Origin Nation Name: Vafren Nation Description: Vafren is a country on a far away island, nested in the middle of it's own private mountain range. They are most famous for specialized airship designs (not to be confused with airplanes or space ships) and while airships have been mostly used for transport due to it's inefficient design in warfare, Vafren have integrated the latest technologies and magical circuity into their flying monsters. Certainly, while they out perform most in-atmosphere ships, they are expensive.
Besides the throw back to more traditional dresses and garbs (<OOC Note: Victorian times, though England doesn't exist in this setting>), the society revolves around the higher class and the lower class, mostly separated by wealth. Those who have money hold titles and power while those who do not, often serve the high class. The society is filled with parties and socialization as well formality and politeness.
To this end, they are famous for one other wonder in the world - Servant Combat Androids. Unlike normal Androids, even unlike more battle-ready androids, these robots are laced with extremely complex magics like the airships. Only about fifty exist in the world and they take advantage of Vafrenian society and magical rules by restricting the more powerful arts of these androids to those they serve. Essentially the android has to recognize someone as their Master in order to function fully. Though it can be tricky and is unique from each Servant Combat Android, they are highly sought out and prized by all manner of people.
Allegiances: Tied loosely with Queen of Hearts Bar.
P H Y S I C A L
Age: 32 year since creation Race: Servant Combat Android Race Description: Ardella is one of fifty Servant Combat Androids to exist in Aeith. They are androids made from some of the latest technology and some of the most complex magical etchings. While this makes them very powerful and very capable as individuals (as each houses an unique A.I.), their true potential is only fully realized when they submit to a Master and serve them as intended. Typical Outfit Description: Ardella tends to favor simple outfits that offer a lot of movement and freedom, such as tight shirts and shorts. She can be seen wearing high socks a lot of the time and flat boots, seeming to take a very practical and yet fashionable approach to her wardrobe. Unlike her picture though, she can be seen as completely human, making it difficult to tell the difference with so many cyborgs running around. Eye Color: Light Blue Hair Color: Blue
P E R S O N A L I T Y
Summary: Ardella is calm and collected and focused. While she doesn't seem overly ambitious, she had a kind heart and adores serving others if given the chance - so long as she feels it's genuine and not simply being taken advantage of. Clever and detail-oriented, she can sometimes have a very clear youthful and joyful nature to her, though at other times can be very formal and polite - all depending on her mood. Mental Strengths: Focused, determined, detail-oriented Mental Weaknesses: Can sometimes fail to see the bigger picture, can seem naive at times Loves/Likes: Video games, stuffies, purple, blue, serving others, cats, logic puzzles Hates/Dislikes: Being in charge, arrogance, intolerance Fears: Being alone and not having a Master
Brief Background Created and built only 32 years ago, Ardella is the newest model of the Servant Combat Android, though she ran into bad luck very quickly. After gaining some bearings of her new environment and her new Mistress, there was a revolt in the area where she was sadly shot by a stray bullet - even though the rebels did not intend to kill anyone. She spent some years at the mansion where her Mistress was, but never found anyone to be of similar quality and so did not submit to the command of another. Instead, she sent out only a few years ago and found the Queen of Hearts Bar, applying to be a bus maid in hopes that one of the many travelers might be a suitable Master for her. She has yet to find a single person.
T A L E N T S
Magic
Specialized Runic Chassis Add-On: Mostly complex runic carvings that protect against specific forms of magical attack, however there has been so many places carved into her chassis by highly specialized (and expensive) wizards, that generally she has a a constant magical barrier around her being. However one cannot prepare for all eventualities and thus any spell that's more complex than journeyman level can pierce through the barrier - though they must also overcome her physical protections then. Though this barrier is only fully functional under a Master, otherwise it exists only to ward the most basic of spells.
Swift Blink: A very specialized and specific spell placed onto her chassis that allows extremely quick movements. To make them inhumanly fast however, restrictions were placed that only serving a Master could unlock it, and only with a very high trust in said Master.
Technology
Specialized Android Chassis: Her body is made from some of the most advanced technology to exist within Aieth, meaning her circuits are extremely complex, forming a nearly human intelligence as well guards against outside influences - mostly hacking. Firewalls are in place that would absolutely erase most viruses and could very well delete hacking programs or other A.I.s completely. Her body is made from a very light and strong magnesium-tungsten alloy, weighing less than aluminum and yet nearly as strong as pure tungsten. Though there are definitely military-grade weapons mostly on star ships, military vehicles and artillery that can penetrate the chassis, it's also equipped with nanobots for self-repair. However the complexity of the allow makes repair at a mild speed, meaning she can be overpowered via multiple enemies with such weaponry.
Basic Neural Net: Ardella has a basic, though high-speed and reliable connection to the world net at all times through an implant in her cybernetic brain.
Synthetic Skin: Over her chassis is a synthetic, artificial skin that is often repaired via her nano-bots, though provides very little protection. However it does provide a human appearance as well as a nervous system, though Ardella is able to control the intensity of the signals relayed to her CPU, up to the point of turning it off if she wishes. This is usually used for her services and normally goes off during combat situations as sensors tell her of her current condition without the need of nervous system messages.
Enhanced Vision: Ardella can switch to night vision or inferred or thermal vision. She also sees more sharply than any human and can analyze and take in twice as much data at the same time.
Skills
Martial Arts Mastery (Knives): While well versed in many types of martial disciplines, being a combat android, her specialty is in the wielding of knives. This takes advantage of her speed and finding openings in her opponents, especially once she closes the range between her weapon and theirs. She is however specifically limited to only using her right hand until she is serving a Master, in which she is allowed full motion of both hands.
Service (Expert): Besides being a combat android, she was designed to be of service. This can range from cooking, cleaning, organizing, repairs, alchemy, even sexual - the expert level comes from being adequate in dozens of skills at the same time. Advanced services such as her sexual or those of more personal levels are restricted to her Master if she has one and any commands said Master has.
Powers
A.I.: By definition an A.I. cannot function like a human brain, so she is immune to having her mind read, charmed, or illusions of any kind. She is also immune to fear spells, poisons, and diseases and does not have to eat, sleep, breath or eat. However she is weak to EMP damage (though it does not disable her completely) and any spells that damage constructs/robots on any level. She is also capable of being hacked (though her specific chassis makes this difficult).
O T H E R
<Comment: Include anything else you'd like to add to flesh your character out. Including smells, favorite toys, theme songs, precious memories, etc.>
Nation Description: A small island country that is completely desert, save for a few oasis. It is full of lizard beasts that love to bask in the sun. They follow a set of rules completely different to most. For example; duels are perfectly acceptable ways to settle disputes (even legal ones) and they are quite often fought to the death. Although, it costs Yzicha (their currency.) Their main language is Draconic.
Allegiances: The Ocuirari A group of wandering seers. They predict the future but also heal. Norix is a member that chose to break away from the main caravan.
P H Y S I C A L
Age: 23
Race: Dracon
Race Description: A mix of dragon and man. They were born of magic and have it in their blood. Each one of their race has magic. Some of it depends on their location, but it mainly depends on their bloodline. (I.E. Two pure-blood sun dracon (Siksta) wouldn't give birth to an ice (Xarzith) dracon. A Siksta in a snowy place might develop Xarzith traits.
Typical Outfit Description: A cream-colored shirt with a dark green robe (underneath) Dark green pants A metal pin of an eye with a yellow iris (on her robe) Cream colored horn wrap with a gold bell Soft soled slippers that are the same color as the robes.
