps in a better time the two would have ended up very happy and Rhoswen would have had a happy but unassuming life in some human village far from the Dafielian climate. But sometimes the gods hand you a poor lot in life.
Rhoswen’s father was killed by bandits when she was five years old, and Rhoswen and her mother were sold off to a local band of slavers led by an orc name Skol as part of an arrangement between the two factions. She never saw her mother again. Rhoswen was more or less thrown into the slave pits. The harsh conditions she had to live in up until she was of age was rough. No heroes came to liberate her from Skol’s slave-running operation. Her youth was spent with the slavemasters trying to find the ideal fit for Rhoswen. She was pretty, but scrappy; attractive but smarmy. So despite their best judgement they trained her in the combat arena. It was a good way to make coin on the side, but eventually the time came where she was sold. She was sixteen years past her nameday when an affluent human wizard acquired her.
At his estate, things… strange things began to happen, even before Ilexcius could claim her. The old wizard had unearthed a strange artifact. He still hadn’t cracked its magic when the blade called out to her, removed her magical binds to Ilexcius, and she killed the old wizard in his own study. Since that day Rhoswen has been searching, not only for her own path but for her mother. The sword echoes in her mind, whispering strange things, teaching her weird magicks; all while making demands.
F A V O R
Ordrin helped Rhoswen out of a disagreement between the town guard of a certain city and Rhoswen’s sword. In many ways she owes a debt to the merchant for saving her life. Ordrin has also kept her in the loop about information about the slavers that sold her mother, the bandits that killed her father, and any information that can be found to locate persons of interest. So far there’s nothing on Rhoswen’s mother but she’s holding out hope.
Standing at five-foot-seven with pink hair and cerulean eyes, Maeve would be a looker if not for her unkempt appearance and loose-fitting attire. She’s been fighting and jury-rigging tech her whole life and her lack of empathy toward others comes through in her constant lack of facial expressiveness beyond a scowl or frown. She hasn’t smiled in over fifteen years and it shows.
The three major factions represent at least seventy percent of the planets in the greater galaxy. Where Maeve grew up they never factored in. The Sol Union’s rivalry with the Thedes Empire or its distrust with the North Star League were things you heard about on Luon Prime from people who wanted to start a new leaf, break new bread, and just get away from intergalactic geo-politics. After all, Luon Prime was basically a nowhere planet, formed by the kind of people who wanted to play by their own rules and feign responsibility.
But where the greatest freedom came, so too did the greatest trials. Snake Bigby ran his planet tightly and where freedom came so too did trouble. Brigands and slavers, marauders and thieves, hustlers and enroachers; you name the type of problem and they came to Luon Prime eventually. Maeve’s father was one such person, though the details were murky and Maeve didn’t ask much. All she knew is that her father came for a second chance and before she was born became one of the more successful tin stars on the planet. Maeve’s mother was an engineer, a mechanic. Born on Luon and committed to never leaving Luon, and it was through her that Maeve was taught everything from tuning a good firearm to using a toolkit on a frame to make sure it could sputter through the next fight.
There were constant worries growing up. Her parents protected the sector five line on the planet from bad people and worse creatures. It was only ironic that her father was shot and killed in front of her, at dinner, when she was fourteen-years-old rather than in the field doing his job as a man of law. Maeve can’t even recall much of it. ‘cept the man she tracked down for years after-the-fact that did the deed.
In a normal world she would’ve followed in her father’s footsteps, stayed on Luon after she buried the man that ruined her life. But she couldn’t stomach it. Somehow she moved on and found herself a member of a crew. Gamblers of Vox Fortuna. Some of them had helped her track down who she was looking for and she owed favors and she found comforting to do something with some passive idea of purpose. This was four years—four galactic cycles—ago. She still is amongst gamblers. Might be a gambler until she’s in the ground like her father is.
Exoframe
Designation
Lone Star
Weight Class
Heavy
Description
Obadiah Puckett, Maeve’s paternal grandfather, was the first one to fly the Lone Star. A heavy bipedal maiden standing at about 35.6 feet willing to dish out as much damage as it can take, it has served in countless conflicts from well before Andrew Puckett arrived on Luon Prime and married an engineer who knew how to patch up two generations of damage and retrofitted outdated power capacitors with better ones. It is a exoframe meant to be a damage dealer with various slots for exterior back-mounted armaments. The armor is thick, though it is one of the slower and less versatile exoframes based on some of Maeve’s contemporaries among her fellow gamblers.
Equipment and Armament
The Lone Star, as described, is about dealing damage and taking damage. It may be exactly why Maeve survived the battle with her lifelong enemy and came out on top, but a lot of the bruising the Lone Star took in a fight that it was outgunned and outnumbered still remain. The power capacitors need upgrades, the armor is in imperfect shape, and the radar system works imperfectly. But Maeve has little money to her name and is in dire need of a credit line. The systems that work efficiently can be surmised below.
Twin-Mounted ExoStarr™ Light Guns: The twin light machineguns that sit underneath the maw of the pilot’s cabin are the first line of offense for the Lone Star. Plasma-infused shells spin at a fast rate to cause integral armor damage to Maeve’s enemies.
SCORPIO™ Heavy Rockets: Largely out-paced by the competing Hornet Hunter Seeker Missles, Mbraxo’s stronghold over explosive processing centers on several planets allows them to produce more of them even if they aren’t as efficient. A good pilot can upgrade the targeting system, anyway, right? It’s a constant thought for Maeve, but Mbraxo rockets are cheap and plentiful and they get the job done.
Heavy Armor Plating (50% INTEGRITY): It needs a new sheet of metal, but the Lone Star’s armor is one of the benefits of its model and the modifications made through three generations of pilots. Nobody has killed a pilot while they are in the machine yet.
Silverstar Light Rail Gun (OUT OF ORDER): Technically inoperable due to a lack of maintenance and power routing, the Silverstar Light Rail Gun is almost two generations old and the last time the Lone Star used it in a fight Maeve wouldn’t even born for another twelve years. She’s thought about updating it and repairing it, but railguns are as expensive as they are powerful.
