Name: August Archer
Age: 17
Appearance:
Personality: Despite being filled with grim determination; August is a rather laid-back guy; when things are going his way. Prone to bouts of fury and wrath-blindness, the Volatile Resonance he utilizes seems to be eerily near an extension of himself. He rarely holds grudges, but places his victory well above that of everyone else’s.
Affinity: Volatile (South)
Abilities:
•Alacratic Inferno: His utilization of the Volatile Resonance can be considered both intuitive and extremely strange. Rather than refining it into a specific spell or form, August simply lets the raw Resonance coalesce with horrifying speed; often using this unstable version of flame to create explosions.
•Overheat: Pushing his Resonance Pathways to their limit, August pulls in as much Volatile Resonance as his body can hold; and keeps it contained. Along his body, the Pathways will light up, his visage cracked and weeping magma. When using Overheat, August is considerably more agile and capable of striking with more force; at the cost of damaging himself. If sustained for too long, Overheat can cripple or outright kill August.
•Arsonstep: A gathering and release of Volatile Resonance at a specific point on the body, though this technique is only safe to use with his hands and feet. A quick gout of flame, or a perfect way to dodge an oncoming attack; this is one August’s most utilized Abilities and the one he is most intimately familiar with. Often used to close space between himself and a target.
Oracle Emblem: A keychain, given to August by Pomona when they forged their pact. It’s a stuffed alligator, or crocodile, he could never really tell. Regardless, he keeps it attached to his belt at all times. The thing is ragged, emerald green faded to the moth-bitten color of old moss. It is missing one of the beads that once served as an eye, and has been stitched together countless times.
•Pomona’s Boon: When the mouth of his Oracle Emblem is opened forcibly, a strange thing occurs. Everything seems to slow, but this slowness allows them to witness the change taking place. This Oracle Boon can overwrite the Native Resonance of an area and allow for MODERATE conversion into a chosen type of Resonance.
•Ophidian Flow: A simple whip-like Flowing Affinity spell, most often used for disorienting enemies. Creates twin serpents of water from the palm of the Seeker’s hand, has a reach somewhere close to ten feet. Hard to maintain given Affinity Clash.
•Pressure: Another simple Flowing Affinity spell, Pressure simply creates a dense bubble. It floats along in a straight line when launched, and will explode if touched by an enemy or willfully detonated by August. Despite the simple nature of this spell, August has adapted its use for many different situations.
Honest Blade: A heavy spear, carved of what appears to be bone. The point is serrated and cruelly flanged, while keeping the weapon keenly balanced. The Ability of this Honest Blade is to “eat”. Put simply, it can break defenses by “consuming” them. To “eat”, The Longinus must make direct contact with a source of interfering Resonance. Aside from the ability to “eat”, August has learned that the spear he wields has an uncanny way of picking targets.
Age: 17
Appearance:
Personality: Despite being filled with grim determination; August is a rather laid-back guy; when things are going his way. Prone to bouts of fury and wrath-blindness, the Volatile Resonance he utilizes seems to be eerily near an extension of himself. He rarely holds grudges, but places his victory well above that of everyone else’s.
Affinity: Volatile (South)
Abilities:
•Alacratic Inferno: His utilization of the Volatile Resonance can be considered both intuitive and extremely strange. Rather than refining it into a specific spell or form, August simply lets the raw Resonance coalesce with horrifying speed; often using this unstable version of flame to create explosions.
•Overheat: Pushing his Resonance Pathways to their limit, August pulls in as much Volatile Resonance as his body can hold; and keeps it contained. Along his body, the Pathways will light up, his visage cracked and weeping magma. When using Overheat, August is considerably more agile and capable of striking with more force; at the cost of damaging himself. If sustained for too long, Overheat can cripple or outright kill August.