Eye Color: Copper red
Hair Color: Black
Scale Color: White with black accents
P E R S O N A L I T Y
Summary: Nori is usually shy and tempered. She prefers to stay quiet and mind her own business, but she won't tolerate bullying or abuse. Although, once she get's rilled up it's difficult to get her down. Nori has the fury of a dragon. She's loud, hot-headed, poison-tongued, and ready for a fight. Even though she looks small and weak, she is vicious in a battle. Nori doesn't play fair and won't stop to either one of them can't fight any longer.
Mental Strengths: Norix is Strong-Minded in general. She won't change her ideals for anyone. She's Creative. She doesn't usually see things for what they are, but instead of what they could be. Norix Plans. She has a plan for nearly everything.
Mental Weaknesses: Nori is Hot-Headed. Once something as upset her she'll start a fight and won't stop until she's won. Norix is Petty. She doesn't like people who have wronged her in the past and will go out of her way to get them back. Norix is Stubborn. She won't change something unless given several good reasons to, that is if she'll even listen to them.
Loves/Likes: Cards. There's something about them that always draws Nori in. She has to fiddle with them. Animals of any kind. There's just something so pure about them. Norix can't help but love them. Spices (Hot). Norix has to have spice on every meal, otherwise, she thinks it's blander than a rock in dried mud. Learning. Nori searching out learning experiences. One of her goals is to learn as much as possible.
Hates/Dislikes: Abuse/Bullying. Norix hates seeing others be put down or hurt for something, usually for something they believe in. No one deserves to be hurt for who they are. Purposeful ignorance. Nori hates it when people choose to be ignorant. There is a whole world of learning out there and they are ignoring it. Cold. Norix is a creature of the desert and doesn't do well when it's cold out. The fact that she is also cold-blooded does not help.
Fears: Brain damage. Norix is terrified of having brain damage. Losing information, the ability to do something, or a changing personality frightens her. She'd hate to lose everything she's worked so hard for. The Undead. Nori hasn't encountered anything undead, nor does she wish to. She is a firm believer that was is dead should stay dead, and never mess with ghosts. Being buried alive. Norix doesn't know why, but the thought of being buried alive scares her to the core. She is never around holes in the ground or graves because she doesn't want to fall in and be buried.
Brief Background Nori was born into The Ocuirari. She came from two Seer (Saurivic) Dracons, but has a past blood-line of Siksta. From her parents and grandparents, she has developed the ability to see into the future (it's very vague since there are multiple outcomes) and the ability to heal. Through the years different members of the group taught her how to harness her skills. She helped focus older Saurivic and prepared patients for the Siksta.
When she turned 12 and her powers fully matured, she was finally able to see and heal on her own. Norix prefered telling fortunes to healing, it was less bloody. Her band charges a small fee of 10 Yzicha (she got half of the payment, the rest goes to the group). With the small price, she wasn't able to gather much Yzicha, and in her nation, it was everything. When she was 13, she got the idea in her head that she wanted to leave. The Ocuirari didn't adventure much, and she wanted more than a taste. When she came of age (15 in human years) she was able to leave without resistance. Norix seperated from her group a year later and has been wandering the sands of Sikstavurbilaes as a lone Ocuirari until age 20. At that point, she decided just endless desert wasn't enough for her and moved onto different horizons. Norix wound up at the Queen of Hearts Bar for a drink and maybe some food. It's been a long journey, but she believes it was worth it.
T A L E N T S
Magic
Spell 1 Name: Healing Hands. Description: With a touch, this spell can heal wounds that either aren't fatal or are bordering on it. It can heal basic cuts, bruises, infections (as long as they aren't serious), staunch minor bleeding, and even repair skin (such as scars or burns.) Different amounts of magic depend on the size and severity of the wound.
Spell 2 Name: Seer Description: Using a talisman or focus (in Norix's case, a deck of cards) the caster can predict the future. How far into the future depends on the skill level (Nori can see 1 to 2 months into the future.) Although, the farther into the future, the less reliable the reading. The reading is not set in stone, the future can change, it's just the most plausible one. Readings also become less likely the further into detail the caster goes.
Spell 3 Name: Purify Description: With a touch, the caster removes weak poisons, weak curses, or cures a weak undead. Works on living, undead, constructs, and objects. (I.E. A food has been poisoned, but after the casting not anymore. Or a child has been cursed with a weak curse (ex. clumsiness), but after casting the curse is removed.)
Technology
Tech 1 Name: Basic External Sight Enhancement Description: An external device that enhances sight by 25%. Enhanceable.
Tech 2 Name: External Temperature Clip Description: A clip you place on clothes (facing towards the inside) that will change external body temperature (by warming or cooling) to a comfortable temperature. Does not prevent hypothermia.
Tech 3 Name: Vapor Collector Description: Thermous-like. It collects water vapor from the surrounding area and condenses it into drinkable water.
Skills
Skill 1 Name: Wanderer Description: Can identify a location using landmarks or the stars. Does not work in unknown areas.
Skill 2 Name: Basic Wildnerness Crafting Description: Using nearby resources, Norix can create shelter, fire, and some basic objects (spear, knife, blanket, plates, etc.)
Skill 3 Name: Scholar Description: Has an abundance of basic knowledge and fun facts.
Powers
Power 1 Name: Solar Focus Description: A sun dracon ability. Can condense or focus sunlight to start fires or heat things up.
Power 2 Name: Premonition Description: A seer dracon ability. 25% chance to predict a danger (such as tripping, getting crushed, getting stabbed) with a small premonition.
Power 3 Name: Enhanced Sight Description: Can see better and farther than most. As a result, Norix is more perceptive than most.
O T H E R
Player Input: Why do you want to join this role-play? It looked interesting and a lot of fun. Not to mention, the creator seemed nice, full of ideas, and competent. What makes you think yourself to be dedicated enough to be accepted? I am on the site every day (other than weekends), usually writing. I have some experience with advanced things, although I hope to learn more and get better at it. Besides, if I'm not dedicated enough, I won't be accepted. If you needed a break because of real life, would you inform anyone on this RP? Definitely. I have depression and anxiety issues, not to mention school full time. If I'm overwhelmed or having a bad bout of depression, I will gladly tell the people in this RP. They deserve to know.
A temperate region far to the south known for its long, mild summers and short but intense winters. These winters are otherwise dire times as the valleys often flood to the point where boats have mapped out routes through most of the country. Resident typically enjoy safety from atop and along the ridges of peaking valleys. Due to the divide between communities, interior alliances are often formed between city-spires, though rogue sections are difficult to keep tabs on. The province of 'Iillaose' within Ispar's reaches is often seen as the capitol due to the collected research efforts of 'The Crown'. The name mostly comes from the landmass which consists of a ring of seven peaks close enough that three have even managed to build a city along the ridge and outer wall between them. 'The Hand' as it's called, serves as the main hive dry dock for conventional airship travel as well as the central cultural and intellectual hub. Elves and Dwarves mainly rule over this region. Notable exports include airships and biomedical tech among other projects conducted throughout the region.
