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"The measure of one's greatness is their willpower, not their height."
D I A N A
Height: 144 cm Weight: 44 kg Age: Uncertain

N A M E
Diana, The Claw of Heavens.


G E N D E R
Female.


R A C E
True Dragon.


F A C T I O N
The Angels of Heaven.


A P P E A R A N C E


— "I call it concentrated awesomeness, thank you."

Diana may seem very easy to ignore at first sight, especially when compared to the towering members of the Heavens' Echelon. One can't be blame for oversight, after all, she's barely at the chest height of pretty much anyone she knows, if not less. The smallish dark-haired dragon girl is a pleasant sight regardless of her lack of vertical reach. Diana is always wearing shining golden light armor and a vivid scarlet mantle over a dark leotard, to make maximum usage of her mobility. That said, Diana's most striking features certainly are her eyes, which look like molten gold along with her tail which is easily as long as half of Diana's height and clad in golden scales, a small reminder of Diana's true self.


S U M M A R Y
— "Rawl!"
Diana was born a long time ago, in a world of dying magic and wonder. Being the last of her kind, it was no surprise that she grew into a feral beast, devastating all within her sight until she was finally put down by a great knight. On a twist of fate she found herself in the Nexus, wearing the arms of the knight who liberated Diana of her monstrous self. Thanks to her powers and tendency to be far more of a do gooder than it's safe in the Nexus, Diana was drafted by the Armies of the Heavens. Ever since then, Diana has used a combination of roguish talent and draconic might to forge her way through this conflict, in search of what might be her true fate.


A B I L I T I E S
— "ABC? Where I came from we spell it Fuz Ro D— Hey, don't run away before I finish the joke!"

• Draconic Incarnation: After mastering part of her inner powers, Diana can invoke her draconic might to enhance her attributes even further. Examples of this would be creating energy claws, wings, her breath attack, etc.

• Draconic Body: Despite her tiny looks, Diana is extremely powerful and tough. Thanks to her physique, Diana can hold her breath for hours and survive by eating nothing but rocks if need be. It takes quite a beating to put her down. In addition she posses an array of senses far more accurate than even those of a Machina assassin droid.

• Rogue Skills: Not a born power, but a trained skill. Diana is an expert at stealth, spying, sabotage and assassination. Her skills and diminutive size allow Diana to sneak in and out of target's range being barely noticeable.

• Draconic Invocation: A power gained on chance after Diana was captured by a lustful vampire mistress. After being infused with demonic corruption once, Diana discovered that she can assimilate the attributes of other draconic races by making use of artifacts known a Dragon Crystals, attaching one to a slot on Ascalon. Currently Diana has possession of the Demon and the Steel Dragon Crystals, along with her default Holy mode.

• Draconic Transformation: Diana's most powerful ability, the power to turn into her real form, a gigantic, more than a hundred meters tall, dragon which dwarfs anything but the Machina largest constructs. In this form, Diana's power is vastly increased but she runs the constant risk of going berserk, even after mastering herself.


E Q U I P M E N T
— "No, I don't wear this much gold because I'm a show-off. Now get back, you are blocking the light."

• Ascalon, Golden Blade of the Dragon Slayer: A weapon that once belonged to the knight said to have slain Diana. Ascalon is the bane of all dragonkind and related beings, a touch of its blade being enough to fell all but the most powerful of the beasts. The blade is also blessed, thus being dangerous to any Demon it may strike but not nearly as much as it does for the great wyrms of legend. Against Machina, well... it's at least as effective as any other extra-hard, sharpened chunk of metal would be.

• Shroud of Dragon Blooded: A blood red shroud that once belonged to the knight that is said to have slain Diana. The wearer of the shroud is considered a True Dragon for all intents and purposes, for good or ill. Alternatively, the wearer of the shroud can designate any one target within their line of sight to become the recipient of the Shroud's power. The shroud can't be used against non-living targets and objects so, most of the Machina as well as Undeads can't be affected by it.

• Armor of the Saint:: The armor that once belonged to the knight that was said to have slain Diana. While Diana can't for the whole full suit of heavy plate armor with her rather... vertically challenged human form, she wears the some of it as a form of protection when she's lacking her scales. The armor is blessed and protects Diana from fire based attacks as well as the Demonic Corruption..

• Dragon Soul Crystals: These rare artifacts allow Diana to to assimilate and wield the power of other types of dragons when inserted in a slot on Ascalon. Currently she has the Demon and Steel Dragon Soul Crystals in her possession.


T H E M E


S A M P L E P O S T
—T I T L E—

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"Don't even think that I'm going to finish you before I get my share."
V V
Height: 164 cm Weight: 56 kg Age: 17 years

N A M E
VV, Vivi.


G E N D E R
Female.


R A C E
Bio Augmented Human.


