I’m sorry you had to wake up like this, sleeping on the cold ground isn’t very comfortable. You’re probably wondering where you are though and why you’re here. Well that’s simple; you’re in my mansion which will probably be your home sooner or later. It doesn’t have to be though. If you can escape you’re free to go, don’t just try to break out through brute force though. My house doesn’t take that kindly and I don’t want damaged collectibles. Oh that reminds me, if you can’t escape you become mine, that is why I chose you. I wanted another special thing to add to my collection.
Well good luck, I look forward to spending the rest of eternity here with you all.
Signed,
The Collector.
A group of special individuals, people or creatures with unique abilities, all find themselves trapped in the basement. They have no idea where they are or why they are there. On the door at the top of the basement stairs they find this letter and their confusion and worry spreads. The door is surprisingly unlocked.
A key out of the mansion is hidden somewhere, guarded by dangers and fierce creatures/monsters. They aren’t the only monsters there however, seeing as a few of the kidnapped individuals are not human themselves. No-one can just jump out a broken window either, the house is enchanted to repair itself quick enough that trying to escape from said window would result in losing a limb or more. These individuals have to team up to face the challenges of the mansion and find the key to freedom, seeing as the front door is locked from the outside.
In this we’ll all mostly be playing the individuals who were taken, but they aren’t average people either. Each one of them have an ability, though some are inhuman, that caused this Collector to become interested in them. If anyone wants to play a previous collection though please ask, these are the creatures/ people around the mansion who now unwillingly work for The collector.
Do not hesitate to ask questions or ask for help.
GM Shi12
Co-GM TheWindle
If anyone shows interest in being someone who was previously collected I’ll put up a separate CS.
Need to Know Information
-----ACCEPTED CHARACTERS-----
Elia
Appears to be around early 20s, actually around 800 years old
Female
Water Nymph/Hydriad/Naiad
Personality: Elia is a peaceful being. There was a point in her years where she grew angry after her father’s death and her subsequent kidnapping, where she began drowning anyone who hurt innocent water life in her own judgment. But, killing is not in her nature. And she quickly went back to her calm sense of being. She is a romantic and affectionate, but also passionate and prone to emotional outbursts when pushed too far. She is, in general, caring and kind, calm and serene. She is honest, but with a jealous streak, and not the most modest of girls. She is playful while also dismissing overly immature behavior. Confident, self-reliant, and a bit selfish, she has learned one must take care of themselves and like themselves in order for anyone else to appreciate them.
Fear(s): Being confined, being somewhere without water like a desert, being kidnapped
Ability: Ageless, but not immortal (as long as she is not killed, she remains the same, and heals from non-life threatening wounds in time), Enhanced condition (peak physical and mental condition for her species), Able to become water when water is present (for example, her body can dissolve into water when in a body of water, but not when she’s walking around on dry land with none near), Water Teleportation (when within a body of water, she can teleport to another if connected in some way- could allow her to move through plumbing, etc), Ability to control water when it is present
Short History: Elia was born of a water nymph and a centaur. She grew up in the Mediterranean area of the world, but of course grew bored of being confined to one area of such a vast planet. She has explored various bodies of water in her time, and had quite a few close calls, what with motor boats and fishing nets. She’s always escaped though. Oh, except that one time. She was captured once and held with just enough water to keep her living. It was a terrible experience she never wishes to relive. The man who had caught her had an infatuation with the supernatural and had found her when she was being too careless at a creek near his home. Since then, she’s always been more careful, scared of being without water again. She has many sisters, and her mother is still living though her father is not. She will contact her family now and again, but not regularly.
Well good luck, I look forward to spending the rest of eternity here with you all.
Signed,
The Collector.
A group of special individuals, people or creatures with unique abilities, all find themselves trapped in the basement. They have no idea where they are or why they are there. On the door at the top of the basement stairs they find this letter and their confusion and worry spreads. The door is surprisingly unlocked.
A key out of the mansion is hidden somewhere, guarded by dangers and fierce creatures/monsters. They aren’t the only monsters there however, seeing as a few of the kidnapped individuals are not human themselves. No-one can just jump out a broken window either, the house is enchanted to repair itself quick enough that trying to escape from said window would result in losing a limb or more. These individuals have to team up to face the challenges of the mansion and find the key to freedom, seeing as the front door is locked from the outside.