Touka could best be described as sociable, spritely, and kind. Despite never getting over her father’s death and having to more or less find her own way due to her mother seeming to be always working, Touka doesn’t try to publicly appear demure, depressing, or pessimistic.
The way she processes things is mostly mired in repression and nostalgia. If she focuses on the good and on music she believes she can pretty much ignore anything sad or cruel. That said, she’s afraid of getting too close to people. When teasing can be misconstrued as flirting she backpedals and tries to leave a situation as fast as possible and any friendships she has is skin deep because she’s afraid of someone she’s close to leaving her. She doesn’t know if she could bear it, even through her façade. So as long as her friends don't try to be too close and try to peel away her armor she tends to think she will be fine.
Backstory
The Sawajiri Family has nothing, well, close-to-nothing.
Touka’s mother is the head of the household, and has been since the death of her husband and Touka’s father five years ago. Despite help by her mother’s younger brother, the family has struggled immensely. With her mother overworked at the local hospital as one of the nursing staff and her uncle either halfway into a bottle of Saki or chasing skirts Touka has only really had one solace. Music. A naturally gifted singer and instrumentalist, Touka started playing violin when she was very young. Her fondest memory has been the last performance she had that her father, despite being sickly and near death, had seen.
In the years since Touka has tried her best to get through life as quick as possible. She’s had the same friends group since pretty much forever and often appears as the center of attention despite not wanting to be. She’s never had a boyfriend or girlfriend. N-not that’s any of your business! She is currently attending Kenkoichi International Academy with hopes her musical talents can help her become a healthy and more financially stable adult. Maybe one day she can come to terms with her past.
Gear
The most notable thing Touka tends to have on-hand is her violin.
While being athletic enough to participate in team sports, her club activities are limited to music for the most part. Beyond her violin one could often see her with a handbag, backpack, or umbrella depending on the need. She’s a High School Student, not a shoujo protagonist.
The aspects of Touka’s Persona revolve around the spring season. Fertility, healing, song, and craft. As such Touka’s abilities would revolve around healing wards, support spells, bard-like enchantments, and the element of water for its restorative properties and of the showers that come in spring to restore the earth.
157cm | 108 llbs | 16 | Year 2 | Female
PERSONALITY
Nanase is an introvert. She’s always been an introvert since before the accident.
But when she was younger she was a happy introvert. The sixteen-year-old version of her personality is a bit more dour and pointed. She’s blunt, but not confrontationally blunt. She doesn’t smile, even for appearances, and the idea that the polite shy girl she once was still exists is hard to say. Losing family and the anxieties of her own psyche has brought a good deal of bearing on her. She knows she doesn’t want to be like she was. She wants to be more assertive, but she finds doing so quite difficult. Her classmates have known Nanase as the quintessential kuudere, quiet and ready to speak her mind when she absolutely must.
ARCANA
Justice
PERSONA
The Maid of Orléans, Jeanne
SKILLS
► Rakukaja
Increase the defense of an ally or the caster.
► Cleave
Inflict light physical damage on a foe.
► Brave Blade
Inflict moderate to heavy damage on a foe.
TRANSFORMATION
The transformative energies bestow Nanase with the appearance of a lady knight of sorts. Shades of silver and angel white are notable in this appearance. A circlet completes the transformation.
WEAPON
Sword
HISTORY
Mutō Nanase was born and raised in Kyoto for the entirety of her life.
Actually, that’s not true. Nanase came to Kyoto from Osaka, where she’s originally from. It’s a convenient lie to say she’s always been in Kyoto, one deeply rooted in her experiences as a child and the abrupt move when she was seven years old. To say she comes from a broken home is an understatement.
Her father, Tatsuro, was not a nice person. Between the smell of saké and the yelling, the Mutō household was in a constant flux of verbal abuse. She remembers the fights sometimes, but most often she tries to forget because she stood there pretending to not notice what was going on in front of her. She didn’t try to do anything. Not even a contest of “please, stop fighting”. Her own fear of retaliation even though her father never rose his hand crowded her mind. Eventually, as these things go, things escalated to a breaking point. Her mother, Teruko, tried to keep up appearances but on Nanase’s tenth birthday she killed herself.
Her father didn’t change. There was no remorse. He called her a coward in a drunken stupor while Nanase herself had remained catatonic from finding the body for the most part. Soon enough a change of scenery was decided for the two of them. One of her father’s more sober and rational determinations. The move from Osaka to Kyoto wasn’t too extreme and a change of scenery did stop reminding Nanase’s father of his dead wife. Nanase thought it was hiding. He always did like hiding. But she was no different as she began to pretend nothing ever happened, pushing any memory deeper and deeper inside her heart. Nobody stood up for her mother and she certainly didn’t make things any better. Why else would her mother choose her birthday of all days to give in to grief and despair? As always there was no answer and Nanase was left filling in blanks.
So she filled in blanks. When people asked things she played pretend. Eventually, strange things appeared again in her life when she couldn’t stop some new friends from doing a stupid thing. Then there was the fire. The destructive, almost enticing fire. Then came the stories and the weird dream. She still hasn’t been able to make sense of it all.
She just knows another bad thing is going to happen. She just doesn’t know when.
Sepia is slightly average, though some might consider her tall while others a shortstack. At 5’7” and seventeen-year-old she is a bit taller than most girls she knows plenty who have a few inches on her. More distinct is her golden irises. Her long, well-kempt hair by comparison is rather inconsequential with shades of brown which is commonplace in pretty much every Kingdom in Remnant. A black hair-tie is the only accessory she pairs her hair with.
Characterization
If you ever talked to Sepia, you would probably never guess she was in line to inherit a major share in the Mistral Trading Company.
Down to earth, kind, and decidedly unpretentious, Sepia rarely shows the silver spoon that is firmly tucked in her mouth. There are some quirks to come with her privilege, but generally such things are more difficult to notice. She is playful, however. Bold, too. She’s not exactly much of a ‘critical thinker’ choosing to instead jump into the fray without a plan most of the time. If she wasn’t so good at adapting to a situation on the spot, she’d probably be a terrible huntress. If she was a bit more aware of her own flaws beyond physical weakness she’d probably admit it, too. People around Sepia might find her a bit of a lovable idiot, the kind of person who removes the tension in a room with a quick-witted joke or well-needed pick-me-up. She’s probably the first one to brew a cup of tea or tell a ridiculous story.