Allegiances Merchant's Guild, The Crown
P H Y S I C A L
Age: Appears 18-20ish Race: Aylv Race Description: Acclimated Yellow: Live Varient is a spin on the recipe developed by one of the Labs located in The Hand in Ispar. Originally, the project was intended to produce humanoid test subjects via a small loophole in cloning laws. While many of the stipulations in the practice forbid practice on sentient races, Triganavia managed to net a shady military contract for funding in return for work towards test-tube soldiers. Meanwhile, the upgrade the lab classifications allowed the splicing of DNA to create 'metaphorical' entities for testing. The freedom deteriorated as all Triganavia could manage was a supplement of fresh meat for field rations as most of the funding went towards honing their reputation as a producer of biomedical compounds and tech...most of which designed to help the world. Though Triganavia's monsters have many names, the 'Aylv' model is as unique as it was immediately recognized to be potentially volatile. Quick learners and capable of forethought and cooperation, they were given the 'yellow' designation with the 'acclimated' prefix to make note of their affinity with adapting to and even forming culture. An objectively significant security threat was waved as military inspectors noticed the batch of actual humanoids teaching themselves a form of team-based tag...until one abruptly stopped to direct their attention to [DATA REDACTED]. Toeing the line of most morality clauses, the average Aylv life expectancy is roughly one year. All Aylvs are currently unaccounted for after the 'Midwinter Aria' event in which 20% of Triganavia's labs were irreparably damaged by a spontaneous fire. The loss of intel and research material totaled 70% of the branch's efforts, luckily including documentation of condemning studies. Aylvs are typically characterized by either profoundly bright or dark hair colors which they use to determine the gender of their otherwise hermaphroditic anatomy. Usually sporting animalistic features though possessing mostly dominant human traits.
Kaïte typically goes for more revealing attire, however, has recently adopted wearing scarves to supplement the shock of changing climates. Kept alive as a pet of sorts for the head researcher at the time, his ears were frequently punched with renewed ID tags with the old spots being used to hold a myriad of piercings. Prefers boots without heels, typically knee-high. Isn't uncommon to wear pants, though occasionally sports shorts paired with long socks. Not a fan of hoods or hats for obvious reasons.
Eye Color: Bioluminescent red, vertical cat-like slit, black sclera; Right eye holds a metallic shine. Hair Color: Snow White
P E R S O N A L I T Y
Summary: On paper, '073' has a violent streak of disproportionate tendencies where they could come off confrontational and hostile. In all actuality, 073 is conditioned to be fairly timid and polite, if anything, with incidents to imply otherwise being just that, 'incidents'. With little social experience to base interactions on, 073 tries to compose themselves to in order to accommodate other's disposition. For the sake of convenience, 'Kaïte' identifies as male...though arguably behaves otherwise. Androgyny makes it difficult to tell if 'he' really is. Limitations to cells or testing chambers has dulled his perspective of reality, and the world outside of the walls fascinates him to no end. In spite of their otherwise composed and even innocent demeanor, Kaïte is a fear-biter and won't hesitate to defend himself or any others he deems worth it. Fickle as his temperament can be, his efforts towards appearing compassionate and caring is presented objectively...almost to the point of it seeming disingenuous at times, which it may very well be. Regardless, he still gives his attempts at seeming genuine all of his effort, and it's quite convincing at times. He does his best to mean it.
Even without the common grounds of his free brethren whom he'd lost contact with after escaping, Kaïte has faded into an estranged religion invented by the Aylv. 'Distant Fish' is the name which they have given what they had supposedly seen within emotional turmoil and time spent staring into the one-way windows of their enclosures. Strangely, this behavior is shared throughout his kind even without outside influence or contact.
Mental Strengths: In spite of his appearance, their accumulation/implantation of knowledge keep Kaïte fairly grounded in logic. Although without experience, it's all just words in books. Imaginative without the base of what would 'normally' be done; Kaïte could certainly be an unconventional source of input or forethought on plans and outcomes. Kaïte has a strong stomach after his time spent in the labs and having to deal with watching his kin butchered without having ever learned why.
Mental Weaknesses: Eccentricities occasionally lead to overreactions or over-thinking of situations. Kaïte is hardly experienced, his naiveté and lack of discipline making him relatively easy to manipulte, confuse or frighten. Morally flawed in his thinking that has gotten by so far with rationalizing murder and cannibalism. Granted, these instances came about in dire times. Though he may not exactly know what it is, Kaïte strives to do 'good'. However, this occasionally manifests in unhelpful ways in spite of careful consideration for his actions. Kaïte is still very bitter about their upbringing and isn't the most trusting, especially toward most humanoid races whom hes associated them with.
Loves/Likes: Cooking - Eating it! Making it, too, if they were any good at it. It's still better than the gruel served at Triganavia as little as that means. Fresh Fruits & Veggies - (See above) Learning about the outside world. Music (especially string instruments) 'Things with a good weight to them' - weighted poker chips, large coins, metal-core artifacts like pool cues, etc. You get the idea, it's a sort of OCD. Fire
Hates/Dislikes: - Humans (Or anything that can be mistaken for a human) - Bright lights / Loud noises - Enclosed spaces - Extreme Climates - Living their entire life in climate-controlled conditions has made it difficult for them to cope with excessive heat or cold. - When people get their name wrong.
Fears: - Water deeper than knee-high (+2ft) - Dogs - Robots
Brief Background There were five of us, and I suppose I am the oldest, now. We were made with no purpose, cooked up just to show it could be done. Rigorous training and even sleepless nights of tasking built us up for some unseen goal. I could only wonder why, as speaking wasn't allowed outside of tests and punishment for noncompliance was doled out the same way regardless of the offence. Thankfully, I only had to be beaten senseless once to understand my design wasn't to offer suggestions. Whoever the display was for did not seem particularly impressed by us as three of my brothers died from health complications. The fourth started with chewing his nails, though his appetite...changed. By the time the guards came in response to the sounds coming from our cell, I had already choked the life out of the creature who my brother became.
Then it was me.
I was assumed defective, what with the murder and all, and Doctor Jericho Triganavia...kept me from then on. Tasking changed and I was shown the chair behind the curtain, so to speak. I suppose he was too trusting. There was a second...then a third...then there was none. My home went up during the night and my new brothers half dragged me through the streets until we hid in a spread of crates.
This would be the last time Kaïte has seen any of his kind. The section of crates Kaïte was hiding in was loaded onto an airship destined for far off lands. We find our hero, once more, wrenching themselves from the back of a truck in an alley outside of the Queen of Hearts Bar.
T A L E N T S
Magic
Quicken - With a simple spoken command word, the caster gains a brief boost to speed as if the world around them slows down for up to two seconds. In this time, they are still solid, though appear dark, misty and smeared by how light is effected by the spell.
Cascade of Cold - With a gesture, humidity in a room quickly consenses and freezes, rapidly cooling air temperatures around the caster. The effectiveness of the spell is based on humidity, but can second from a deterrent as a slight resistance to extreme climates...at least enough for a respite.
Whispers of Fish - A soft but steady chant conjures a black resonance around the faithful caster's hands and forarms, taking the vague form of slim, clawed gauntlets. The chant must be maintained or the claws are otherwise banished by daylight. While the manifestations can be worn and used as a weapon, a secondary function grants the caster control of them from a distance. The distance and level of control rely on practice.
Technology
Cybernetic Right Eye - Due to the Aylvs' eyes seeing in alternate hues, the modification was installed to bridge the gap with a neural link that translates conventional colors. Expensive in design, though unmodified outside of an enhanced zoom feature and infrared options.
Skills
Nimble - Growing up with physical tasking and exposure to performance-enhancing gene-therapy, Kaïte is impressively flexible and an escape-artist of sorts with the ability to temporarily dislocate and relocate joints to squeeze through small spaces...as much as he hates it.
Tasking - Performing sequence or logic puzzles in a timely manner has been drilled into him. Picking locks, disrupting electronic sequential devices before a timer expires without tripping fail-safes (defusing bombs), it was as much the devices of his torment as it was his means of escape. With the right tools, there is quite a bit Kaïte can do, to an extent...given enough time.