In this we’ll all mostly be playing the individuals who were taken, but they aren’t average people either. Each one of them have an ability, though some are inhuman, that caused this Collector to become interested in them. If anyone wants to play a previous collection though please ask, these are the creatures/ people around the mansion who now unwillingly work for The collector.
Do not hesitate to ask questions or ask for help.
GM Shi12
Co-GM TheWindle
Name:
Age:
Gender:
Appearance: (description/ picture/ or both)
Personality:
Fear(s):
Ability: (This needs to be something more than what the average person is capable of. It’s more along the line of powers.)
Short History:
Other: (Non-mandatory)
Age:
Gender:
Appearance: (description/ picture/ or both)
Personality:
Fear(s):
Ability: (This needs to be something more than what the average person is capable of. It’s more along the line of powers.)
Short History:
Other: (Non-mandatory)
Name:
Age: (if they don’t age then put both their actual age and the age they appear.)
Gender:
Species:
Appearance: (Description /Image/ or both)
Personality:
Fear(s):
Ability: (This needs to be something that makes your character stick out from the rest of their kind and humans, something that no one else can do.)
Short History:
Other: (Non-mandatory)
Age: (if they don’t age then put both their actual age and the age they appear.)
Gender:
Species:
Appearance: (Description /Image/ or both)
Personality:
Fear(s):
Ability: (This needs to be something that makes your character stick out from the rest of their kind and humans, something that no one else can do.)
Short History:
Other: (Non-mandatory)
If anyone shows interest in being someone who was previously collected I’ll put up a separate CS.
Need to Know Information
The Collector is a non-playable character, at the beginning he is just a letter but when he eventually comes in I’ll be working him. This is due to the fact that he shows up too far in for me to make someone wait for; he’s not even in the mansion until that point.
It is unknown if the collector is a he/she or even human.
It is unknown if the collector is a he/she or even human.
The Collector watches us, determines if we’re really worth being a ‘Collectible’. If he decides yes he sends paid henchmen to subdue and deliver the target.
There is no specific way these henchmen subdue their targets.
There is no specific way these henchmen subdue their targets.
The mansion is actually alive and it intends to keeps us prisoner. Walls and windows can repair themselves fast enough to keep us inside. Putting an arm through a broken window will most likely result in the loss of said limb. The mansion is also completely conscious, it can hear and see us so planning escapes needs to be done carefully.
These are those who did not succeed in escaping in previous collections. They no longer have a free will and are not capable of disobeying the Collector’s orders. Their entire goal is to break our will, keep us busy until the Collector returns to do what he/she has done to everyone else he ever took. They will even go as far as killing, but most likely they will maim and injure or merely capture and hold us.
-----ACCEPTED CHARACTERS-----
Name: Lucinda “Lucy” Grey
Age: Appears 25 but is actually 167 years old.
Gender: Female
Species: Shape Shifter
Appearance:
Personality: At first glance Lucinda is a strong willed woman with the heart of a lion. She’s known for her calculative actions and being able to think clearly in tough situations. Behind this strong persona, Lucinda is actually on the verge of losing her mind. She’s mentally unstable, being plagued with a split personality and emotionally instability. Her mental status often causes her to have bouts of anger or depression and when she’s in these states it’s best to not talk to her. This unstable mental status is due to the side effects of her ability.
Fear(s): Being buried alive, tight enclosed spaces, hurting those she cares about, losing her mind and thus herself.
Ability: Shape-shifters are known for taking the appearance and voice of others. Lucinda, however, is the only one of her kind that can take on the abilities and personality of the individual, not just the appearance/voice. This however can have serious side effects. If she remains as an existing being for too long their mind and personality melds with hers and eventually can destroy who she believes she is or drive her crazy.
Oddly enough she is one of the few of her kind that can turn their body into certain elements, for an example metal.
Once she has seen or met an being it is possible for her to take on their form.