•Arsonstep: A gathering and release of Volatile Resonance at a specific point on the body, though this technique is only safe to use with his hands and feet. A quick gout of flame, or a perfect way to dodge an oncoming attack; this is one August’s most utilized Abilities and the one he is most intimately familiar with. Often used to close space between himself and a target.
Oracle Emblem: A keychain, given to August by Pomona when they forged their pact. It’s a stuffed alligator, or crocodile, he could never really tell. Regardless, he keeps it attached to his belt at all times. The thing is ragged, emerald green faded to the moth-bitten color of old moss. It is missing one of the beads that once served as an eye, and has been stitched together countless times.
•Pomona’s Boon: When the mouth of his Oracle Emblem is opened forcibly, a strange thing occurs. Everything seems to slow, but this slowness allows them to witness the change taking place. This Oracle Boon can overwrite the Native Resonance of an area and allow for MODERATE conversion into a chosen type of Resonance.
•Ophidian Flow: A simple whip-like Flowing Affinity spell, most often used for disorienting enemies. Creates twin serpents of water from the palm of the Seeker’s hand, has a reach somewhere close to ten feet. Hard to maintain given Affinity Clash.
•Pressure: Another simple Flowing Affinity spell, Pressure simply creates a dense bubble. It floats along in a straight line when launched, and will explode if touched by an enemy or willfully detonated by August. Despite the simple nature of this spell, August has adapted its use for many different situations.
Honest Blade: A heavy spear, carved of what appears to be bone. The point is serrated and cruelly flanged, while keeping the weapon keenly balanced. The Ability of this Honest Blade is to “eat”. Put simply, it can break defenses by “consuming” them. To “eat”, The Longinus must make direct contact with a source of interfering Resonance. Aside from the ability to “eat”, August has learned that the spear he wields has an uncanny way of picking targets.
Name: Pomona
Appearance:
Affinity: Flowing
Personality: Usually a quiet, monotone sort; despite her cheery appearance. Pomona has become increasingly excited and frustrated with the situation developing in Cardinal City. She supports August every time she sees an opportunity, but she can be a bit of an opportunist, herself. A calculating sort, and fond of having back-up plans; she serves as the logical side of this duo.
Assistant Capabilities:
Stained Glass Shield: Barriers twisted and latticed together in bizarre intricacy, Pomona will deploy a sturdy deterrent if her Seeker is in serious danger. While the Stained Glass Shield provides cover, Pomona will utilize her most prominent ability; which is healing. The Shield will disperse after a short moment, and can’t stand up to large scale onslaughts; however, she usually has time to grant MODERATE recovery to August.
Appearance:
Affinity: Flowing
Personality: Usually a quiet, monotone sort; despite her cheery appearance. Pomona has become increasingly excited and frustrated with the situation developing in Cardinal City. She supports August every time she sees an opportunity, but she can be a bit of an opportunist, herself. A calculating sort, and fond of having back-up plans; she serves as the logical side of this duo.
Assistant Capabilities:
Stained Glass Shield: Barriers twisted and latticed together in bizarre intricacy, Pomona will deploy a sturdy deterrent if her Seeker is in serious danger. While the Stained Glass Shield provides cover, Pomona will utilize her most prominent ability; which is healing. The Shield will disperse after a short moment, and can’t stand up to large scale onslaughts; however, she usually has time to grant MODERATE recovery to August.
Name: Vera Solaclad
Age: 16
Appearance:
Personality: Quick to anger, quick to act; Vera is confident in her abilities as a Seeker. Even if she is the irritable and, in the current Scenario, somewhat unhinged, she strives constantly for what she believes is right. Bitter and of venomous tongue, Vera rarely keeps her thoughts private; unless the situation calls for it. Is strangely capable of admiring enemies as deeply as she does certain allies; though her loyalties, once decided, do not sway.
Affinity: Steadfast (East)
Abilities:
•Shelling: Where many see the dominion over Steadfast Resonance as a way to rip up streets and cause massive amounts of collateral damage, Vera has developed a technique that pulls Resonance into her body; creating a protective layer of semi-solid Steadfast Resonance around vital points. This makes her incredibly tough, but can cause slowing of movement the longer it is used.