F A C T I O N
The Machina of Mankind.


A P P E A R A N C E


— "Oh, this? That's the last thing she gave me. When I meet her again, I'm going to return it in kind."

VV, or Vivi, looks pretty much like any other human female of her age group. One could say that her looks can even be considered "cute", with an average physique, wavy cream-colored hair and a youngish face framing her brownish eyes. All things considered, VV's most distinctive feature is a scar running over one of her eyes, which she keeps as a memento of her dear sister.

When it comes to clothing, VV is almost always seen wearing her military/school uniform, a light combat exoskeleton and whatever equipment she may need for her current mission.


S U M M A R Y
— "Once upon a time, I had a sister, until one day when she betrayed me and left me for dead. Soon enough, I'll catch her again and, when I do so, I'll make sure she never goes away again."

The, fairly unstable, result of an augmentation program led by a shady organization. VV is unpredictably violent and cold blooded. A born sadistic killer with no remorse. VV's official Handler is a dirty old man known only as Dr. Darwin. He's the one responsible to breach the gap between her and the mysterious S.O.D [Sword of Damocles] organization. Assassinations, kidnappings, terrorism, no deed is too small or too dirty for them as long as the compensation is of their liking.

Both S.O.D's and Darwin's ultimate objectives are totally unknown to VV, nor does she care for them. As long as the psycho soldier can get a chance of getting closer to her beloved sister, she'll do anything they ask of her.


A B I L I T I E S
— "I'll enjoy this..."

• Bio Augmentation: Using the best available technology VV's body has been augmented far above the capacities of a common human being.

• Mental Degradation: Thanks to her mind already being screwed in all kinds of ways, VV is very resistant to mental attacks.

• Combat Expertise: VV may not be good at many odd jobs, but if there's a thing she knows it's how to kill. As long as a battle isn't completely hopeless, she'll usually find a way to be as effective as possible.

• Sadism: Causing pain to others fill VV with bliss. As a rule thumb, VV gets progressively deadlier the more hurt her enemies are.


E Q U I P M E N T
— "Every girl has favorite toys, mine are just a bit sharper than most."

• Combat Exoskeleton: A light combat exoskeleton that further augments the user's physical capabilities while providing some protection. A very cost effective weapon for the savvy soldier.

• Nanosynthetic Mobile Armory: Nanosynthetic combat equipment loaded on the user's pouches. It can produce nearly any type of item a soldier might need, armaments, explosions, rations, water, ammunition, even medicine.

• Portable Force Field Generator: A portable force field generator that greatly increases the user's defenses against all forms of attack. In addition, it provides a measure of emergency life support.

• Advanced Combat Arms: An advanced combat gun capable of loading various types of specialty ammunition as well as possessing several modes of optical and non-optical targeting systems. As well as a super alloy resonating/electro, auto-sharpening knife capable of holding it against the hardest surfaces.

• Wrist Mounted Intravenous Injector: A wrist mounted injector for all kinds of drugs and other substances.


T H E M E


S A M P L E P O S T
—B R E A K U P—

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"I bet you thought I was just a joke character, right?."
A B S I N T H E B L U E
Height: 171 cm Weight: 67 kg Age: -- years

N A M E
Absinthe Blue.

G E N D E R
Female.

R A C E
Succubus Familiar.

F A C T I O N
The Demons of Hell.

A P P E A R A N C E


— "Don't get too distracted by the sight, or you might find yourself seeing stars very fast."

Absinthe clearly is the most unique Demon in all of Hell's grim and gritty existence. The Blue Fairy's pale skin, pointy ears, azure horns, wings and tail are a sight that one can't behold anywhere else. Let none of the other Lesser Absinthes or even that uptight sibling known as Lisa Bisk fool you, the one and only Blue is the pinnacle of the Demon world.

S U M M A R Y
— "What do you mean by comic relief?"

Little is known about the ominous being known as Absinthe Blue except for the fact that she seems to be a servant of an even greater power and that she's the sister of the mysteriously absent demon known as Lisa Bisk. In fact, the whole objective of Absinthe's presence in the Nexus seem to be searching for her missing sibling, scouting the world of war for her mistress is just a welcome side job.

A B I L I T I E S
— "Get ready for the punchline!"

• Star Magic: Absinthe may be a goof at her core, but don't understimate her. Being the Celestial Spirit with a connection to the myterious Star of Apocalypse, Absinthe is a real walking, or flying, weapon of mass destruction capable of chucking powerful bursts of destructive magic at her foes with the blink of an eye.

E Q U I P M E N T
— "Fufufu...Wahahah!"

• Claw of Absinthe: Absinthe's gauntlet is a powerful magic artifact capable of rending gashes on the very fabric of reality. It also provides powerful magical protection to her.