Short History: Lucinda was born into a closed community of Shape-shifters and that’s where she grew up. Due to her strange abilities she was treated oddly and she grew to hate the attention. When she turned 18 however she overheard the elders of her community talking about her. They had planned on using her to destroy their enemies and make their later generations stronger, even if it meant using some sort of spell to bind her will to theirs. She left that night, heading into the human world and never looking back.
That was many a decade ago and since then she has been on her own, traveling the world with no one for company.
Other: Her right arm is currently made of metal after attempting to defend herself from her attackers.
Age: Appears 25 but is actually 167 years old.
Gender: Female
Species: Shape Shifter
Appearance:
Personality: At first glance Lucinda is a strong willed woman with the heart of a lion. She’s known for her calculative actions and being able to think clearly in tough situations. Behind this strong persona, Lucinda is actually on the verge of losing her mind. She’s mentally unstable, being plagued with a split personality and emotionally instability. Her mental status often causes her to have bouts of anger or depression and when she’s in these states it’s best to not talk to her. This unstable mental status is due to the side effects of her ability.
Fear(s): Being buried alive, tight enclosed spaces, hurting those she cares about, losing her mind and thus herself.
Ability: Shape-shifters are known for taking the appearance and voice of others. Lucinda, however, is the only one of her kind that can take on the abilities and personality of the individual, not just the appearance/voice. This however can have serious side effects. If she remains as an existing being for too long their mind and personality melds with hers and eventually can destroy who she believes she is or drive her crazy.
Oddly enough she is one of the few of her kind that can turn their body into certain elements, for an example metal.
Once she has seen or met an being it is possible for her to take on their form.
Short History: Lucinda was born into a closed community of Shape-shifters and that’s where she grew up. Due to her strange abilities she was treated oddly and she grew to hate the attention. When she turned 18 however she overheard the elders of her community talking about her. They had planned on using her to destroy their enemies and make their later generations stronger, even if it meant using some sort of spell to bind her will to theirs. She left that night, heading into the human world and never looking back.
That was many a decade ago and since then she has been on her own, traveling the world with no one for company.
Other: Her right arm is currently made of metal after attempting to defend herself from her attackers.
Name: Marianne
Age: ???
Gender: Female
Species: ???
Appearance:
Personality:
Appears to hold up a friendly front and actually enjoys making small conversation and the like. Is her kindness genuine or does it hold some ulterior motive?
Fears:
As of now, nothing seems to faze her at all.
Ability:
Unknown, as no one can diagnose just what she is. Judging by the confident aura in which she carries herself with…it’s probably not good.
Short History:
An enigmatic girl found in the Collector’s Manor that seems to be looking for something…or someone. She encounters his latest group of collected subjects, choosing to either help or hinder their ploy for escape depending on her mood.
Other:
To those of a more feral nature, the smell of rot and decay can be caught wafting from her figure.
Age: ???
Gender: Female
Species: ???
Appearance:
Personality:
Appears to hold up a friendly front and actually enjoys making small conversation and the like. Is her kindness genuine or does it hold some ulterior motive?
Fears:
As of now, nothing seems to faze her at all.
Ability:
Unknown, as no one can diagnose just what she is. Judging by the confident aura in which she carries herself with…it’s probably not good.
Short History:
An enigmatic girl found in the Collector’s Manor that seems to be looking for something…or someone. She encounters his latest group of collected subjects, choosing to either help or hinder their ploy for escape depending on her mood.
Other:
To those of a more feral nature, the smell of rot and decay can be caught wafting from her figure.
Name: Doctor Sharpp (A.K.A Doc)
Age: 40
Gender: Male
Appearance:
(Just pretend the flame is a healing spell/ability)
Personality: A humble man with great instincts. He may not look the part, but odds are he's one of the friendliest people you'll ever meet. That is, unless your on his bad side. Doc is not very skilled with blades, but he is determined to use them, especially since he was taken to the mansion carrying one. He was a medical aid in the military before he learned of his healing abilities.
Fear(s): Loss of Focus, Being Responsible for Death, Not Living Up to Expectations
Ability: With focus and willpower, he can heal any living thing in a matter of minutes.