This is not to say Sepia is without any sort of grit. When the stakes are high she gets serious and when the topic of her parents come up she tries to change the subject. While she loves her parents deeply, she doesn’t particularly like them. The only person she wants to do right by is herself, or maybe the huntress who inspired her to be one.
Backstory
The Al Mond family is one of the richest families in Mistral, descending from early scavengers in Anima who discovered rare materials that became valuable through the need to fight Grimm. They would go on to create the Mistral Trading Company alongside the Cerise Family. They would serve as primary rivals to the Schnee and other families in neighboring kingdoms. It would be a legacy that Sepia would be more than aware of, given the persistence of her very demanding parents who would remind her of her responsibilities her whole life.
But Sepia liked taking risks. From the very beginning it became clear she had no interest being some accountant or company head, looking instead to her idol, Fern Vermillion, for inspiration. This, of course, originated back to Sepia’s childhood when a group of brigands kidnapped her during a festival in Mistral. While traumatic, Sepia was fortunate to have been saved by Fern, a storied Mistrali huntress; a happening that showed her not only how cool the lifestyle of a huntsman was but also how strong they were. Being a child and unable to do anything against her captors, a quiet resentment built in the young heiress and it was from that day she decided she would never be weak again. It would be the first time Sepia’s resolve would become apparent to the dismay of her parents.
The difficult part would become having her parents approve of her designs on her own life. An effort that Sepia never really felt mattered in the long run since there seemed to be a unending resistance to her ideas. Despite huntresses and huntsmen being seen as highly regarded figures, her mother in particular refused to see the point in such endeavors—or so she told Sepia when she was thirteen-years-old. Seven months later at a gala Sepia decided to do the one thing that her family couldn’t ignore; she announced she would be attending Sanctum Academy. The only way she’d be able to control her own destiny would be to assert it in a way that her parents saw as a public spectacle. Her mother was furious with her, but in the end Sepia got her wish.
After years of bold escapades and training at Sanctum Academy, her path seems pretty clear as she prepares for her initiation at Haven Academy.
Semblance
Sepia’s Semblance is called Timesweeper, an ability that gives the appearance that the Mistrali woman sees attacks coming before the attacker even telegraphs them. In truth, it’s a visual technique of which she is barely able to use effectively in that she adjusts her aura to hypercharge her perception of attacks directed towards her. In short, she sees things slower when activated. This semblance could be quite powerful if trained, but as it is the physical strain on overuse is very high.
Who knows how it’ll develop in ten or twenty years of use? For the time being it is merely a “holy crap” emergency release button and it’ll have to do.
Weapon & Fighting Style
Elysium and Pandora are non-transformative revolvers crafted by a Mistrali weaponmaster during The Great War and the weapons of choice for Sepia in her role as a Huntress of Mistral. The revolvers are durable weapons that have a chamber for conventional bullets and dust cartridges, allowing to transmutate attacks into powerful attacks on their foes.
In conjunction with her weapon, Sepia is a capable combatant. While she can strike enemies at close range with melee attacks from her revolvers she is able to also utilize a strong athletic core with her knees, thighs, and calves. Her athleticism is one of her finest points beyond how she is able to react quickly in the heat of the moment. If a Grimm or criminal corner her they can expect to deal with a flurry of kicks, knee strikes, and flips.
Intangibles
- Sepia attended combat school at Sanctum Academy and is well-versed in weapon fighting. - Impulsive, doesn't plan ahead which can be a disservice to a team environment. - Cocky and bold, doesn't understand boundaries let alone what her privileges have made her ignorant of. - The first to apologize. Has unrelenting kindness albeit a distinct obliviousness. - Has unlocked her aura and semblance, but is not particularly skilled with it.
Sex - Feminine Age - 138 Specialization - Wetworks Operative Skills - Melee Combat, Psionic Abilities, Mid-Range Marksmanship Species - Val’morai -
P E R S O N A L I T Y
Determined Of her more positive traits, it can be said that Efphradia’s loyalty and resilience toward a mission, goal, or her compatriots is greater than even her smug, catty self-righteousness. This was, of course, one of the reasons she was an effective operative in the VMCF. She’s in for the long haul—whether its for the money, glory, or honor of the situation.
Blunt Efphradia isn’t fond of niceties or bullshit. She’s forthright and in conjunction with her impatience she can be classified as dangerously and coarsely honest. She has no tact for diplomacy or political litigation and holds no interest in it. If you are hiring her you are hiring her for her ‘muscle’ so to speak.
Arrogant Unlike her peers in the VMCF, Efphradia has no interest in humility or subtlety. As an empathic psionic her extranormal abilities are powered through her emotions, so she believes the most optimal use of them is to not cut herself off from her emotions. This leads to more erratic rather than precise use of her talents. Plus, why would she cut herself off when she believes she was discharged from the VMCF because she was better than everyone else? -
R E P U T A T I O N
Storied Contractor “Volatile, Dangerous. But Nnomos will get the job done.”
Efphradia Nnomos is well-regarded, though her personality and actions has led to a lot of collateral damage. As a member of the Val’morai species, she is an empathic psionic, and in conjunction with her skills as a former member of the Val’morai Military Command Forces she has a level of lethality that is well-regarded when individuals are out of options and need to call in somebody that will get the job in, or at least as long as they don’t mind collateral damage. A lot of collateral damage.
G E A R
Item 1 text description -
Physical Description
The Val’morai are lithe, hypermetabolic empaths from a beautiful but harsh world. They are durable and quite capable, despite their longevity. Of other feminine members of her species, Efphradia is not entirely too different. At 5’7” she’s a little on the taller end of her species, but not the tallest on record. Her body appears lithe and fit. Her hair is mid-length, silver-white and her dark, narrowed eyes a shade of blue, her skin is tan. Seeker markings, or as humankind knows it, societal tattoos are littered on her body in blue ink; their meanings are not certain if they have any.