Releasing this skill can allow Vera to reform, while simultaneously launching the Resonance at up to four nearby enemies.
•Bullheaded: She is stubborn, that much won’t be argued. However, she did not name this technique after herself; but rather what she had seen. A creature with horns could more easily scoop, throw off balance and perhaps even gore an addled foe. Vera can grow four horns on her head, and a thick protective helmet is formed to ensure her eyes are not gouged or her otherwise sensitive neck area easily targeted.
•Patient Fury: Gathering Steadfast Resonance and implanting it, as a trap is something that often gives Vera an edge. While she seems the berserking sort, almost every move when Patient Fury becomes involved becomes a pure game of strategy. If an enemy steps on a spot marked with a Patient Fury stomp, they will immediately become the target for dormant Furies in the area. Vera can place up to five at a time, though these constructs can be quite dangerous.s
Oracle Emblem: A crystal. A Prism. Non-Euclidian thing that seems all too malleable in the hands. Activating it requires sacrificing a small bit of blood and then aiming the prism toward your enemy. Once the blood touches the crystal, it begins to take on a large an imposing form; riddled with spikes, ribs and dire bladed implements. If inert, it simply hands around her neck on a leather thong.
•Suit’s Support: Once the Prism Thrall is formed from his Emblem, Vera has the ability to remotely control the creature’s actions; guiding it as if the body were her own. It is considerably stronger than her mortal form and doesn’t tire nearly as easily. While she prefers Steadfast Resonance for this form Data Resonance has proven equally effective.
Essentially, she is given a suit of armor that follows her command and greatly increases combat capabilities and Resonance Resistance; at the cost of using Suit’s Affinity.
•Paradox Moment: It couldn’t have happened, like that. How could they have lost so easily. Suit’s Data capabilities truly frighten Vera, so she tries to avoid indulging him. Paradox Moment eliminates a course of action from a single opponent; leaving them trapped in a thick haze of existential horror. That’s usually when the Rocket Cleaver comes through.
•Mannequin Maestro: Another Data Resonance utilization that touches and twists the mind of an unguarded creature, once the spell has taken hold; Vera can give two commands to her new subordinates. This is an ability that requires physical touch to take hold. After a short ’incubation’ period, the afflicted will be subject to Vera’s will.
Does not work on Seekers, Shrouds or other ‘Higher Entities’.
Honest Blade: Similar to the Rocket Hammer Vera often has summoner, the Sucellos is a merciless thing. When summoned, it is immediately obvious who the source of the Emblem signal is. Vera finds the release of her Honest Blade to be exhilarating, and hopes to cross a worthy contender while wielding an earth-shattering striker.
Age: 16
Appearance:
Personality: Quick to anger, quick to act; Vera is confident in her abilities as a Seeker. Even if she is the irritable and, in the current Scenario, somewhat unhinged, she strives constantly for what she believes is right. Bitter and of venomous tongue, Vera rarely keeps her thoughts private; unless the situation calls for it. Is strangely capable of admiring enemies as deeply as she does certain allies; though her loyalties, once decided, do not sway.
Affinity: Steadfast (East)
Abilities:
•Shelling: Where many see the dominion over Steadfast Resonance as a way to rip up streets and cause massive amounts of collateral damage, Vera has developed a technique that pulls Resonance into her body; creating a protective layer of semi-solid Steadfast Resonance around vital points. This makes her incredibly tough, but can cause slowing of movement the longer it is used.
Releasing this skill can allow Vera to reform, while simultaneously launching the Resonance at up to four nearby enemies.