• Gungnir, The Spear of Assured Distiny: Gungnir isn't a weapon like most others, but a concept which Absinthe can summon. It represents the innevitability of Fate. Casualty itself.

T H E M E


S A M P L E P O S T
—T I T L E—

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S E C O N D A R Y C H A R A C T E R


N A M E
Takigawa Yuzu.

A G E
18 years.

B I O
The vice president of Kaname Academy's student council as well as representative of class 3-C. Yuzu is a quiet young woman with few acquaintances, admired from afar by most of the student body for her aloof beauty. Despite her popularity, she seems to keep a few secrets to herself and regularly breaks any relationships to keep people from getting too close to her.

Hobbies: Reading and Martial Arts (Taekwondo)

Likes: Cats

Dislikes: Strong spices

Dream: Becoming a veterinarian

RPs: Rakuen no Kyoukai — Boundary of the Paradise (PM).
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S E C O N D A R Y C H A R A C T E R


N A M E
Aile.

A G E
18 years.

B I O


Aile is a member of the notorious tribe of female warriors, the Amazons. She's one of the guards in charge of a sacred temple of her tribe, even though her personality isn't the best one suited for said job. Sometimes she'll slack off or do jokes/pranks to pass the time while guarding the temple. Because of this, she's yelled at sometimes by the elders.

T H E M E


RPs: None.
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Character Example


Name:
Ordfinne "Finne" Aeglinn.

Age:
17 years.

Appearance:
As seen above. Height: 172 centimeters (aprox. 5'8"); Weight: 59 kilograms (aprox. 130 lbs).

Bio/Summary:
A rather tomboyish girl with a strong personality. Finne was born at one of the many high valleys of the Empire and lived a mostly normal life until the day her magic potential was discovered. After moving to the Academy she didn't change that much, always keeping her carefree attitude.

Vessel:
Finne's Vessel is named Keroberus. In it's standard form it looks like an unassuming bracelet, with a trio of charm representing the Sun, the Moon and a Star hanging from it. When called upon, it'll take the form of a short wand that can both be used to invoke her supernatural powers as well as smack things at short range.

Abilities:
Keroberus' power allows Finne to create illusions, generating all kinds of visions and sounds. With concentration she can even have it cause some damage. Since they are illusions, Finne can will her attacks to ne non-lethal if she wants to.

Equipment:
Witch outfit, tarot deck.

Trivia/Other:
She own a black cat curiously named Tabby.


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Eos


Name: Eos
Title: High Queen of the Machina of Mankind
Age: Unknown
Gender: Female
Allegiance: Machina of Mankind
Race: Android
Height: 156 cm
Weight: Unknown
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Iona


Name: Iona
Title: Aawan's Ash
Age: Unknown
Gender: Female
Allegiance: Angels of Heaven
Race: Dark Archangel
Height: 172 cm
Weight: 67 kg
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Juno Eclipse


Name: Juno Eclipse
Title: The Snake of the World
Age: Unknown
Gender: Female
Allegiance: Angels of Heaven
Race: Cosmic Principle
Height: 155 cm
Weight: 47 kg
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Countess Rivianne

"Welcome to my home. I hope you have the finest stay for this evening's party."
The youngest daughter of the Rivianne family who somehow became the master of their household after the mysterious vanishment of her close relatives.
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Hermiana

"Your memories are the keys that shall free you."
A stoic young girl dressed in a servant's garb who claims to have lived on the Solaire for longer than she can recall. Scarily good with knives.
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Character Sheet Example
Name: Charles Alexander Flamel.

Age: 67 years.

Appearance: Despite Charles' age, his years have in fact been very well lived. An almost six feet tall, finely dressed gentleman of chiseled features and stout built, whose eyes betray a keen insight born of a long life.

Backstory: Charles was born and spent the majority of his childhood at his family's hometown at the Northwestern regions of the country. They led a bourgeois lifestyle, dealing with banking, whose primary clientele were their region's many mid-sized shipyards, propelled by the extensive whaling industry of the northern seas. It was on this lively, yet cold region that Charles was raised and —up to this day— it keeps on being the only place he considers himself at home. In fact, his favorite entertainment is sitting by his loft's ample windows and read a good book with the crashing of waves and the rambunctious cries of the port workers as the only background noises.

Regardless of his passion for his homeland, once Charles came of age, he left everything behind and went to study at a prestigious college, dedicating his following years to the subjects of Law and Accounting. A few years into his education, Charles decided that he needed to broaden his horizons even further. For such, he enlisted in the military where he served for the next decade and a half, joining many campaigns on the Southern and Eastern overseas colonies.

Once his time in the military came to an end, Charles returned back to his hometown: An accomplished man. These days he dedicates most of his time to transcribe his journals into an autobiography as well as acquiring rare volumes for his library, the testament of his existence that Charles seeks to leave behind once he expires.