Of attire Efphradia prefers Val’morai longcoats and light tactical gear. Movement is the primary testament to a member of her species’ militaristic society.
Background
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Full Name - Mizuhana Yoshiba Hometown - Kagoshima, Kagoshima Prefecture, Japan Quirk Type - Mutation Gender - Femme -
P E R S O N A L I T Y
Arrogant Yoshiba’s smug self-confidence and competitiveness often comes across as… overcompensation to say the least. She talks over people, proclaims herself the greatest would-be hero of her generation, and aspires to be tough as nails. This goes back to her feeling helpless to stop her mother’s death and suffering in poverty at the orphanage subsequently; she does not want to witness pain like that again and believes this is how she needs to be if she’s going to survive.
Tactless Yoshiba doesn’t care what people think of her or how they’ll react. She’ll badger people, insult them, and continue to see how tough they really are. In this world you have to be strong and having any sort of sensitivity is weakness. That’s what the kids in the orphanage taught her.
Temperamental Despite being a “squid”, Yoshiba’s temper seems to run hot and the slightest sleight makes her agitated quickly and agitation often leads to aggression. Her tentacles twitch and fists curl; before you know it, you crossed the wrong pro-hero. Not a very good trait to have for Yoshiba’s pedigree, but well, she’ll learn. Hopefully.
Physical Description
Often appearing taller than she initially appears, Yoshiba Mizuhana is a spirited young girl who stands at 155 centimeters (around the threshold between 5’0” and 5’1”) with an athletic figure and rather unimpressive “figure” that Yoshiba isn’t entirely thrilled to have pointed out. When not in her designated school uniform (or dream hero attire) Yoshiba is rather plain, as much would not be a surprise since she doesn’t particularly have much for money to waste on frivolous things; as a result she doesn’t have many alternate pairs of clothes. When given the option to have preferences, she likes loose-fitting clothes that allow her to be mobile and isn’t sheepish or prudish in how she’s comes off. If people think her skirt is cut a little too short she doesn’t really pay any mind of it, for example.
Personal History
The daughter of two seafaring heroes who were relatively acclaimed in southern Japan, Yoshiba had a long shadow to overcome before she was even old enough to walk. However, Yoshiba’s challenge to overcome would have nothing to do with their accomplishments as heroes but rather something a lot worse. Yoshiba was effectively raised solely by her mother, Kishiko, following the death of her father after he succumbed to his wounds following a fight with his sworn nemesis. Yoshiba’s childhood thereon would include stories of her father’s valiant deeds and the legacy of his actions as a pro hero. Despite the dangers of her profession, Kishiko never tried to deter Yoshiba’s enthusiastic perception of heroism or by extension, her father—heroism was encouraged and reinforced. However, this would not be the last time the actions of supervillains would influenced Yoshiba’s life.
When Yoshiba was nine years old, supervillains broke into her home in Kagoshima, Japan with the intent of ‘finishing the job’ after her mother had decimated their plan to overtake the region, a grueling plan that had cost them over-a-decade of planning and organization several months prior. Yoshiba doesn’t remember much of details surrounding the battle that leveled her childhood home, but she certainly did not forget what she lost in the aftermath of the battle; her mother died right in front of her as the cloaked villain moved in for the killing blow, and had it not been for the interception of another pro hero, Yoshiba probably would’ve joined her parents in the afterlife right then and there. It would be a thought she would consider a twisted irony after she had been reassigned to an orphanage when the police realized that Yoshiba had no living relatives to speak of and thus no guardianship to fall back on.
It’s been six years since that fateful day and Yoshiba’s drive to become a pro hero has only been reinforced. She intends to show the world that she is ready to be a hero.
Character Arc
Yoshiba is a character I’ve designed as an attempt to play around with the standoffish, smarmy overconfident type of characters. She’s brash, impulsive, loud-mouthed, and smug to pretty much the core of her character, but a lot of that has to do with her insecurities and what she’s been through. She was orphaned because of supervillains and had a pretty rough time in the orphanage that hosted her up until her application to the various academies in Japan. She wants to be great and show the world why supervillains need to be put down swiftly and justly.
Yoshiba is a survivor first and foremost and once you peel back the rigid tsun-esque shell there’s something more to her. Beyond that, there's a lot, but a good amount of her character development relies on who ends up in her classroom, how she interacts with them, how they push her to be better, and where she stands overall. I would like her arrogance and smugness by tempered by someone who becomes her parallel hero, someone she can count on but sardonically put’s down every time she can. A person she can call a rival, even though she will probably most often defer to them as a “sidekick”.
Quirk Description
Known by the name of prehensile hair, Yoshiba’s quirk is far more versatile and dynamic than it seems. Yoshiba’s hair is an extension of herself, serving much like a nerve would rather than a muscle in that it shares and acts as Yoshiba’s consciousness wills it to. This includes the ability to “harden”, “sharpen”, and “grapple” among other functions—it has been likened to tentacles among other things for just that reason, though Yoshiba’s control of her quirk has been… inconsistent at best due to her constantly changing emotions, desires, and at times, loss of focus. This lack of self-control and inner focus serves as the quirk’s principal weakness, though it is not the sole weakness considering Yoshiba’s hair is still her hair and as such is not invulnerable despite it being far more durable than it has any right being.
Full Name - Hidaka Honoka Hometown - Sarufutsu, Hokkaido Prefecture, Japan Quirk Type - Emitter Gender - Femme -
P E R S O N A L I T Y
Awkward Honoka is from a small town in Hokkaido and as a result does not exactly know how to act around people very well. There are certain norms she doesn't know much about and all of her knowledge of "city types" comes from manga and her imagination. The persona Honoka often exudes is based on her cloaking her own insecurities of being in a new place and around people who don't make a lot of sense to her.
Confident ‘Go Bold or Go Home’ is a mantra Honoka’s heard a lot. She’s confident, even in things she’s one hundred percent ignorant of. She created a persona to survive in the “big city” of Sapporo and she lives by it, because if everyone knew she was completely terrified they’d laugh at her–or worse.