Fencing Training - An attempt to teach him dicipline through patience and perception lead to an affinity with swordsmanship. In an enclosed, one-on-one environment, Kaïte is relatively skilled with a rapier or other light blades including throwable versions. His style of fighting appears half self-taught and the other, professionally acquired through focused instruction. Much of his preferred technique is opportunistic and only slightly sadistic, seeking to disable rather than kill.
Powers
Animalistic Perks - Keen night vision with their remaining eye's natural design, excellent hearing with a pair of tall rabbit-like ears and pointy, bite-y upper and lower K9s make Kaïte dangerous...or at least a handful and a half, even when unarmed or in otherwise unfavorable conditions.
O T H E R
- Speaks vith zee slightest ouf accents vhich I intend on inflictink upon zeh readers.
There's another one hidden in the CS~
Player Input: Why do you want to join this role-play? The setting sounded really interesting and accommodating, something I've been looking everywhere for. On top of this, the GM seemed involved in their thread and was nice, even when posed with dumb questions. x_x
What makes you think yourself to be dedicated enough to be accepted? I'm online most days including weekends, just never had anything to reply to until now. Mostly, I just don't want to squander a chance to be a part of what looks like it has the potential to be a very good thread. The setting gives me a few side-plot ideas that I'd want to work with the GM to implement and I'm already invested in the story that could potentially be, with the amount of interest invested.
If you needed a break because of real life, would you inform anyone on this RP? Of course! The last thing I'd want is to hold up an RP by disappearing without a word. Pretty much, if that happens, just assume the worst. Normally, I would do what I could to convey that I would be gone for an extended period of time.
Origin Nation Name: Duiland/Rutan Nation Description: Duiland and Rutan occupy the same geographic location, except that Rutan is underground below the above ground Duiland.
Duiland is a small landlocked country that is known for its eco-friendly technology and a small, but respectable magic community. The Duiland government is a constitutional monarchy with a democratically elected council that has most of the political power within the nation. Duiland isn't the largest economy in the world, but is quite wealthy as it self-subsistent, being able to produce enough food and power for its people, and it makes a sizable amount of money from exports such as various rare plants, funguses and insects used for various chemical and alchemical products, as well various eco-friendly hardware such as hover-cars.
In addition, Duiland is probably most known for its tourism. Most major cities are built around giant trees called Great Aosta Trees. The Great Aosta Tree is only found in the Duiland region, and has no documented attempts have been made of successfully growing one, so the government makes conversation of these trees are high priority. Great Aosta Trees are roughly the size of skyscrapers, though some are larger than others. Aosta City, the capital of Duiland, is built around the largest of said trees, often called some variant of the Greater Aosta Tree, often shortened to The Greater Aosta or just the Greater.
Rutan is the name given to several underground settlements nestled in the roots of the Great Aosta Trees. It is governed by a council of elders, with each elder hand-picking and often raising their successor, though it is rarely passed from parent to child. The people of Rutan are very traditional, preferring old magics to new technology. They are not completely opposed to using technology, but are cautious of it.
Until only about thirty years ago, the entrance to Rutan was sealed. The only known passageway into Rutan is through the Greater, and it is possible to travel to any of the known settlements through tunnels within the roots, as the roots of the various Aosta Trees connect together.
There is a tense peace between the two nations as both fear that any conflict could result in damage to the Aosta Trees. At first, the Rutans rejected almost all outsiders, but quickly accepted ethnic Duilans as they learned they came from a common ancestor, though they regard their Duilan relatives with some some suspicion. The region has recently opened the area to more people but almost exclusively for political or professional reasons.
Allegiances: He is a graduate of Aosta City Institution of Higher Learning and Practical Skills
P H Y S I C A L
Age: 21 Race: Human Typical Outfit Description: He typically wears pretty simple modern clothing, usually a t-shirt, jeans, and a jacket if it is cold. The only notable thing is that he tends to either wear thick leather gloves, or have them on his person. Eye Color:Green Hair Color: Platinum Blonde
P E R S O N A L I T Y
Summary: Alexander is often distant and cold towards strangers, not out of malice though it may sometimes come off that way. It is simply that he has very limited people skills. However he is hard-working and passionate about animals, finding beauty in even the most dangerous and ugly of creatures of the earth. Mental Strengths: He has a strong will and is both intelligent and diligent. Mental Weaknesses:He is stubborn, bad with people, and is particularly bad with social ques Loves/Likes:Animals, Biology, Small Spaces, Being left alone Hates/Dislikes: People who hurt animals for no reason, Necrotic Magic Fears: Large fires, Large open areas
Brief Background Alexander Crann was born about ten years after the rediscovery of Rutan. His mother was apart of the first group of explorers that located and opened the pathway down into the subterranean civilization. She was considered an important diplomat to the region during the early days, as she had studied old Duilanian, which is very similar to the Rutan language. There she fell in love with Alexander’s father, a person who selected to succeed one of the elders. Their marriage, that incorporated both traditions, was considered a massive diplomatic victory for both countries, though was largely insignificant to the actual peace process.
Alexander was the three of their children, so by time he was born, almost all of the press around the couple had died off. Both of his parents were often very busy, as by this time, his father had ascended to being an elder when his mentor died from a terminal illness. Alex spent most of his time living with his mother as she moved around both regions as a diplomat, and was never truly native to one of the nations over the other, being an outsider in both of his homes.
As soon as he was old enough, he enrolled and then graduated from Aosta City Institution of Higher Learning and Practical Skills under what is colloquially called their beast-tamer program. He then went to a new country looking for new opportunity and a new home.
T A L E N T S
Magic
Life Conduit Alexander is able to take excessive natural energy proceeded by him and other nearby life forms and channel into a living object accelerating their natural healing and immune response. The effectiveness of this spell depends on how natural the surrounding area is. In an emergency, he is able to tap into his own life energy and give it to someone else, however this causes him to become lethargic afterwards, and he has to be healthy himself to tap into this extra energy.
Rebuke Darkness Working on similiar principles of his Life Conduit spell, he is able to draw energy from the air, except when he is using this spell he is channel to weaken and repel demonic or death magic. When his focuses this energy on the undead, it causes them to feel as though the area being focused on is burning, and weaker undead will flee from the source of the energy.
Technology
Neuroelectric Whip A seeming simple metal casing that produce a whip-like energy. The whip has two settings while on, stun and discharge.While in stun mode, When it comes in contact with the surface of a being with a nervous system the energy causes no pain, and instead numbness, making it harder to move that area the longer it is exposed. While in discharge, whenever it makes contact with anything, it lets out a small electrical discharge.
Skills
Animal Handling Alexander has an encyclopedic knowledge about animals and how to interact with them and calm them down.
Multilingual Alexander spent some time during his education learning about various other languages, and while he is only fluent in a limited number of languages, has learned bits and pieces of other languages.
Powers
Animal Empathy Alexander is able to focus on beast he is able to physically see and innately understand its basic emotional state. With more focus, he is able to influence that emotional state temporarily.
Will of the Aosta Alexander is resistant to most poisons, diseases, and mind-altaring effects. While he is not immune to them, he shows less of a reaction to them as compared to a normal person.
O T H E R
<Comment: I am terrible with names. The made-up names I used for the nations he is formed are based on Old Irish. It is probably better than what I usually do and just based it on latin. > Player Input: Would do you want to join this role-play? - I find magic-tech worlds to be very open-ended and I want to get back into roleplaying as a way to get back into writing. What makes you think yourself to be dedicated enough to be accepted? - Because I have nothing better to do with my life. And the idea of posting twice or three times a week seems really slow If you needed a break because of real life, would you inform anyone on this RP? - If I am able, I will post in the OOC if I can't post.
