Took me a long time to figure this out between Thanksgiving and the start of midterm seasons, but here you go:
Name: Itou Takeshi / Freyr Fridravǫtn Age: 2X / Dehmelic Cusp of Adulthood Gender: Male Race: Dehmel
Original Appearance:
Current Appearance:
Personality: Beneath a placid and professional surface, Freyr is still very much a young man unsure of his place in the world. His only desires are to not disgrace his parents and mentor or waste the opportunities they gave him, but he clearly lacks an impetus in his life. In addition, he’s a very timid person, assured only of the strength in his sword arm and the duties assigned to him. Fortunately, his self-control and guiding philosophy make him capable of rolling with the punches well – if a tad passive as well. Though he demonstrates the discipline and determination expected of his order, he possesses a rather naïve view of the world and often fails to take decisive action outside of battle. With this in mind, it comes as no surprise that Takeshi’s personality is the dominant influence to his actions as of late, making him more socially aware but also more invested in the world around him. Unfortunately, they possess poor synergy between each other. A sudden influx of memories cannot eliminate years of introverted body language and poor social skills, but it can shake one's worldview with the experiences it carries. In the end, it seems that they have merely made him more lost than he was before.
Brief Backstory: Itou Takeshi was once somebody who was going places. He was born to a reputable, well-off family, and raised to become a paragon of wholesome traditional Japanese values. As well, from a young age he proved himself a good student and a better athlete, two talents which would guide his lifestyle and form the foundation for his status as the top dog of his local community. For years, Takeshi lived a life that others could only envy, and as he neared the conclusion of his high school experience, all signs pointed to even greater heights. Unfortunately, his luck ran out after being involved in a terrible crash only hours after his graduation ceremony. The damage to his body and mind was severe, and being forced into a long, painfully slow period of rehabilitation put a stop to any plans he had for the life ahead of him. The past few years have been a traumatic and depressing descent inward, but also a period of reflection for someone so self-concerned.
Freyr Fridravǫtn, on the other hand, was somebody whose life was far less blessed. He was born in Skanxia, the cultural heartland of the Dehmel peoples, to lowborn parents. Fortunately or otherwise, he would not be able to live with them long; soon after he learned to walk and talk, they left him at a monastery to be raised and educated as a monk - a final gift to ensure their son a good life rather than have him consigned to a lesser place in society. A good life, but assuredly not an easy one; the monastic warrior orders of the Dehmel are notorious for their staunch dedication to discipline and self-improvement, and Freyr was not a particularly talented warrior. So when he was not being educated in culture and the sacred texts, he was practicing katas or sparring against his peers; by his persistent efforts, he was able to keep up with, and ultimately surpass, his peers. His life would be like this for years, rarely ever leaving the confines of the temple or socializing with his fellows as he did his best to sharpen his skills to a razor edge.
He is currently undertaking his Pilgrimage, a coming-of-age rite among Dehmel martial artists, where the undertaker must walk the world, testing their character and skills to achieve a greater understanding of the universe.
Abilities
The pinnacle of excellence in their field is what all Dehmel strive to achieve, be it arts, trades, academics or anything in between. For Dehmel monks who have achieved the pinnacle of martial arts, there is a special name: battle-saint, and of the innumerable aspirants to the title, there have only been eighteen who have earned it. Freyr is one of the many disciples who pursue this path each generation, undergoing years of daunting training to strengthen his mind and body in pursuit of martial enlightenment. The marque feature of this tradition is its two halves:
The external arts – the styles – encompass all physical forms of combat. It determines which aspects an individual excels at, and which weapon skill is refined to become an extension of the user's body. Taught by any willing mentor, these are not something exclusive to monks, but rather something attributed to the Dehmel race as a whole – and one of the reasons they’re regarded as the premier warrior race. The intent behind learning a style is the distinguishing factor between mere warriors and those who seek enlightenment; for the latter, it serves as the disciplinary foundation upon which an individual’s sutra is developed rather than a be-all-end-all of combat. All styles ensure their practitioners have a foundation in hand to hand combat.
The second half, the internal arts – the sutras – are something that cannot be taught. Said to take decades to develop and a lifetime to master, a sutra stems from holistic understanding, from synchronicity within and without. Though Dehmel mages are a rare commodity, by the power of one’s sutra, martial feats on the level of magic can be executed through a combination of sheer skill and connection to the world. The supernatural effects of these feats are tied intrinsically to the individual's character, affinity, and fightinh style. The perfected form of a sutra is a set of ten powers tied to paired five-line chants, but most aspirants will only ever learn two or three of their sutra's ten lines.
In terms of pure metaphysical science, a sutra turns the ambient mana into one’s own magical fuel, akin to converting the body into a biological altered machine using the mind and spirit as the functional blueprint, with the chant and techniques as the trigger. Yet despite apparently knowing the theory, modern attempts at replicating this phenomena have failed, so something about that assessment must be off.
However, the ability to use both is what characterizes a Dehmel martial artist, and Freyr has not yet expressed his sutra. Therefore, to say Freyr is a competent martial artist would be incorrect.