Nice Honoka doesn’t believe people are inherently bad. Anybody can be redeemed and she lives by that belief. Her dad was a villain once, after all. Everyone deserves a second chance is a mantra she refuses to give up on; after all, aren't heroes supposed to be unflinching in their ideals?
Physical Description
At 167 centimeters (around 5’6”), Honoka stands taller than some girls her age. Her athletic and lithe build is from a childhood of playing outside and constant fidgeting with her quirk, allowing her to have the potential of a decent physical combatant with or without her quirk. Her hair is violet and long, not too prim and proper, but not ragged. Her blue eyes always exhibit a sort of confidence and bravado, she never looks shaken or out of her element.
Personal History
When Honoka’s father came to Sarufutsu, he had finally begun to feel fatigued after a long career of being a notorious villain. His list of crimes stretched from Okinawa to Hakodate and the small town offered him a reprieve of sorts. It was in such a place that he was reminded of his roots in Minamiosumi and it was where he decided to turn over a new leaf and start over. He would never put on a cape and mask again.
It’s a story Honoka has heard her whole life. “Don’t make the same mistakes I did. Don’t be a villain, Honoka.”
Naturally, she decided that she’d pursue the career of a pro-hero instead. Honoka’s quirk, the same as her father’s own, materialized at an incredibly young age and it wasn’t long before everyone around her was singing her praises. Well, everyone but her father, who was really the person she looked up to the most. This wasn’t to say he was dismissive or abusive, or any of the usual routes a Japanese parent could be described as. Hidaka Toshinori was ambivalent. If this was what she wanted to do, she needed to make sure she was ready for what it entailed and show him what she could do. It would take hard work to make it and the hero academies that would be scouting her in the future would be harsh and relentless.
Working hard and determined to impress not only her father but the people who had put her on a pedestal, Honoka started to embody what she thought a hero was supposed to be. Effortlessly cool and confident, though inside her head there was anything but confidence. Could she live up to the hype? If she failed would she be letting everyone down? What if her father was disappointed in her? Questions that haunted her in her head constantly, but she couldn’t show it. Wouldn’t. It would be something she would carry with her years later when she went to Sapporo for the first time and began her career as a would-be pro-hero.
Character Arc
- Work Hard - Make Friends - Dynamics with her father's backstory - Personality Growth
Quirk Description
Honoka has inherited her father’s quirk, After Image, a Emitter-type quirk that allows her to create “doubles” of her body as she moves with varying effects.
As she awakened it and honed it at an early age, Honoka feels like she has a fairly skilled understanding of how to use her quirk to its utmost benefit. If she focuses hard enough she can hold the length of time the After Image effect is active. The faster she moves, the more images she creates in this state, but also indicates more fatigue at an exponential rate.
Feline ( 100% ) The average lifespan would be 800 cycles. Cat.
Vitals
5’4” | 123 LBS
Appearance
Standing at approximately five foot four, Acqua is a little shorter than her contemporaries in her family but makes up with it for the presence she holds in every footstep and the most basic of expressions. A scornful frown can seem like an intense scowl, and she is quick to speak her mind to those she views equal and inferior to her. Intensity and height aside, Acqua is quite attractive and sports a well-groomed appearance–white fur, faded purple irises, silver “hair” that tops her fur that sets in with two bangs that run past her muzzle, and a rarely disheveled look. Her choice of clothes is comprised of pretty common synthetic fibers that are often covered by the vestments of her order’s affiliation.
Skills
Warden Arts: Trained in the Warden Arts since the earliest days of her disciplehood in the order, Acqua is a paramount warden who specializes in materializing the elemental art that most represents lightning. As her core focus, Acqua is particularly deadly in this form of arts manipulation, though with that in mind she is not singularly skilled; this is apparent with her experience with the white arts among others.
Close Quarters Combat: Before joining the Warden Order, Acqua was rigorously conditioned by her father, Efi Sonata, who expected nothing but perfection from his first-born child. In preparing her for the future she would eventually hold the first thing she was taught was how to defend herself from any imposing physical threat through the Tel’Seswa Martial Arts. This skillset was reinforced through the years of training as a warden and dealing with various assignments.
Blade Mastery: In conjunction with her CQC talents, Acqua is a skilled combatant with blades though her preference for the agility and versatility of a singular blade such as a long sword, or combat knife. To her the abundance of “showy” utilities is a superfluous arrogance that ignores the principle of defense of one’s sphere.
Firearms Aptitude: Acqua is not a master marksman, nor does she prefer the company of pistols or rifles. That said, Acqua is a warden and a warden must be ready to fight with what weapon they have at their disposal. If she needs to use a gun in lieu of her hands, arts, or sword she will.
Specialized Education: Acqua can speak taxan and terran languages; she can read a good amount of them as well.
Synopsis
▸ Eldest daughter of Efireon Sonata and his wife, Iliyra Sonata. Blue-blooded. ▸ Storm Warden by classification. Knows various arts beyond that classification. ▸ Proficient in close quarters combat; skilled with synthetic swords. ▸ A devout member of the Sodalitas Order. ▸ Newly promoted to the rank of Knight-Commander. ▸ Known to be zealous and no-nonsense. A tough feline. ▸ Commander of the ESF Forces.*
- Full Name - Marina Sorellia Byl Alias - Marina Watercrest Age - 24 Gender - Femme Home Sea - Imperial Sea Aether Sign - Moon (Water)
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A Dolphin's Madness Marina was already a girl who was… a bit bold in her academy days. She was thrill-seeking, loud, cheerful, and assertive. Her penchant for messing with people and laughing it off has not changed, though she has become blatantly less stable after all of the endeavors she has survived as a diver. After staring death in the face twice one could say Marina has lost her wavin’ mind. She has become rattled and fascinated with the oblivion of death and seems obsessed with facing it again. It can be pretty unnerving.
Independent Heroine Marina seeks to be seen as great as she feels she is. She hates comparisons to her father and mother, no matter the intention. She still has much to achieve and one day people will see her more as the spawn of her parents and the legend-in-making that she feels she has the potential to be.