Origin Nation Name: Itrora Nation Description: Itrora is a major metropolis in the nation of Esmeash. The biggest city on the biggest land mass in all of the world. State and Church co-exist to dictate the citizens every move. Itrora is a place of severe economical divide, the rich are very rich and the poor are very poor. Famine and homelessness plague the common people of this city. Starvation and murder are the top two causes of death consecutively. The upper district is locked up, living in a perfectly blind world where the outside horrors are just statistics made by activists. And all the worlds problems can be solved through prayer and pennies given on holy days. (Think like really several England during the 17/18th centuries. Lots of industrialization and over-population. Poor people coming from a farming settings looking for work. Also pretty steam-punky).
Allegiances: The Church (loosely), Professor Oblos
P H Y S I C A L
Age: 23 Race: Human Typical Outfit Description: Usually leather, tight and form fitting the provide adequate movement. She has a green dirty cloak that she wears almost constantly. Eye Color: One green, one cyber Hair Color: Silver/White
P E R S O N A L I T Y
Summary: Effie is outspoken and opinionated. There isn't many situations where Effie wouldn't have some kind of idea to put in the mixing pot. Not often is she deterred by other people's opinion of her. She knows what she wants and how she wants it done. This isn't to say that she isn't a team player, she just enjoys being inside of things and providing her knowledge and experience to solve problems and create rousing conversation. Mental Strengths: Effie is very learned. She spent most of her youth studying under philosopher Droai Oblos. She has a large mental capacity and a very sideways way of experiencing the world. Mental Weaknesses: She is almost always too in her head. She overthinks everything and analyzes every situation. She has a hard time "going with the flow" or acting without a well laid out plan. Loves/Likes: Reading, writing, studying and philosophical conversation Hates/Dislikes: Standing still too long, being alone and corruption Fears: Being alone, the dark, people who wear hoods
Brief Background Effie is not shy about her background. She doesn't see the benefit in keeping things about herself a secret. At the age of five Effie's mother and father were murdered in their sleep and Effie's eyes was cut out and she was left for dead. Later she would find out that they were part of a gang initiation. She was saved by Droai Oblos who worked on her for several months. Building her a new eye and nursing her back to health mentally. Oblos was a philosopher for the church. He studied under and for them, working within the recesses of the main cathedral in Itrora. He took Effie under his wing and she became his prodigy. She read theories and created her own, learned about politics, government and economics. Oblos encouraged her develop her own opinions on the societal issues that plagued Itrora. As she got older Effie asked more questions, about the world outside of the city. She made a plan to leave Oblos and Itrora to explore the rest of the world. However the night before she left Professor Oblos disapeared. He left behind nothing but an ominous note that made no indication of where he was going, what had happened or why he had left. The only clear thing about the note was that Effie was not to try and find him. Naturally, Effie began to revise her previous plan. Now with only one clear goal: Find Oblos.
T A L E N T S
Magic n/a Technology
Tech 1 Name: Cybernetic eye: Allows her to access a database installed in her brain by Oblos that includes, literature, language and etymology, societies and races, etc. (not the ability to know all these things... but to look it up. Think google in her head.)
Skills n/a Powers n/a
O T H E R
I didn't really flesh out "The Church" much. I don't really think that it is going to play an important role, however I can come up with something more if it ever becomes relevant. I don't imagine it is like any modern day major religion. Player Input: Why do you want to join this role-play? I like the idea! It has a really distinct D&D feel to it which I like. Plus all the people seem really nice and down to earth, which is awesome. What makes you think yourself to be dedicated enough to be accepted? I might be new to the forums but I have a long history of RPing. Plus, I only plan on committing myself to one Role Play (and this is the only one that really piqued by interest), so I won't have to divide my time on here. If you needed a break because of real life, would you inform anyone on this RP? Of course! Like the rest of us I have real world obligations (school, work and relationships) that might get in the way. I will always let you guys know when I won't be able to respond at any period of time.
Origin Nation Name: Brentania Nation Description: Brentania is a rather close minded nation with a traditional set of values, all but closed off from the rest of Aieth but through a maze of customs forms and poorly managed immigration offices. In truth, the citizens of Brentania have an acute dislike visitors from other countries, and while they're not strictly speaking 'racist', there are many that agree that it was a nicer place before the immigrants got in. Citizens of Brentania specialise in magic, kind of because they're good at it, but mostly because their technology leaves much to be desired. Geographically there's little to complain about in Brentania. Rolling hills and green plains line the landscape, a country full of fertile farming lands. Powerful magic is valued in Brentania and as such there is a significant divide between those with the ability to practise magic and those who don't. The differences are rather exaggerated, however, and there are many ways around the divide, particularly in the modern era. Allegiances: Garret has various minor affiliations with gangs of varying sizes, many of which are trying to hunt him down. Frequents the queen of hearts bar to the point of practically living in it.
P H Y S I C A L
Age: 26 Race: Human Typical Outfit Description: Garret is almost always wearing a grey cloak, under which he typically wears a set of light-weight body armour. His favoured footwear is a pair of brown boots, and he's never seen without a set of fingerless gloves. Besides that he doesn't really care what he wears, usually slapping on a blank shirt and comfortable pants. Eye Color: Brown Hair Color: Brown
P E R S O N A L I T Y
Summary: Garret is miserly, cynical, misanthropic, loud and foul-mouthed, opportunistic, incredibly stubborn and rather paranoid at times. He has an intense distrust of other people, but is particularly wary of authority figures. Garret has no problem taking up his issues with whoever he has beef with but is often smart enough to avoid picking fights he'd regret, and he's not about to harass people he doesn't need to. With that being said, he often toes the line between courage and stupidity to get his point across. He's incredibly uncompromising when it comes to his beliefs and, despite his unfriendliness, he's not above putting his life on the line for others, but usually only does so if he judges the rewards to be worth the effort, and he will make sure the other party remembers the tribulations they're putting him through. Mental Strengths: Stubborn and logical, fear doesn't affect him much. Mental Weaknesses: His stubborness isn't always a good thing. Not a coward but gives up too easily when he doesn't really think much of it. His worldview is often too narrow, and he often fails to see the bigger picture, sometimes outright ignoring it. Loves/Likes: Money (lots of it), technology, having time to himself Hates/Dislikes: Dealing with other people, his family Fears: Dying, losing what he owns
As secular as Brentania was, there were some living in it who were even more secular. Garret's parents were so secular, in fact, that they cut themselves off from the world, living together in a log cabin in the woods. Garret hated it, since it made him spend time with his dad. He was not a bad man, but he could be seen as a bad father. He was tough and solidly unemotional, and he did little but teach the boy to shoot a bow. Of small comfort were his mother's gadgets which they hid from his father. Brief glimpses of the outside world which only served to build an apetite for the unknown that he couldn't fulfil. Still, with her presence he tolerated his father's characteristic roughness enough to reach adolescence, before his mother departed the world and everything in it.
With nothing pinning him down to that place he ran away as soon as he could. He found Brentania much the same as the world he'd left, so he booked a flight out of there as soon as he could. He knew that there was another world outside of the dismal country he'd spent so long in and went out to find the realm he'd glimpsed in his mother's hands. He finally found his way there and found it to be just what he'd thought it would be, but now he had new problems. Being somewhat sheltered for much of his life he was soon exploited, and wound up in a small gang doing illegal stuff for a living. But if there was one thing he retained from his Brentanian heritage it was extreme stubborness, and a few years down the line he'd managed to carve escape the gang filled city and move somewhere quieter. He became a mercenary, moving around to hide from the enemies he'd made and trying to carve out something of his own. At the moment Garret is in hiding at the Queen of Hearts bar, laying low for a while and trying to work out some small contracts to get some cash flow going again. But god knows he likely won't stay for long.