•Bullheaded: She is stubborn, that much won’t be argued. However, she did not name this technique after herself; but rather what she had seen. A creature with horns could more easily scoop, throw off balance and perhaps even gore an addled foe. Vera can grow four horns on her head, and a thick protective helmet is formed to ensure her eyes are not gouged or her otherwise sensitive neck area easily targeted.
•Patient Fury: Gathering Steadfast Resonance and implanting it, as a trap is something that often gives Vera an edge. While she seems the berserking sort, almost every move when Patient Fury becomes involved becomes a pure game of strategy. If an enemy steps on a spot marked with a Patient Fury stomp, they will immediately become the target for dormant Furies in the area. Vera can place up to five at a time, though these constructs can be quite dangerous.s
Oracle Emblem: A crystal. A Prism. Non-Euclidian thing that seems all too malleable in the hands. Activating it requires sacrificing a small bit of blood and then aiming the prism toward your enemy. Once the blood touches the crystal, it begins to take on a large an imposing form; riddled with spikes, ribs and dire bladed implements. If inert, it simply hands around her neck on a leather thong.
•Suit’s Support: Once the Prism Thrall is formed from his Emblem, Vera has the ability to remotely control the creature’s actions; guiding it as if the body were her own. It is considerably stronger than her mortal form and doesn’t tire nearly as easily. While she prefers Steadfast Resonance for this form Data Resonance has proven equally effective.
Essentially, she is given a suit of armor that follows her command and greatly increases combat capabilities and Resonance Resistance; at the cost of using Suit’s Affinity.
•Paradox Moment: It couldn’t have happened, like that. How could they have lost so easily. Suit’s Data capabilities truly frighten Vera, so she tries to avoid indulging him. Paradox Moment eliminates a course of action from a single opponent; leaving them trapped in a thick haze of existential horror. That’s usually when the Rocket Cleaver comes through.
•Mannequin Maestro: Another Data Resonance utilization that touches and twists the mind of an unguarded creature, once the spell has taken hold; Vera can give two commands to her new subordinates. This is an ability that requires physical touch to take hold. After a short ’incubation’ period, the afflicted will be subject to Vera’s will.
Does not work on Seekers, Shrouds or other ‘Higher Entities’.
Honest Blade: Similar to the Rocket Hammer Vera often has summoner, the Sucellos is a merciless thing. When summoned, it is immediately obvious who the source of the Emblem signal is. Vera finds the release of her Honest Blade to be exhilarating, and hopes to cross a worthy contender while wielding an earth-shattering striker.
Name: “The Suit”
Appearance:
Affinity: Data
Personality: An instigator and cruel entity, Suit seems to defy the conventions of Shrouds; as a whole. He is rarely in a ‘placid state’ and seems rather adamant about Vera being the victor in this scenario. Reality itself seems to have an issue with his presence, given his ‘glitchy’ movements and complete disregard for the lives contained within the ongoing Scenario.
Assistant Capabilities:
Deepdweller Congregation: Unlike many others, Suit can summon his anomalous minions…numbering up to six. Usually he only does this when Vera is in danger, as letting his shadows roam free would eventually leave his consciousness divided. The summoned static spawn are equipped with grasping tendrils and a thirst for the blood of corporeals. While their stay is short, they do their best to inconvenience those who would hinder Vera,.
Appearance:
Affinity: Data
Personality: An instigator and cruel entity, Suit seems to defy the conventions of Shrouds; as a whole. He is rarely in a ‘placid state’ and seems rather adamant about Vera being the victor in this scenario. Reality itself seems to have an issue with his presence, given his ‘glitchy’ movements and complete disregard for the lives contained within the ongoing Scenario.
Assistant Capabilities:
Deepdweller Congregation: Unlike many others, Suit can summon his anomalous minions…numbering up to six. Usually he only does this when Vera is in danger, as letting his shadows roam free would eventually leave his consciousness divided. The summoned static spawn are equipped with grasping tendrils and a thirst for the blood of corporeals. While their stay is short, they do their best to inconvenience those who would hinder Vera,.