Inventory: A brass pocket watch, previously owned by his father and grandfather.

A six-shot, single-action military revolver which has been with him ever since his time in the army.

Twelve spare cartridges.

A pair of bifocal eyeglasses.

A cane topped with a brass owl effigy.


Intro/Sample Post: "Hmm, I must really be getting old," those were the fist words to leave Charles' mouth as he exited his coach. The trip from his homeland to the old mansion was indeed a taxing one, and not just because Charles was starting to feel the weight of his age pushing him further and further close to the grave. The weather itself was terrible with chilling rain and howling winds. He had seen worse in his youth, far worse, yet Charles was indeed getting too old for this type of journey.

"That does not mind, anyway. If the volumes which I seek can be found on the Rivianne's library, I'll have not lost my time," the gray-haired man said to himself before rapping at the engraved mahogany doors. Yet, as soon as the doors were answered and he stepped inside the main hall, greeting a peculiar scar-faced maid... everything went black. The one thing Charles wouldn't forget is the ringing in his ears, almost as if his skull were being drilled into.


Other: N/A.
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Farris Aran


"Willpower is what you make of it."

Name: Farris Aran
Title: Herald of the Thunderous Warcry
Age: Old
Gender: Female
Allegiance: Angels of Heaven
Race: Ascended Human
Height: 167 cm
Weight: 56 kg

Bio: Farris is a no nonsense type of person with a strong sense of duty. Before becoming what she's today, Farris was known for being a loyal servant of the very own ruler of the heavens, the Divine Imperator Deva.

As a reward for her services to the heavenly ruler, Farris was granted the chance of living in a paradise where she would be able to enjoy peace for the rest of eternity. However, Farris' forfeit such an offer. Until the day the Imperator can enjoy the same peace she brings all of her subjects, Farris will keep on fighting.

Powers: Farris abilities are as impressive as her title suggests. She can create and control crystals, earth, as well as other forms of minerals and metals. With this power she can produce a variety of magical constructs to do her biding.

Nevertheless, it's the Warcry which she's known for that's Farris greatest power. A commanding shout that splits the Heavens and sunders the Earth, Farris' Warcry isn't only a destructive force to be reckoned with, but also a rallying call for those who fight for the same cause as she.

Aside from the sheer destructive force that will blast anyone enemy near Farris, very much likely hurting and disorienting them with it's power, any ally who listen to Farris' Warcry, including herself, will have their morale and defenses boosted (liberating them from any detrimental mental effects) as well as their wounds healed.

Using this power is a taxing effort. However, Farris is known for making strategic uses of it, sometimes even turning the tide of battle completely.

In addition, Farris also has the typical abilities of most celestial beings such as superhuman strenght, agility, thoughness and reflexes, immunity to the weaknesses of the flesh such as hunger, tryst, and diseases, resistance to demonic corruption and profane powers as well as the ability to summon and dismiss wings of light to fly.

Weapons: Farris' armaments are all holy relics, carried on from the time when she was mortal and blessed by the Imperator's divine power. Her armor and shield are made of a rare meteor-steel alloy capable of withstanding great punishment without bending, breaking, or chipping. Her weapons are made of the same holy crystals she can summon and control, being not only durable and deadly but also able to channel, store and divert pretty much all forms of energy.

Equipment: N/A.

Other: N/A.
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Victoire Bordeaux


"True nobility is not something that you can gain. Either you are or not."

Name: Victoire Bordeaux
Title: Bloody Countess
Age: Old
Gender: Female
Allegiance: Demons of Hell
Race: Half-Vampire Succubus
Height: 143 cm
Weight: 34 kg

Bio: To most, Victoire may appear to be cold and uncaring as well as an egotistical and cruel sadist, to the point of being hard to not label her as textbook a sociopath. While this stands true nine tenths of the time, Victoire is also capable of some rare moments of mercifulness, mostly when the act pleases her somehow there by, she is most certainly not being selfless in anything that she does.

Her origins, like many other of the Nexus' inhabitants, are hard to trace. It's known that she wasn't born there but, instead she came answering the summons of the self-aware plane and coming to inhabit a massive estate close to the border between the Demon Realm and the Human Realm where a blood red moon decorates the perpetual night sky forever.

Once upon a time, the Countess took notice of an Angelic congregation built for humans and lesser demons who had being converted by the heavenly pests, being built on the outskirts of her domains close to a village that she had tolerated for far longer than she really should, mainly for the constant source of food it presented, and took action to wipe such an unsightly wart off of her doorstep.