T A L E N T S
None
Collapsable Compound Bow: A relatively low-tech archery weapon, featuring significant power and portability. It requires some strength from the user to draw but takes less stamina and does more damage than a normal non-magical bow.
Grenades: Various grenades, both magical and non-magical, for various purposes. Garret's collection includes stun grenades, flashbangs, incendiary grenades, mines, snares and electrical containment fields, among other things. He normally has one for every occasion but he usually needs to replenish his stock at a black market, so he often doesn't use them unless he has to.
The beating stick: A custom mag-tech stun stick which is fueled by a rechargeable battery. It has both lethal and stun settings and the modifications are mostly to increase its efficiency. Named because Garret has a habit of forgetting to recharge it, forcing him to bludgeon people into unconsciousness, rather than shock them.
Grappling hook deployer: A small wrist-mounted air-magic powered grappling hook launcher. Launches the hook at high speeds with compressed air that recharges by sucking in the air around it. May be useful as an improvised weapon to knock someone off their feet.
Garret's cloak: Comprised of 2 layers. The outer layer is woven from bulletproof fibres, providing some protection from bullets, while the inner layer is woven from non-conductive material, providing protection against electrical attacks. It has many nooks and crannies which Garret uses to store/conceal his various weapons.
Bow mastery: Garret is really good at using a bow.
Somewhat Sneaky: When you've been around the lower rungs of society for a while you learn to keep your head down. Garret has taken this lesson to heart and can do some stealth-related activities, like looking inconspicuous and tailing people.
Smacktalk: The power to aggravate one's mental state through choice attacks to their dignity. Whether that be through their physical appearance, bedroom prowess or perhaps taking a jab at their mother. Effect of this power varies depending on the target's mental defences.
O T H E R
Player Input: I wanted to join this RP because I've never one a cyberpunky kind of RP and I had a character idea I wanted to try. And since I have a lot of free time at the moment I have little else to commit to (at the moment). Besides, I'm the kind of person who will stick with my decisions until the bitter end, unless real life stuff happens, and I'd tell you if it would interfere with the RP because you have a right to know.
Itrora is a major metropolis in the nation of Esmeash. The biggest city on the biggest land mass in all of the world. State and Church co-exist to dictate the citizens every move. Itrora is a place of severe economical divide, the rich are very rich and the poor are very poor. Famine and homelessness plague the common people of this city. Starvation and murder are the top two causes of death consecutively. The upper district is locked up, living in a perfectly blind world where the outside horrors are just statistics made by activists. And all the worlds problems can be solved through prayer and pennies given on holy days. (Think like really several England during the 17/18th centuries. Lots of industrialization and over-population. Poor people coming from a farming settings looking for work. Also pretty steam-punky).
Allegiances: None
P H Y S I C A L
Age: 22 Race: Human Typical Outfit Description: Zeke wears pretty much the same thing every day: a plain shirt, pants, gloves, and his cloak. His blue overcoat is his most valued possession, reaching just below his knees. The inside is embroidered with a star chart and there are many pockets hidden within its folds. It can also be noted that he always wears long sleeves and gloves, no matter the weather. Eye Color: Blue-Gray Hair Color: Black
P E R S O N A L I T Y
Summary: Zeke is friendly and polite. Since his voice is weak and raspy, he speaks softly and rarely, but is a superb listener and will gladly help you solve your problems. He can be charismatic when he tries, but don't let that fool you. Sadistic, cunning, a manipulative bastard and compulsive liar, he will just as soon give you advice as destroy your social life. To Zeke, people are not much more than tools whom he can use to further his own goals. He is very good at hiding this, however, and it's not often that someone is severely harmed by his endeavors. He values intellect above all else and has difficulty understanding and handling his own emotions. He expresses himself most through dark humor and his love of astronomy and interior design. He also likes to sew and doodle. Mental Strengths: An excellent tactician, he greatly prizes his strategic wit and astuteness. A naturally talented as a scientist, Zeke is able to quickly discern what information is important and organize it in relation to preexisting knowledge. He also has a superb handling of mathematical concepts. Mental Weaknesses: Zeke is horribly unobservant, often missing the big picture or obvious details. He is also meticulously perfectionistic, which translates to inefficient time management as he wastes startling amounts of time on the little nuances that, in the end, don't make a difference. In addition, he has difficulty learning from his mistakes and tends to repeat them indefinitely if he doesn't prioritize correcting them. Loves/Likes: Paper, bitter flavors (particularly tea and coffee), a well-decorated room, glycerin, the number 19 Hates/Dislikes: Poetry, dirt, sweet flavors (aside from glycerin), intense stimuli, animals, himself Fears: Lack of control, thunderstorms, making a minuscule error that inevitably leads to his downfall
Brief Background Zeke's parents belonged to the middle upper class of Itrora, so to say that he and his siblings had a sheltered childhood is perhaps a bit of an understatement. Though they were loving and provided him everything he needed to pursue a successful future, he disdained them anyway, and often ran away to be on his own. As he slowly learned more about the true nature of the city in which he lived, his contempt and disgust for the ignorant, brainwashed masses only grew. At fourteen, he ran away for good. At first, Zeke among commoners as a criminal, choosing to carve his own path through blood and grime rather than live the comfortable, entitled life of a sheep. Sly and cunning, he kept his hands clean and discreetly gathered enough money to find a new life elsewhere. While Sraefin wasn't necessarily the best place to go, it was a small step up from Itrora, and he currently hangs around the Queen of Hearts Bar looking for new opportunities.
T A L E N T S
Magic
Rune Magic. Basically a series of runes and geometric shapes that come together to form a magic circle, which channels and commands magic. It can be very powerful and has a wide range of what it can accomplish, but the problem is that each circle must be drawn perfectly and is one-use only. Zeke carries around with him cards on which he draws circles, some of which can take several months to complete. Obviously, the more complex or powerful a spell is, the longer it takes to draw.
Technology
Calculator: Programmable. Complete with an advanced graphing utility - can store several plots with hundreds of functions each, in three axes! Best of all, it can graph complex integrals in less than a minute!
Flashlight: A tactical flashlight with extremely bright, bright, dim, and strobe settings. Can reach 800 lumens - easily enough to temporarily blind someone in daylight. Can also equip a laser pointer or bayonet.
Pocket Telescope: A very neat telescope.
Skills
Maths: Quick and accurate.
Navigation: Has the night sky memorized and at can orient himself almost instantly if he can see the stars.
Drawing: Zeke has a steady hand and much practice drawing, as it is required for his magic.
Powers
Paranoia: Can suspect literally anyone of having malicious intent.
Death Stare: A withering glare that can intimidate or at least disconcert almost anyone.
Attention to Detail: Can spot tiny discrepancies such as a painting that is slightly tilted (just like him!) and be immensely annoyed by them.
Left-Handedness: Upon using the writing or drawing skill, increased likelihood of being asked the question "Are you left-handed?"
Monochromatism: The incredible ability to see only one color, ever!
O T H E R
Player Input: I want to join this roleplay because it encourages so much creativity and diversity, and I think it will be fun to try to combine archaic magic with futuristic technology. What makes me think I'm dedicated enough to be accepted? I've been roleplaying for five years, though not on this site, specifically. It's a good mental exercise and writing practice, not to mention it's just plain fun to be someone else. If I'm busy or unavailable, I'll be sure to let you all know!