The Greatest Diver on Aruth Marina’s confidence and assertions have always been encouraged. Growing up in the Imperial Sea as the daughter of one of the most prolific admirals in the world and possibly the greatest diver-adventurer of her generation, Marina’s parent’s pedigree has always inspired her to think like she was the greatest creation in all of the seas. This has not changed since Marina abandoned the Imperial Sea and sought to become her own woman. Actually, it’s gotten worse.
Aether Abilities
Marina’s aether abilities are enhanced by the moon. Specifically, she specializes in the manipulation of the element of water.
Marina learned to tap into her aether abilities when she was but a small child, though she was no prodigal genius. Everything she has achieved has been done with a large quantity of hard work and a small degree of talent. This hard work was supplemented by Marina’s attendance as a student of the Imperial Fleet Academy based in proximity to the imperial capital. Though despite having a well-trained connection to her aether sign, Marina still tends to struggle regarding her focus and nerve. But the moon has blessed the purple-haired young adult nonetheless, enhancing Marina’s abilities as a diver and combatant; she envies those who are talented artificers and aether engineers given that she lacks the patience for such things.
Marina as an aether user can be aptly described as a utility specialist, which in short means that most of Marina’s combat prowess is done practically rather than magically. Aether exists to enhance Marina’s skills as a diver and adventurer, though in a clutch situation she can be pushed to using her more esoteric abilities that are better suited to combat. Some common aspects and techniques she is prone to utilizing include the following:
Fysallidakinesis: Marina tends to use Fysallidakinesis in combination with her hydrokinetic barriers. It’s good to be able to breathe underwater, especially if your diving gear isn’t with you or is compromised.
Hydrokinetic Barriers: Marina’s primary focus when it comes to her aether abilities is the creation of a “hard” water fields that can be used as shields, deep dive barriers, and containment fields.
Pressure Manipulation: Manipulating the water pressure around her can aid Marina when she is surrounded by pirates, raiders, or other sorts of antagonists. Requires focus and can exhaust Marina quickly if she’s not careful.
Purification: In certain situations Marina can focus on purifying any form of liquid she comes into contact with. She’s had to use this in certain parts of the ocean where ancient corruption magic has tainted the water to the point it is too dangerous to swim in.
Regenerative Water: The most difficult aether technique that Marina knows and probably the most valuable when things look the most dark. Similar to her purification techniques, but allowing to apply a transformative water to another person to reinforce their immune system and healing faculties.
K A I T L I N " L I N N I E " L A N G S T R A A T ◼ A U G U S T 7 T H ( N I N E T E E N ) ◼ F E M A L E
"I'm not interested in making friends, not really in the mood for you either."
▼ A P P E A R A N C E:
Listed at somewhere between 5’3” and 5’5”, at the precipice of adulthood, Linnie stands fairly average for some of her age, ethnicity, and gender. Her hair is naturally blonde and she’s never had much interest in dyeing it at all. Given her slight use to defer to Texas slang, it can make her a bit of a stereotype but stereotypes are pretty common in California. It doesn’t really matter to her how people see her, it isn’t something that keeps her up at night and this can be seen in her casual, irreverence toward her appearance.
▼ B I O G R A P H Y:
Kaitlin "Linnie" Langstraat found herself uprooted from Texas to California when she was thirteen-years-old.
It was a normal story. Her mom wanted to get out of Texas. Her dad didn’t want her to breathe. One crucial accident later and the three of them (that is, her, her sister, and their mom) dropped Owens from their name and adopted their mom’s maiden name, trading Houston for Santa Barbara.
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▼ M O T I V A T I O N / O B J E C T I V E:
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▼ A B I L I T I E S / S K I L L S:
Photokinetic Energy Generation: Linnie has the ability to manifest and manipulate energy in the form of light.
It is important to refer to AEGIS file number fifty-five-dash-zero (A55-0) for a full analysis on Kaitlin’s abilities and threat evaluation. As indicated from the incident that awakened her metagene and the damage on public property, it is safe to consider her a project of sorts.
Kaitlin can be generalized as a “blaster”, as she most often manifests and directs her photon-based energy manipulation through the palm of her hands. This is the best way she has found to control her energy projection abilities. Reports indicate these blasts are ionized and can cause electromagnetic effects on its targets, making it quite damaging to electronic systems and shield generation tech. The strength of this depends on her emotional volatility and how long she chooses to direct said energy. Other factors that could play into such volatility include sources of photon energy (see: light sources) around her person. She does not need to directly touch something to draw from it.
Neutralizing Kaitlin is not difficult as her powers are entangled with her stamina and emotional state. While she can utilize light energy to enhance her endurance like armor, she is not only inexperienced, she tires easily. Additionally, her moral and ethical stances may provide additional limitations on her applications of her abilities.
Full Name - Louis E. Turkadopoulos Callsign - Blue Flamingo Age - 33 (b. 2645) Birthplace - Spartacus, Mississippi Wastes Pilot Type - Vanguard -
P S Y C H E
Bold If you need something done, why not have the guy most ready to crack some heads do it? This is Louis Turk in a nutshell and has been since… forever, really. He’s the first to act even if the plan doesn’t make a lot of sense. As far as Turk is concerned, plans are boring and surviving in the wastes in a NC is all about luck and timing.
Irreverent Turk doesn’t care who you are or what the “mood” of the room is. Reading the room? That’s not his style. He’ll say what’s on his mind whether it is a good idea or not. His inclination toward being entirely apathetic toward people’s personal space, privacy, and preferences doesn’t really matter to him. Life’s too short to bottle anything up.
Playful An extension to Turk’s irreverence is his playfulness. He’s loud, jovial, and fun-loving pretty much 24/7. A good slap on the back, a maniacal laugh after a bad joke, the scruff of a shorter pilot’s hair–it’s all essentially there. Given Turk’s feelings about boundaries and acting out, it's no surprise that his “life of the party” mindset is rather chaotic. The border between uplifting and downright annoying is pretty much in the man’s DNA, after all.