After dispatching all of the vermin polluting her sight, with extreme prejudice, Victoire found herself attracted to a low grumble as well as the sounds of struggle coming from behind the altar. There she found a werewolf, bound by chains of gleaming silver to the idol. Just as Victoire stared blankly at the eyes of the enraged beast, set for sacrifice, the horns of the heavenly reinforcement sent to get rid of her rang loud. Lifting her right hand to meet the werewolf's face, filling his vision with her rose-shaped ring, Victoire said words that she thought she would never use:

"I'll give you a choice. Pledge your loyalty to me and live or, die and be forgotten..."

The beast's answer goes without saying as he did his one final effort to bite the chains holding him, to the point of drawing blood just to kiss his savior's ring, sealing the pact. As a proof of his pledge, a mark shaped like a choker of rose vines on his throat, marking the beast forever as Victoire's servant.

And the rest, as is said, is history...

Powers: Owing to her origins as well as her practice of other forms of magic to improve herself, Victoire has an impressive array of powers. Some of the most used/iconic are described bellow, but this is by no means all of Victoire's repertoire. Usually she can draw at least one spell per battle that she has never used before as long as it is kept within her thematic.

Vampire Powers: Undying and unaging, undead immunities, blood sense, dark vision, improved senses, minor shapeshifting, hypnotic gaze, control over her domain, primordial heritage (resistance to all common vampire weaknesses, except holy powers), blood healing.

Succubus Powers: Moderate shapeshifting, lust sense, mind reading, dream walking, telepathy, illusionism, emotion control.

Rose Magic: Summon Demon Roses, crushing vines and roots, razor petals, create rose thralls, parasitic roses, corrosive perfume, hallucinogenic perfume, aphrodisiac perfume, blooming teleportation (can teleport to anywhere inside one of her rose fields as long she's touching it on both ends of her travel).

Blood Magic: blood control, blood destruction, corrosive blood, hemokinesis, blood form, summon monsters (in conjunction with Shadow Magic), blood portals (Can open two ended portals adjacent to living beings, special types of undead or back to her domains. One of the ends must always be adjacent to Victoire. Only viable targets can cross the portals, including Victoire).

Shadow Magic: Summon shadows, summon monsters (along with Blood Magic), induce fear/panic, attacking shadows, create shadow blades, shadow jaunt (turns into a swarm of incorporeal shadow bats that can move to anywhere with shadows large enough to cover at least half of Victoire's body. This power can't be used to travel between areas isolated from one another by daylight or bright light sources. While in shadow swarm form, these sources of light hurt Victoire, causing her great pain and forcibly ending the spell).

In addition, even thought Victoire isn't fond of stain her hands, she sholdn't be underestimated even with her bare hands. If that doesn't work, she has one final trick in the form of her ability to summon her strongest familiar, the werewolf which she bound into a pledge of loyalty a long time ago, the only one allowed to have the title of Victoire's Knight.

Weapons: Victoire wields a set of finely crafted silver spiked chains. The chains don't merely look like, but in fact, it have a life of their own, they can change shape and length at-will, defending Victoire without the need for her to command them. Furthermore, their appearance is unrelated to their strentgh as the chains are able to hold mighty targets and damage even some of the Machina most powerful war machines. Victoire seems to derive some sort of twisted pleasure from their use, mainly because of their nature as a sadistic weapon.

Equipment: Ring of Roses: A special signet ring owned by Victoire, it does amplify all of her powers, but it's true usage is to force anyone that kisses it, willingly or not, into complete obedience to Victorie. The ring's curse actually doesn't rob the will of its targets but, instead places a mark on their body and soul, dare they defy the terms established by Victorie upon their pledge, the mark turns into a wreath of rose vines, killing them slowly and in a very painful way.

The rate of growth of the vines is directly proportional to the breach in the pledge and only a command from Victoire can cause the vines to recede or lift the curse altogether. Depending on the terms of the pledge, it can even last past a recipient's death and possible resurrection, making Victoire's ring a truly dreadful instrument since it can potentially trap a target that defied her to a great extent in an eternity of endless agony that even the relief of death cannot undo.

Other: N/A.
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Hohenheim


Name: Hohenheim
Title: The Alchemist of Genesis
Age: Unknown
Gender: Female
Allegiance: Machina of Mankind
Race: Unknown
Height: 144 cm
Weight: 40 kg
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Seyrun Riviathan


Height: 167 cm | Weight: 53 kg | Age: 17 years old | Grade: 5th

Name: Seyrun Riviathan
Nationality: Grand Duchy of Nordland. One of Europa's northernmost nations known for its deep fjords and dense forests. This is the ancient homeland of the forefathers of modern Europa.
Theme: Ice. It's not like Seyrun herself is a cold person, but a simple look at her exotic appearance and witty smirk is enough to make one think of the massive blue glaciers of her homeland.
Description: The future Grand Duchess of the Parliamentary Grand Duchy of Nordland, Seyrun is a soft-spoken beauty. Tall, lean and exotic looking, a single look at her is enough to tell the fact that Seyrun is a girl of very high pedigree. When you add to that her passionate fencer's grace, sharp intellect, and age it's not hard to understand why the mere sight of Seyrun is enough to draw wistful sighs of many younger students at Saint Hirst.
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The Alchemist of Genesis