Nation Description: Dreshan 26I is not a physical place, nor can it be seen by the human eye. It exists inside the virtual world, a piece of code to create a large digital world. Dreshan has seen many incarnations, the most recently being 26I; the latest version of the world. Dreshan is a place full of simulations varying from small ones, to huge ones which can reflect another world almost perfectly (called sub-plots). The world is mostly used to test an android's abilities. Their code can be almost perfect, but since A.I.'s can have a conscience, no one can count on code and code alone. Note: These simulations aren't your everyday flight test simulators or something like that, they can be and often are very life-like. An android can live their whole life (until they get dismantled, deleted or outdated) there without knowing they are an android. E.D.G.E. (see: Allegiances) doesn't often do this, only in special cases or when it's too much money/work to make an android fully operational. Then they will let the android live in the world until they cause trouble. Furthermore, a simulation in Dreshan 26I is no meant to test a single thing (it doesn't have a predestined beginning and end). It is meant as an augmented world to see how the A.I.'s operate under certain circumstances. Say for example: what drives them to go rogue, what happens when thy get pushed to their limits. What will cause them to glitch or become a danger to a race?
Allegiances: E.D.G.E. E.D.G.E. is the company behind Dreshan. It created the world to test the androids. At it's inception it was a small company with a few servers. It was nothing more than a code-reader program which could notice small bugs that would normally go unnoticed by older software. Over many years they created a virtual world where the androids could be tested in a digital world. By now they also made their own highly advanced androids able to experience human emotions. What differentiates a normal android from one of E.D.G.E.'s androids, is that E.D.G.E. often uses human aspects in their code. They don't just make the perfect soldier or the perfect simulator. They make androids with augmented human choices, human mistakes, and human feelings. They want to create a world where everyone will upload their conscience into an android body and live in their world. And also not being able to tell the difference between a person/creature who uploaded themselves, and an android that was artificially created. Not just for power or world domination, but for the survival of the races.
P H Y S I C A L
Age: 21 (14 years since creation) Race: Android (E.D.G.E.) Race Description: Nez looks just like an ordinary human. Her android body is very lifelike and consists of artificial skin so it feels like normal human skin. She has neuro-implants to feel physical stimuli, but can turn them off at any point. Feeling physical pain or pleasure costs a lot of battery life, but it also makes her feel less human. She doesn't want to be human, but also doesn't want to be just a piece of code. It makes her feel less alive and more like a straight-out-of-the-factory product. Typical Outfit Description: Usually Nez wears a dark-grey shirt underneath a black leather jacket, grey jeans and long black boots with glowing purple LED-laces (with E.D.G.E.'s tech implants for cloaking). She sometimes likes to wear real human clothes made from fiber or cotton and such. She rarely wears anything colourful and tends to go for dark muted clothing. Eye Color: Stormy grey with a slight purplish tint Hair Color: Black
P E R S O N A L I T Y
Summary: Nev is genetically logical and observant. She maps her surroundings and calculates quickly if a risk is worth it or not. She is very decisive so she doesn't hesitate. This makes her quite impatient and impulsive at times, which sometimes overpowers her logical side. Due to her being impulsive and impatient, she can be very short-tempered. Even though she has her flaws, she is compassionate and a dependable young woman. She doesn't often break promises and rarely makes promises she knows she can't keep. She is truthful, even when the truth hurts someone. Nev is also very adventurous and curious. She likes to see many places and knowing as much as possible. Of course this has its limits since her memory-cores are only so big, but she uploads her knowledge to external 'hard-drives'. She can come over as a little secretive. She is truthful, but sometimes avoids telling everything. She rarely tells lies. Nev is independent to an extend. She will never truly be independent since she needs regular updates and repairs, but she is no damsel in distress. She can save herself. She is judgemental towards people who act like they are in distress but really have no need to be. She doesn't like people who cry over nothing or are very sensitive. Lastly, Nev is controlling and stubborn. She doesn't like to give the reins to someone else, even when it's logically better. Her logic only goes so far until her 'free will' and personality takes over.
Loves/Likes: -Puzzles (anything that challenges her computing power) -Truly original concepts (she can't think of anything really out of the box or something that isn't programmed into her mind or what has happened already) -Collecting things which aren't in the digital world. Hates/Dislikes: -Restaurants (because she is an android she doesn't use food as a way to sustain herself. Therefore she never goes to restaurants. She just doesn't like them. A lot of people sitting in one place eating expensive foods while they can get by by sustaining themselves by eating only what they need.) -Birds (she just doesn't like them. They frighten her) -Reading (one of the worst and slowest ways of gathering information if you ask her). -Expensive things/luxury things
Fears: -Deletion. Nez is aware that she is basically code (even though she has a conscience), and like any code, she can be deleted. It's not easy to just delete an androids code, but it is possible with the right knowledge and acces. It scares her to the point that it would take a lot for her to cross lines, since she knows what the consequences of that would be. -Drainage. Like most androids she has a battery. She has to charge it every X amount of time if she wants to keep moving in her body. If she is too late with charging herself, her body will shut down and someone else will have to charge her or she is uploaded back into Dreshan 21I as a safety mechanism, leaving her body exposed. She can only upload herself back into it, if the body is charged. Otherwise she is stuck into the virtual world.
Brief Background
Nez used to be a prototype android called Y24 which could use magic, but her code was faulty and failed at doing the task of magic. She was almost deleted, but before she could, she copied herself into an external drive and survived there. After a year or so, she got put back into Dreshan by accident and was hunted down by virus scanners which showed itself as physical entities inside the world. She eventually made herself useful by her ability to show human emotion. Dreshan decided to keep her around and function as a test-subject for creating a close-to-human android. Her mind was updated and she was fitted with neurological implants which made her feel things like pain. After years of testing with new code and getting fitted with new memories, she is now known as Alya Nunez. Nez for short. She doesn't know it, but she is used to collect data. Data between interactions and how the human mind works. She is a pawn to create an augmented human mind in an A.I.
T A L E N T S
Magic Nez comes from a place of technology, so magic isn't really present in Dreshan, but there are some things that the androids can do which can be considered as magic (even though it is technology).
Creating small forcefields/barriers This ability is faulty. It often doesn't work.
Combustion/creating fire She can combust certain objects or set them on fire from a distance. She can heat the object up to such an extend that it will either catch fire or combust. AN: She rarely uses this since it drains a lot of her battery (since she basically converts energy into heat, which isn't very efficient).
Technology She is a being made purely of technology, which means that she doesn't carry around things, she uploads them into her mind or upgrades her body.
Hacking Due to her being an android, she can detect code and understand it fairly easy (if it's not more advanced or too different from the code in Deshran 21I.)
Downloading information (rapid learning) This has to be the same code or close to the code that is used in Deshran 21I. If not, she cannot download the information unless she learns the code. Her memory cores also have a limit. She can only remember or download so much at a time before she has to delete something.
Draining/powering machines This is also kind of a flaw/weakness of her. If she powers a machine, she quickly uses up battery life.
Skills
Calculating Her computing power is very powerful which means she can calculate complex equations with ease. It can make her anticipate events before they happen. The more complex the equation, the harder it is. This makes her really good at games like chess
Repairs She is amazingly skilled at repairing things. Give her some bolts tools and she can get something to work again.
Powers
Immunity to pain and physical stimuli At least when she has that option turned off. E.D.G.E. doesn't like it if their androids to that since it's not their goal, but they allow it under certain circumstances (e.g. when the pain would mentally scar or kill a mortal being.).
Cloaking ability 'Invisibility'. She can cloak/camouflage herself when she needs to. Her technical skeleton and augmented skin can take on any colour she wants it too. This option is not installed in most of the androids, but Nez was allowed it because of her former occupation. She doesn't use it much since it drains a lot of battery. It also only changes her android exterior and what tech it comes with it if it has cloaking abilities. Regular clothes won't cloak (this is why she often wears E.D.G.E.'s clothes), and it also only changes the colour (like a Chameleon. Even though the colours change, you still see faint outlines and shadows/highlights).