A lightning-fast sword style originally developed to do one thing: slay dragons. But while the skies of Skanxia have been silent for a long time, the techniques of the ancient dragonslayers remain, and are taught by an order of monks from a certain temple near the capital. The marque features of this style are its compatibility against enemies that surpass the user in power, and its brutal counterattacks, executed against exposed weakpoints at blinding speeds. Compared to others, it excels at speed and mobility, but is poor at absorbing blows and only average at controlling enemies with pressure – a dragon is neither fearful nor weak, after all.
As mentioned before, Freyr hasn’t taken a single step towards unlocking any capabilities under the purview of this sutra. Presumably tied to his affinity for water and related concepts, but who knows how the insertion of a new identity has influenced things?
While his natural strength unexceptional for his race, the total strength that Freyr boasts still far outstrips that of other races when compounded with his extensive physical training. However, the exact nature of his conditioning means that his build is lean and powerful, more akin to the agile power of a big cat than a bull-like mass of muscle.
Skills
Freyr possesses a working knowledge of the two subjects Dehmel warrior monks are expected to be educated in, namely social studies and language arts. Most notably, Freyr possesses above average knowledge of skaldic poetry, sagas and eddas. In addition, he has recently been bestowed with knowledge encompassing a Japanese secondary education with honors and the technique of a star athlete, albeit with an understandably diminished ability to recall facts. Likewise, it should be noted that applying sporting techniques in a new body is a different issue entirely.
Skanxia is a very cold, very aqueous environment; there are rivers, fjords, lakes and coasts enough to make someone sick of them, but also enough to make establishing efficient roadways relatively cumbersome. As a result, navigation by boat remains a popular method, and one that Freyr is sufficiently well-versed in as someone engaging on a worldwide journey. He still pales compared to true sailors, but he knows enough to maintain the course of a craft on rough waters. Anything more complicated than sail or oar is out of his league though. It should be noted that Freyr can't drive or pilot modern land vehicles, but with Takeshi's knowledge, he can drive a car. But Takeshi doesn't like cars, and travel by foot can be more effective for them depending on the terrain anyway.
Equipment
With their monstrous strength, the Dehmel are often bereft of suitable armaments by which to battle. Normal, unenchanted blades warp and shatter under their use - a significant problem for a martial race in an era before Altered Weapons. As a result, ancient Dehmel blacksmiths have developed a steel alloy used to forge weapons appropriately resilient and wickedly sharp. While such a practice is generally unnecessary in this age, young Dehmel warriors are traditionally granted Dehmel steel arms by their masters.
Carries all the essentials for life on the road, as well as paper and writing implements. It should be that he has no money due to the nature of his travels and so has to rely on good will or hard work to get by.
Origin: Our World
Ended up going a bit further than I thought I would with the idea of "Dehmel as Fantasy China + Fantasy Scandinavia" thing but nobody wants to play Dehmel so I don't feel as bad as I would.
Might add a techniques list at some point for aesthetic purposes.
@Grey: I feel like I do need to clarify I'm trying to avoid "one race is from only one place"(with the exception of a couple types of beastkin) quickly, just so you do know. ^^;
Also, I'll post myself when @PKMNB0Y posts again...
I'm also opening up two more "our world" character slots, for a total of six.
Personality: Alistasia is, in some respects, able to be considered an ideal soldier. She is highly intelligent and capable of strategic thinking, while also dedicated to her duties and assignments. However, this cannot be considered the whole of her character. Far from it. For as much as she seems to be a rule-abiding soldier of Grandia, Alistasia's conduct on the battlefield shows something of her true nature. Between giving orders and instructions, Alistasia displays an almost psychotic adoration of violence, grinning in a murderous fashion as she performs what can only be described as the obliteration of enemy forces. In spite of this seemingly maniacal behavior, she also displays a clear regard for strategy and gives level-headed and clear instructions to her forces even as she conducts her gruesome work. Quite simply it seems as if the girl takes pleasure in how much she terrorizes the enemy(and sometimes her allies). Harsh and unyielding, it's no small wonder that among Grandian Soldiers she is referred to as the Cold Steel Princess. In spite of her violent attitude and seemingly psychotic love of violence, Alistasia is quite protective and considerate towards those directly under her command, taking care not to put their lives in unnecessary danger and coming to their aid whenever she is able to do so. That being said, she is also not above punishing them, their failures as soldiers resulting in their very deliberate humiliation(one of her favorite methods being to force them to be furniture). Yes, just because Alistasia cares about her soldiers does not mean she will not bully them or subject them to harsh and surprising training exercises for her own amusement, some of her subordinates more subjected to bullying then others. While Alistasia is most definitely a sadist, she despises torture and any soldiers caught conducting torture under her command will be subjected to immediate execution. She is also careful not to involve any civilians in military action under any circumstances.
Brief Backstory: Beyond rising rapidly through the ranks of the Grandian Imperial Army, little is known directly about Alistasia's history. To Grandia, she is the Cold Steel Princess. To Felbar, she is the Bloody Steel Demon.