G E A R
Big Sister Big Sister is a four cylinder revolver that relies on rotating four thermal batteries to produce a constant barrage of thermal energy blasts from its barrel. Once the heat overloads the mechanism it ventilates the batteries to cool them allowing the user to fire reliably at incoming threats. The thermal revolver was originally developed by a small arms distributor in the southwest to replicate the aesthetics of the ancient world while being more viable in the firefights of the new world.
Sarah’s Necklace A necklace of personal significance. The name ‘Sarah’ sits across an old piece of metal.
N E U R A L C O M B A T A N T
Armor The Blue Flamingo is equipped with tungsten-steel alloy fabricated by industrial factories owned by the Blackstone Corporation allowing a decent degree of protection in close quarters combat while not sacrificing too much weight capacity. The hulking, junk-like combatants of independent mercenaries never really suited Turk. In his mind–if it doesn’t look good, you don’t feel good, after all. This light-to-moderate armor is accompanied by streaks of blue in the pattern of a flock of birds, a symbol of a long forgotten team.
He’s never forgotten them.
Hands Within the hands of the Blue Flamingo sits a heavy ballistic rifle that Turk has been running with for as long as he can remember. The Volkov logo is faded on the rifle, hinting at its Russian origins. Turk’s become fond of the rifle due to its low cost of maintenance. Where Blackstone and Lone Star-made ballistic rifles might be better in precision, velocity, or sheer ammo capacity, Volkov rifles last longer and with little needed maintenance. If a rainstorm hits Turk in the middle of NC combat the gun isn’t going to jam; and given how dirty Turk likes to play, it suits him perfectly.
Back The most aggressive birds roam the skies.
Upon the back lies an older model of anti-gravity propulsion device that allows Turk to fly into the skies, though unlike newer models the sustainability and power of these thrusters is short. This forces Turk to use such mobility he has at its disposal in bursts. With a perfect synchronization the thrusters rattle dangerously, but he can almost reach the skies and for a much longer duration–but its still an old model so such attempts at aerial combat is not advised.
Left Auxiliary Stationed on the Blue Flamingo’s left shoulder is a Paragon-made shield generator that creates a light ion field to stop ballistic weapons from piercing the armor. For the past few years the generator has been at the end of its life cycle (on account of it being old), so it doesn’t work as efficiently as it used to. But it works sometimes.
Right Auxiliary Turk tends to run out of ammo often, to amend this he installed a Lone Star Technologies ammunition cache that holds a few spare clips (or batteries) in a titanium bin.
R E L A T I O N S
Kelsi Martinez Not friends, but Kelsi is a young job broker that helps roaming NC pilots find work. She pointed him in the direction of Last Hope.
Donovan Thatcher Formerly known as the Demon of Fairbanks, Donny is a NC Pilot who has sworn to find the man who killed his brother. The pilot of the Blue Flamingo. If it is his dying breath, he has sworn that Hades will bring down the Blue Flamingo for good.
Z.Z. Folkes An arms dealer who specializes in NC weaponry and munitions. Works out of a settlement near the Las Vegas Megacity Zone. He owes Turk one favor.
Physical Details ◢
Turk is muscular, but lean. He stands at approximately six feet tall geared up in whatever he slept in the previous night out. His attire is of the light synthweave variety with much of the fabric in disrepair, barely held together by scrap patchwork and stitching. Often fitted with a visor, he also carries various mementos, the one most obvious being that of a locket bearing his former lover’s name: Sarah.
Background Information ◢
Louis Turk was born around the remains of an old war industrial munitions and hardframe development factory named ‘Spartacus’.
The waster settlement that developed from the bones of the factory was wild and dangerous; the Mississippi Delta had risen in the centuries since World War 3 and the fauna had evolved to suit the new environment. Being that the big centralized burrow-born megacity zones were miles-upon-miles away in Atlanta and Houston it left Spartacus to fend for themselves.
Turk was pretty good about standing on his own from a young age. His father taught him how to shoot a gun and make a living. His mother, Lucinda, was a woman he would only hear stories of as he grew up on the outskirts of the Spartacus community. His father was not shy about telling stories about the love of his life, often entertaining a young Turk with the exploits of his late mother. It would leave an impression: live while you can, because the reaper is always lurking in the shadows. His father, unsurprisingly, was not long for the world either. He died when Turk was eleven years old.
Thrown into the wind, Turk took up a job working for one of the big scavenging clans. It would be a place he would stay for a handful of years until his violent, chaotic nature started causing problems. Big problems. The clan leaders couldn’t abide by his behavior. Turk didn’t think much of it; it wasn’t much of a family and he wasn’t exactly too interested in sprawling through old ruins for the rest of his life, either. He was restless. He liked fighting and racing. Alcohol only made his natural instincts worse. He was kicked out of every settlement from Spartacus to Dead Springs until he eventually found fate smiling down upon him.
After getting into a fight with fifteen men in a settlement in the north he ended up in their local clinic. The doctor-in-charge told him that his brainwaves were particularly unique, so unique they matched the synchronization profile of the neural net–the strange cyberspace that linked Neural Combatants together. Eventually he became a pilot, though he didn’t stick to piloting it for anybody in particular for very long. That is, until he was found by two brothers: Anderson and J.T. Keats. The two of them would bring him into their crew. And that is how Turk found the Birds of Prey.
...they’ve come through again.
Destroyed three NC patrols sent by Blackstone. Two by Fairbanks. Who are these guys? Footage can’t get a good read. Neuronet signals say there’s five of them.
The Birds of Prey were a gang. A roaming gang of maniacs from all over the midwestern and southern wastes of North America.
They were not mercenaries or indebted contractors. They didn’t take on jobs for the credits or the NC parts or the free food. They took it on because they found the idea of piloting fun. Not just the piloting, either; they enjoyed the pointless death and carnage. They didn’t care who stood in their way. If a settlement got an attitude with them overstaying their welcome after doing a job they’d remind them who exactly they were. They were not afraid of Denver or Fairbanks or Blackstone or Lone Star or anybody. The more people to shoot the better.
And they certainly had no shortage of options.
Got a name. The Birds of Prey.