O T H E R
Player Input: This role-play seems really interesting. It's so free. It has very few limitations in terms of the CS (since you can make up any background you like), and I'm surprisingly into the cyberpunk genre. As for dedication, I believe I'm pretty dedicated. At this point in time I do a lot of roleplays, but I do sometimes take breaks from certain rp's. I always notify my co-players if I need a break and try to post whenever I can. We all work on a world together and it would be mean to just up and leave it without notifying everyone. They invest time in it too.
Lastly, I put a lot and a lot of time in this CS :P So it would be nice if you would accept it XD
Origin Nation Name: Fynt Archipelago Nation Description: The archipelago is located on the northern hemisphere where most of their lives are spent in cold, eternal night with only a few months basked in daylight. Not much is known about the archipelago, only that their borders are closed to anyone except the highest ranking leaders of the world nations and families of prestige. There are several groups of islands within the archipelago and each of have their own ruling family, although only a few of them are related by blood. Collectively, they are called Regents; several of whom hold great sway in ruling the nation and are recognized by their prowess and infamy. Few exit the archipelago and only persons of notoriety are permitted to do so. In recent times, an organization named Daemon Congregate is growing in power. Allegiances: Daemon Congregate, Queen of Hearts Bar
P H Y S I C A L
Age: 23 Race: Htrx (Eetrikh) Race Description: Htrx - also known as daemons - are beings born out of desires. The only difference with the Htrx and the beings popularly recognized as demons is that the Htrx are created by strong magic and desire, while demons are ancient, evil. The process of their creation is only known to those within the top leadership of the Daemon Congregate and a small number of distinguished Htrx. Typical Outfit Description: Mikael wears neutral colors and clothes meant for winter. So far, he hasn't been seen without his winter clothes - usually scarves and sweaters. Eye Color: Ash Brown Hair Color: Ash Gray
P E R S O N A L I T Y
Summary: Mikael is seen most of the time to be donwtrodden and hopeless. His expressions are mostly blank or sad and only a few times in between does he show something else. It reflects his internal emptiness, him being void of feeling. Most Htrx are extreme in terms of their emotions and Mika is no different. In order to banish this sense of hopelessness, he often seeks high risk situations and has brought himself right by the jaws of death one too many times. Other times, he is sated by those who come to him, wishing to forget, to which he does without hesitation - bringing intense pleasure and elation to him. He is a being of pleasure, a proper example of a Htrx through and through. Mental Strengths: He's mentally weak but then, it doesn't matter because he has no sense of danger and would brush off anything to happen to him. If he does feel, he is too caught up in the euphoria that he feels that nothing else matters. Mental Weaknesses: His disregard for anything makes him less aware of things around him. His indifference also causes him to make enemies, putting him in danger wherever he goes. And he's incredibly tactless. Oh, forgetful too. Loves/Likes: thrills, intense emotions, danger, treasured memories, desire Hates/Dislikes: idleness, boredom, being restrained, manipulation, hesitance Fears: being unable to feel again, being alone
Brief Background I don't remember my childhood. All I remembered was them. They were overjoyed when I woke up and I noticed I was almost an adult then. They showered me with attention, gave me everything I want; I thought they were my parents. But... they made me do something a parent would never let their child do. They made me do it, every single day of my life and I hated it. Yet, I couldn't stop, I didn't want to. All emotions that were fed into me, every single thing I took, every simple thing I made them remember, I took pleasure in them. I wanted more. But then, they crossed a line, farther than the one they crossed when they first made me do it. I snapped. I took and took and took everything. I got rid of anything I didn't like, didn't take pleasure in. There was more about me, what I was able to do that they weren't. After a year, they turned into nothing, empty like what I soon became. While I took, something was lost inside me and when the Congregate found me, I discovered what it was and I knew then, I made a mistake. The Congregate didn't agree that I made a mistake, instead, they said I did the right thing. My creators did not care for me like theirs did and even when they knew they were fvcked up like me, they said my purpose was vile and my only choice was to end my creators. Leaving them empty was a mercy, the Congregate said. I should've devoured them and left nothing of who they were, everything that they were. For a while, the Congregate sheltered me. They said the Regents couldn't know I existed. If they did, I'd be in a worse place, they said. So I stayed. But even then, the Congregate noticed missing parts of themselves. Even among our kind, I brought something dangerous and it was something they couldn't endure much longer. My only choice was to leave and I did. Now I'm somewhere new and the memories, the emotions! Exquisite.
T A L E N T S
Magic
Extraction: Let's Mika extract memories from a person after sifting through the huge amount of memories they hold, both conscious and unconscious. Once he removes them from the person, they can not be returned. If Mika tries, the person will treat it as something foreign, damaging the mind.
Mists of Memories: Mika breathes out cold air from himself and covers the area around him with fog. The fog holds echoes of the memories he extracted from people and entering it feels more like having a psychotic break, losing grip with reality and bombarded with alien memories. The least one could experience is hear whispers and the worst is complete mental breakdown.
Technology
Communicator: One of the two pieces of technology Mika has. It lets him contact teh Daemon Congregate any time he wishes so. It only responds to his voice and unique magical signature.
Credit Cuffs: Holds his money in digital currency. It is stored within both his cuffs on each hand. They look more like thin and sleek bracers with small, rectangular displays.
Skills
Brawler: Mika fights with everything he got and he does not limit himself with what's considered chivalrous or dirty fighting.
Powers
Throes of Desire: Direct physical contact with Mika coaxes one's desire to rear its head outward. Prolonged exposures makes a person become fixated with their desires, current or momentary. Mika uses this in place of his magic as he discovered that having people fixate and act on their desires leads to some interesting and exhilarating situations. He's noticed that certain people shrug off his touch and look at him in contempt; surprisingly, they feel like Htrx, only, not as heavy of a presence but with the lingering magic within them. He hates when this happens and nothing interesting under his influence happens.
Hedon: Emotions and memories makes Mika experience immense pleasure, he feeds on them (other than physical sustenance). Not feeding or experiencing emotions and strong memeories makes him lust for more and in the worst case, steal from someone else without their consent and even devour all, leaving them empty shells. The also means that these memories and feelings can be used for magic, but shortening the sense of euphoria Mika adores.
Inhuman Condition: The Htrx are fundamentally stronger than most humanoids and are multiple times stronger than what their physique presents. Mika can easily lift objects ten times his own weight and last for long periods of time when in a battle. Most mistake his as weak, with his lanky body and overall frailness.
O T H E R
Mika can surivive living linke a normal humanoid but without the proper amount of emotions being experienced, the more his actions are going to be erratic and uncaring of consequences. Because of this, he needs a steady supply of thrills and/or memories to sustain him. He offers his services to let others 'forget'. Most mistake it for illicit and intimate services but he usually persuades them to leave a memory or two. Everyone has something they want to forget, after all. Or so he claims. More to come
Player Input: Why do you want to join this role-play?
Because of its setting and the idea of discover- building really - an entire world as the we go on.
What makes you think yourself to be dedicated enough to be accepted?
Creating and discovering are the two things I adore personally and this role-play offers a great many opportunities for it. Plus, it's great experience to create and discover worlds with fellow role-players.
If you needed a break because of real life, would you inform anyone on this RP?
Yes, I will. I have made those mistakes in the past, frequently. But now I will not, and must not flake out without informing others. No matter how I may feel, I'll drop by and say what keeps me from being active and when I can say I'll be back and playing.