Abilities: Alistasia is a standout mage with an enormous pool of mana to draw from, standing above even many of the expert magi in the Grandian Imperial Army. Almost all of her incredible magical power is diverted to one specific form of magic: The materialization and manipulation of swords. Alistasia can create a seemingly infinite amount of swords, modify them for whatever purpose she desires, and use them as projectiles or melee weapons as she sees fit. She can use them as barriers, weaving blades together in order to block attacks, or even as a mode of transport, riding a single gigantic sword down into battle. Indeed, Alistasia's focus on swords is to the exclusion of almost all other forms of magic, aside from basic reinforcement and self-recovery spells. That being said, her capabilities with her magic blades are so incredibly high that she can even wipe out entire greatarmor units solely on her own. That being said, her swords are not unbreakable and sufficient skill is capable of deflecting them or dodging them. Additionally, magical countermeasures are more likely to find success then mundane ones due to the swords' nature as magical constructs. Alistasia herself is nothing more then a small, fragile, doll-like girl no matter how capable she is of slaughtering the enemy with blades.
Skills: Alistasia has excellent aim, is highly intelligent, and is a very capable commanding officer. Additionally, as a Grand Captain, she can take command of all Grandian forces on the battlefield whenever she chooses.
Equipment: A seemingly ordinary rifle and ordinary set of bullets. However, due to Alistasia's deep affinity for and adoration of swords, every bullet fired by her is warped, becoming an explosion of blades upon impact.
Origin: Native
Alistasia here is meant to be a fairly major antagonist, so don't take her as a signal of how your character should definitely be(at least to start with). Though she should help signify what magic is like as well.
@Grey: I feel like I do need to clarify I'm trying to avoid "one race is from only one place"(with the exception of a couple types of beastkin) quickly, just so you do know. ^^;
Hm. Looks like I'll have to change some lore stuff. Probably have Skanxia be the central Dehmel country because of some historical thing rather than an origin thing. I'll think about how I want to frame that and get back to you.
@Grey: I guess I'm still a little perplexed by the Dehmel specifically having a martial art for fighting things bigger then them but I guess that's not necessarily a problem. Hmmm.
Well, the males are biggest. The females are pretty short, but equally strong in spite of this.
In part because seeing a tiny girl hurl a grown man like he's nothing is really amusing but also because I will admit the Dehmel are basically Draphs from Granblue Fantasy. ^^;
Name: Alto Pederson (Joshua Hart) Age: 26(22) Gender: Male Race: Human Original Appearance:
Current Appearance:
Personality: Alto's overbearing personality have totally dwarfed that of the more meek and passive Joshua. While he may be slightly more mild he has the same disregard for safety and audacious attitude that made him good at his job. He will follow the letter of any order given but will bend the intent to suit his version of fun, often causing excessive amounts of collateral destruction. Alto tends to avoid wanton loss of life, his demolition is an art and should be witnessed by as many as possible. Brief Backstory: Joshua hart didn't lead a particularly interesting life. No decision was really his own and even after leaving home for university that really didn't change. Even his choice of engineering wasn't really his own. Perhaps that he was reincarnated into a soldier is fitting except this soldier is far from typical. Alto Pederson is a sapper, saboteur, and a bit of a loose cannon. He'll sneak in ahead of an attack to pave the way and make things easier. The addition of Joshua's personality and memories did little to change him. Alto's personality was too strong but the newcomers knowledge helped him in his work. From sneaking into the Grandian Army at the age of 15, his career has been marked by a series of rapid promotion followed by explosions and demotions in that order. Somehow he has avoided any official punishment for his total lack of self control. He has earned the friendship of his peers by imitating and parodying any superior officer that has earned his ire. Abilities: Pressure Manipulation. Alto possesses the ability to redirect and, to a lesser extent, create air pressure. Creating pressure, of course, involves gathering air and so is much easier. moving and directing existing air pressure is much easier. This allows him to direct and concentrate the force of his explosions. Other more utility based uses for this involve deadening sound and short ranged flight. Skills: Disguise: Alto is adept at changing his appearance to suit a given situation. To further this, he has the knowledge to produce makeup to change his facial features and the willingness to steal whatever props he might need. Acting: To go with a disguise Alto has practiced mimicking people of various social roles and has been able to copy a given accent flawlessly. Firearms: He is a passable shot, owing to a career in the military. Explosives production and use: Alto is professionally trained in the use of explosives and can produce what he might need from raw materials. Engineering: Joshua brings to the pairing the benefit of a full, modern, structural engineering degree. Equipment: An array of explosives ranging from low powered distractions to demolition charges. Origin: Our World
@Grey: I guess I'm still a little perplexed by the Dehmel specifically having a martial art for fighting things bigger then them but I guess that's not necessarily a problem. Hmmm.
Even if it was made for the sake of killing big tough lizards, original purpose gets muddied over the generations and it's p easy to apply "dodge and riposte asap" to things that are smaller and slower. And hey, it's not as if the current age is lacking in big, heavily armored enemies with attacks that can drop a guy with a good hit.
Also, went ahead and did those quick edits. Turns out I only mention Skanxia as Dehmelland twice, but now it's basically just a holy land/central legendary setpiece.
Sorry for the delay, I'm having trouble working out a decent post for Vivienne at the moment. There's so much going on that she can't directly do anything about. ^^;