Name: Hohenheim
Title: The Alchemist of Genesis
Race: Even though Hohenheim's body is artificial in nature, its makeup is no different than that of typical human being, except that it was projected to be perfect in every way conceivable.
Gender: Hohenheim would be glad to enlighten you, if you don't believe your eyes. I hope you have a lot of stamina, though. You'll need it.
Age, Sexuality & Religion: All of these are menial concepts far below Hohenheim's scope. She has more to do than to keep track of such boring subjects.
Job: Up to the contractor.
Description & Bio
Appearance:
☉ Height: 147 cm
☉ Weight: 42 kg
Hohenheim's current appearance is a precisely engineered construct. Needless to say, this isn't the Alchemist's original vessel, but a body that Hohenheim created to fit her notions of perfection. Who, or what, she was before becoming the currently seen being is a mystery up to debate. It's only known that she inhabited a host of different bodies before settling with her current, and favorite, homunculus vessel of choice.

Hohenheim is very picky when it comes to clothing. She'll only wear outfits that she feels that enhance the appeal of her form. As an alchemist, armor isn't something she's worried about, nor does Hohenheim care for it. Because of that, the Alchemist tends to wear alluring and expensive clothing at all times. Oh, and she has a passion for gold, shamelessly wearing jewelry such as her Ouroboros tiara with is easy as valuable as many a kings' crowns. Being able to produce the thing literally at the snap of a finger certainly, helps fuel Hohenheim's vanity.

Personality:
The Alchemist of Genesis, also known as Hohenheim, is probably one of the smuggest beings ever conceived. Hohenheim is both blatant and unrepentant in her belief that she's the very pinnacle of creation, a feat that she achieved on her own, through nothing but the power of intellect.

The only beings that she considers equal to or above her are her Master, simply known as Empress of the Court, along with a small crowd of peers of equally nebulous nature. For this world's eternal gratitude, most of them are roaming the vast expanses of the multiverse, each in their own dark missions. For its woe, Hohenheim and the Empress, two of the vilest between such a mysterious crowd, took a liking of this dimension.

Regardless of that, if there's one thing that Hohenheim loves above all else, it's knowledge. The Alchemist is passionate in her search for new fields of study both arcane and natural. A totally degenerated scientific mind, devoid of any notions of empathy or ethics, Hohenheim is a being that lives only to fulfill every single of her ambitions, self-indulgences, and unrestrained ego.

The worst part of it all? Hohenheim is human. Someone that chose to be like she's now, not someone that was born inhuman or corrupted by dark powers. Perhaps this is why the Alchemist of Genesis places monsters of any nature in so low regard. After all, if you do not have the chance of choosing your own path, if you don't know what it's to be human, to hold your fate in your own hands, and be the master of yourself, how does it make you better than a machine?

Biography:
The story of the Alchemist of Genesis is long and nebulous. A legend recorded in the dark recesses of Creation in dusty tomes and crumbling scrolls written in an indecipherable code and symbology that only those most well-versed in the Hermetic arts can ever hope to comprehend...

A long, long time ago, there existed an ancient civilization that thrived in an arid region thanks to its advanced scientific and magical lore, far beyond that of any nation that was built in its wake. Even for such an advanced people, there was a being that was known for its unmatched genius. Its name is long forgotten, the ciphers in which it's written unreadable by even the wisest of the scholars. The only fact known about said being is that it was a practitioner of the art that would be dubbed Alchemy in later years. Even that may be wrong since many fonts claim that such being was the original creator of what would come to be Alchemy. Though, calling its craft mere Alchemy may be a demerit, given that it was advanced far beyond the wildest dreams of any alchemist to come.

This being is the very one that would come be known as Hohenheim, Trismegistus, Paracelsus, among many other names and titles much later in the annals of history.

Nevertheless, Hohenheim's greatest title, The Alchemist of Genesis, comes from the fact that she was able to touch the root of all knowledge, thought, and feelings, the Akashic Records, through the fruit of her work. Not once anyone duplicated this feat and a mere glimpse of The Truth was enough to change Hohenheim forever. To say that she became the being that she's now because she forgot what it's to be human is a misconception. If there's anyone that knows what's a man, this one is the Alchemist.

Hohenheim didn't lose her way in her search for knowledge. She made her own, paved with blood, sweat and... less pleasant cobblestones.