Bunch of goddamn mercs. Dunno if I can call them mercs, though. I don't think anybody is paying them. Might be raider vagabond types... but raiders? This organized and skilled as combatants? What a nightmare.
Three men. Two women. Was making a low profile... and yeah, they are a problem. One of them got into a fight with a local and the town couldn't even find a body to bury. They all laughed.
Turk liked it with the Birds. He didn’t exactly know it at the time, but he had found a place where everything made sense.
Anderson and J.T. treated him like a younger brother. Mandi, like a best friend. And well, Sarah… him and Sarah just fit. The five of them were a scourge unlike the midwest had experienced from lawless bands. Sure, there were similar groups like Dusty’s Devils and The Seven Skulls, but they were never in tune like the Birds of Prey were. However, being the most notorious and skilled band of maniacs on the east side of the Mississippi eventually had people looking to destroy them.
Blackstone and Fairbanks have agreed to a ceasefire. Corporate says we'll be working together to take down the biggest pain in our ass in the last few years: the Birds of Prey.
They won't see it coming. Merry fucking Christmas to me.
The Birds of Prey were hard pressed to change their ways, but even the best have their last stand. On the eve of their tenth year as a five-man gang, the group had camped out in Seclusion, a settlement in the remains of what used to be a military base in Kentucky. The occupants, including Turk’s twin daughters, would be casualties of what would be regarded as the “one day war”. Even with support from three other independent NC pilots, Turk’s comrades-in-arms would all fall from the combined weight of the Blackstone-Fairbanks NC battalions. The settlement was wiped from the map.
Turk survived. He grieved. He went on a warpath and hunted down as many NC pilots he could that were members of the joint task force that took everything from him. As Turk's Polaris Shift worsened and NCs were turned into burning heaps of scrap, he began to feel empty. As the years faded, recognizing his crusade wasn't bringing him any closure or peace he traveled west.
For some reason he refused to die.
Eventually, a settlement on the other side of the continent sought help from any NC pilots who could help. And so he traveled into the Sea of Thieves and to Lost Hope.
Polaris Shift ◢
He hears voices. :)
Personal Mission ◢
Turk never got over the loss he experienced in Seclusion, but he’s not defined by it either. The inner being of Turk is screaming out for a new purpose, a new clan, a new band of brothers. Despite his history as a raider, he has certain moral hesitations and lessons to offer people. One of his goals is to stop anybody from suffering and to not make the same mistakes he made. Ultimately, his personal mission is peace. Perhaps his last ride is around the corner…
Full Name - Name Here Designation - Name Here Species - Name Here Age - 00 (b. 0000) Origin - Location Here Classification - Classification Here Unique Specialization - Spec Here -
P E R S O N A L I T Y
Personality Trait #1 Description of Trait.
Personality Trait #2 Description of Trait.
Personality Trait #3 Description of Trait.
Physical Details ◢
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Personal History ◢
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Combat Analysis ◢
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Reason for Vacating Previous Situation ◢
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Full Name - Elerlia T'natis Designation - Piares Species - Asari Age - 77 (b. 2106) Origin - Trategos, Nimbus Cluster Classification - Vanguard Unique Specialization - figuring it out* -
P S Y C H E
Fighting Spirit By all reports, Elerlia is not well. She’s a capable tactician and strategist, but her impulses are often her worst enemy. She’s twitchy and eager for a fight even when there isn’t one which extends her to constantly badgering, mocking, and patronizing people for no reason at all. She doesn’t do it because she hates them or finds them weak or anything, she does it because it satisfies her boredom. A dangerous trait, but one she’s going to have to learn to rein in with her new… assignment.
Hopelessly Maidenless Elerlia doesn’t get the allure of fly-by-night flings. She’s after connections, after people who follow a similar rhythm in this messed up galaxy they are trapped in. She wants something more tangible but finding someone she finds interesting and who can tolerate her level of crazy is a difficult challenge. Hopelessly romantic isn’t the right phrase for it. She’s not sure one exists.
Temper of a Thousand Suns There’s always been a fire inside of Elerlia. Her disposition for violence is only one small measure and she’s never been fond of closing herself off. Asari are meant to feel, so she thinks it is her right to feel. If she needs to scream, she’ll scream. If she needs to smash a bottle over a Batarians small-brained skull, she’ll do that too. If she needs to shove a pistol inside someone’s mouth and make them empty their stomach on the spot–well, you get the idea. There’s no such thing as controlling Elerlia’s temper and she’s proud of that.
E Q U I P M E N T
M-15 Vindicator Manufactured by Elanus Risk Control Services for the Blue Suns mercenary group, the Vindicator is a burst-action assault rifle built for accuracy.
M-358 Talon Description of Weapon.
Disruptor Ammo Description of Weapon.
R E C O R D
Raid on The Seraphix Allegedly, Elerlia defeated an entire Vorcha raid on a transport ship. Without help.
XXXX Description of recorded crime/feat of significance.
Event #3 Description of recorded crime/feat of significance.
C O N N E C T I O N S
Person #1 Description of connection to past person of significance.
Person #2 Description of connection to past person of significance.
Person #3 Description of connection to past person of significance.
Physical Details ◢
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Personal History ◢
Lorem ipsum dolor sit amet, consectetur adipiscing elit. Vivamus at mi mi. In imperdiet porta dolor, at fermentum nulla commodo eu. Suspendisse volutpat et ex tempor suscipit. Nullam tincidunt at nunc vel auctor. Donec venenatis, nisl nec fringilla varius, massa quam porttitor turpis, sed bibendum purus sem id risus. Nullam scelerisque lectus eget diam gravida malesuada. Maecenas consectetur est ac sollicitudin congue. Maecenas interdum erat dignissim lectus sodales, nec ultrices neque egestas. Integer convallis lacus at consequat volutpat.
Combat Analysis ◢
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Reason for Vacating Previous Situation ◢
Shifting careers from “crazy Asari bitch” to “corporate wetworks agent” seemed like a no brainer for Elerlia when she received the offer from ExoGeni executives. The Asari mercenary’s last job was in…