The reason why she took an interest in this world and time, as well as heed the summons of Lancelot’s dubious messengers, is simply because Hohenheim saw a great chance to have some quality time along with her Master. Even if she has to follow the directions of a being she considers less worthy of her time than a dead fly.
Traits and Equipment
Race Description:
Hohenheim's body may be human in its make up, nevertheless, it's made in such a way that it's the very pinnacle of what humanity can be. The afflictions of the flesh are long forgotten to her, even though she's perfectly capable of indulging in every single of its pleasures.

Curse/Power Description:
The Alchemist's body is unaging and immune to all forms of mundane diseases, corrosives, and poisons, as well as being extremely resistant to most magical ones. She has also surpassed the need for rest and nourishment, though Hohenheim will indulge in those things regardless of needing them or not. Lastly, but not least, it possesses a vast regenerative ability, being able to heal from most non-fatal wounds in a fraction of the time that would take for a normal human to do so, along with the ability to survive nearly any kind of injury. Killing Hohenheim may not be impossible, but it's certainly a daunting task.

Spell list:
While Hohenheim's repertoire may as well be considered infinite in its extension, given the fact that her alchemical might allows her to alter and shape the world around her in ways that vary according to the elements at her disposal at any given time, there are still a few effects that she tends to use more than others.
☉ Transmutation:
Through the power of alchemy, Hohenheim is capable of changing the size, shape, and properties of any object that she's in contact with directly or not. A few examples the feats available to her are raising and shaping metal and stone, transmuting inferior substances into gold and silver, water into alcohol, etc.

☉ Golem Creation:
An application of her alchemy, Hohenheim can impregnate inanimate objects with a facsimile of life, allowing them to function as automatons under her command. The only real limitation to this ability is the shape and composition of the golems, which naturally limit their functionality.

☉ Alkahest:
The universal solvent. This is a highly corrosive, and volatile fluid that Hohenheim can transmute using the natural components of the world around her. It’s said to be able to dissolve anything, breaking other materials into their basic components. Hohenheim stores it in special glass flasks coated in aether —a substance not from this world— that are able to resist Alkahest’s properties. The Alchemist uses this substance mainly for scientific purposes, but it also works wonderfully as grenade-like weapons.

☉ Bio Transmutation:
In the same way that Hohenheim could make her body immune to the afflictions of the flesh, so can she do to others’. The Alchemist can use a combination of her arts to heal and repair any possible wounds, disease, and poisoning that a being may be suffering.

☉ Ars Magna:
Hohenheim’s greatest conventional trick. At the cost of consuming a whole Philosopher’s Stone worth of power, Ars Magna breaks the laws of Thermodynamics, allowing Hohenheim to manipulate the very foundations of the world. She can reverse entropy, changing any single event to a previous state, outright destroy or create new matter or energy.

These are but a matter of personal preference and should not be taken as a limit in the Alchemist's transmutation abilities. For all that's known about her, Hohenheim may as well be able to rearrange matter at a subatomic level. At the very least she has the appropriate physical lore and arcane might to do so.

Strengths/Skills/Talents:
Hohenheim has neither use nor interest on abilities, feats, and talents outside of the scientific and mystical spectrum. Strength, speed, and toughness are illusions which she has surpassed a long time ago. If there’s one skill which Hohenheim has mastered a long time ago that might be a surprise for those who meet her at first it would be:
☉ Cooking:
It’s said that the alchemy was born in the kitchen. Hohenheim is a living testament of that. Her knowledge of alchemy, chemistry, and physics all comes together to make the Alchemist an unparalleled chef. Getting her to cook to you and not poison the food with some drug or another is a whole different ordeal.

Weaknesses:
Just like her Master, Hohenheim’s single most weakness is that the Alchemist isn’t built for battle, nor does she have any interest on it. If placed in a situation where her alchemy is less than effective, Hohenheim is left with options of what to do. Furthermore, just like her Master, Hohenheim’s power gets progressively weaker if they are separated, diminishing with every increase in distance.

Equipment:
What possible need could Hohenheim have for Equipment? The Alchemist of Genesis can produce nearly any kind of material or instrument that she may require for her studies. She has no need, use, or interest for bogus items like magic swords and steam powered machines. All of this is far below her level. That said, there are few possessions that Hohenheim keeps with her at nearly all times:
☉ Bezalel, Legacy of the Dollmaker:
Hohenheim’s grimoire. She doesn’t really on it to perform any of her feats but likes to use it as a journal of her scientific achievements and diary for personal affairs. It’s a cryptic book that seems to have endless pages. One of the possessions that Hohenheim cherishes the most.
☉ Lapis Philosophorum:
The Philosopher's Stone. It’s a source of power that can be used to amplify Hohenheim’s alchemical might. By entirely consuming it, she can use her Ars Magna.

Hohenheim can only have one Stone with her at all times, producing one after the previous has been consumed requires the completion of a new Magnum Opus, a complex process that involves the sacrifices of many lives and consumption of very rare materials of nebulous nature. For this very reason, Hohenheim will save her Ars Magna for the most important occasions.
Artifact

Name of Artifact: Up to the Contractor
Description of Artifact: Up to the Contractor
Relationships:
The only possibly good relationship that Hohenheim has is with her Master, which she’s so dedicated to, for a reason known to none but the two of them. Aside from her Master, nothing else in this world is worth of Hohenheim’s attention, be it love or hate. The Alchemist makes no secret of the fact that she holds lesser being with the same consideration that a human holds a maggot.

Other:
- "The truth is out there..."

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Vivian "VV" Blake

"We are all mad here, some of us are just more open about it..."

LOOKS
While VV doesn't have a distinguished appearance, sporting no tattoos, piercings, or bodily alterations that are so ubiquitous in the modern society, it's also not fair to say that she's a plain girl. In fact, her moderate height and build, along with her slightly wavy, long, light brown/cream colored hair and hazel eyes give her a jovial appearance, making VV look a year or two younger than she really is. Perhaps,
the only peculiar characteristic of VV's appearance is a knife scar over her left eye.

VV's taste in clothing is surprisingly girly for someone of her path in life. She prefers to wear simple clothes like a school uniform-like blouse and miniskirt ensemble, along with an urban camo print scarf and stockings/pantyhose to protect her legs. Topping her ensemble, VV nearly always wears a hooded jacket and lots of military-style accessories like belts and bandoliers. Finally, VV has a great liking of wearing a gas mask nearly at all times, mainly for intimidation, which is why she had it painted with a stylized skull pattern.

Her favorite colors are black/dark gray, yellow/orange and white, forming a very high contrast style.


PSYCHE
VV is a sadistic bitch. Or better, it would be more accurate to say that she's a complete psychopath without the least shred of humanity in her. One would normally expect that as a result of heavy usage of cybernetics, but the truth is that VV is 100% human up to this day. At least in her body, her mind is another story.

VV will usually try to have fun with her victims, torturing people just to get her kicks and use as much violence as needed, and some more, without any remorse for lives lost or damage caused by her actions. Nevertheless, she's not completely unfettered, just cold and uncaring to anyone who is not her beloved sister, who VV protects to the best of her ability.


HEAT
Low, but prone to rise easily, given VV's position as the heavy hitter among their group. It's obvious that the authorities and competitors won't like someone with both the guns, the training and the disposition to cause lots of damage without remorse.

STREET CRED
As good as that of her work mates, except that VV's sadistic personality isn't very known around yet. It's not uncommon to have a dumb grunt or two come mess up with her because of VV's, fairly cute looks, only to have a hand broken. Oh, and God help you if the target of such unwanted attention is her sister.

THE STORY
VV's story isn't very full of mystery or twists. She was born in a less than privileged situation, just like her precious sister. The big difference between them is the fact that, from early in her life, VV already displayed signs of not being the most mentally stable person in their household.

Things would take a turn for the worse once their parents decided that VV was too dangerous to have around and sent her to an orphanage. Little did they know, or perhaps they did but not care, that the place was known for exploring children in every possible way. Child labor in dangerous conditions with virtually no pay, prostitution, organ harvesting, etc. Name a bad thing that can be done to a child and chances are that you would find it there.

Being the psycho that she's, VV wasn't ever good at labor and too dangerous to use as a sex slave. In fact,
the very first time they tried that, she killed her "client", choked with a power chord. After this, they decided to sell VV to a paramilitary group, where she would be used as a child soldier, as well as suffer some other abuses.

The last important turn on VV's life, up to now, would happen on the day when she got her hands on an old newspaper strip that had a picture of a certain rocker girl that VV immediately recognized as her long estranged sister. After a bit of planning, she escaped from her previous camp, travelled all the way back to Night City and, as they say, the rest is history...


ARMED IN THE ONE AND TWENTY
H&K MPK-11 [12mm SMG] Cost: 700 eb
Federated Arms X-9mm [9mm Pistol] Cost: 300 eb
Knife x2 Cost: 20 eb
Gas Mask [1+4 spare filters] Cost: 240 eb
Heavy Armor Jacket Cost: 250 eb
Striptape Binders [12 units] Cost: 5 eb
Duraweave Stockings Cost: 105 eb
Spare Ammo [Medium Pistol 50, Heavy SMG 150] Cost: 69 eb
SMG Silencer Cost: 100 eb
Pistol Holster x2 [One for VV and one for Erin] Cost: 40 eb
Shoulder Sling x2 [One for VV and one for Erin] Cost: 10 eb
Spare Ammo for Erin [Light Pistol/SMG 150] Cost: 45 eb
Total: 1884 eb Spare: 116 eb

...AND THE REST
N/A
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