Short History: Doc worked in the military for eighteen years as a medical aid until he was taken. He was stationed in a foreign country to make sure the spies were always healthy when they went out for duty. The city in which he was stationed in was filled with market places, and being Doc, he could not resist the temptation of hunger. He entered the market place to find some grub. It all looked much better than the crap they were fed in the military.
He had plenty of cash, so he was excited to be able to spend it for once. He bought several of the many sandwiches they had there and many homemade foods. He had just payed for them when he felt as if he were being watched. He hurried away, heading back to the safe-house. He exited the crowded market place and stalked toward the safe-house which was only a few blocks away from the stores. He glanced behind him to see a hooded figure following him, though making an effort to seem like he was not.
Doc knew that there was a museum on the way, so he climbed the steps and entered. He had not taken the time to read what the museum was about, but he was glad it was free entry. Inside, swords, cannons, and clothes from several different wars were scattered around. He rushed through them, though curiosity got to him a few times. He saw the swords and was immediately pulled in. He could not feel the eyes of the stalker on him any more and decided that it was safe.
Little did he know, that the stalker was right behind him. He turned to walk to a new area of antiques, but ran right into the hooded figure. By military instinct, he reached behind him and grabbed the leather hilt of a sword, holding in front of him.
"Leave me alone!" he shouted, but it did nothing.
The hooded figured said nothing, and reached for another sword, swinging it at Doc. Doc ducked away, hesitantly swing it back to the figure. Without any idea of what happened, his world went black. He heard a few whispers as his vision faded in and out periodically, but could never make out anything. Before he knew it, he awoke in a small basement with a few other people.
Other: Refuses to give his real name to people, so he calls himself Doc Sharpp. Both are fake, but he prefers to keep his identity secret because he knows nobody that The Collector has collected.
Age: 40
Gender: Male
Appearance:
(Just pretend the flame is a healing spell/ability)
Personality: A humble man with great instincts. He may not look the part, but odds are he's one of the friendliest people you'll ever meet. That is, unless your on his bad side. Doc is not very skilled with blades, but he is determined to use them, especially since he was taken to the mansion carrying one. He was a medical aid in the military before he learned of his healing abilities.
Fear(s): Loss of Focus, Being Responsible for Death, Not Living Up to Expectations
Ability: With focus and willpower, he can heal any living thing in a matter of minutes.
Short History: Doc worked in the military for eighteen years as a medical aid until he was taken. He was stationed in a foreign country to make sure the spies were always healthy when they went out for duty. The city in which he was stationed in was filled with market places, and being Doc, he could not resist the temptation of hunger. He entered the market place to find some grub. It all looked much better than the crap they were fed in the military.
He had plenty of cash, so he was excited to be able to spend it for once. He bought several of the many sandwiches they had there and many homemade foods. He had just payed for them when he felt as if he were being watched. He hurried away, heading back to the safe-house. He exited the crowded market place and stalked toward the safe-house which was only a few blocks away from the stores. He glanced behind him to see a hooded figure following him, though making an effort to seem like he was not.
Doc knew that there was a museum on the way, so he climbed the steps and entered. He had not taken the time to read what the museum was about, but he was glad it was free entry. Inside, swords, cannons, and clothes from several different wars were scattered around. He rushed through them, though curiosity got to him a few times. He saw the swords and was immediately pulled in. He could not feel the eyes of the stalker on him any more and decided that it was safe.
Little did he know, that the stalker was right behind him. He turned to walk to a new area of antiques, but ran right into the hooded figure. By military instinct, he reached behind him and grabbed the leather hilt of a sword, holding in front of him.
"Leave me alone!" he shouted, but it did nothing.
The hooded figured said nothing, and reached for another sword, swinging it at Doc. Doc ducked away, hesitantly swing it back to the figure. Without any idea of what happened, his world went black. He heard a few whispers as his vision faded in and out periodically, but could never make out anything. Before he knew it, he awoke in a small basement with a few other people.
Other: Refuses to give his real name to people, so he calls himself Doc Sharpp. Both are fake, but he prefers to keep his identity secret because he knows nobody that The Collector has collected.
Personality: Elia is a peaceful being. There was a point in her years where she grew angry after her father’s death and her subsequent kidnapping, where she began drowning anyone who hurt innocent water life in her own judgment. But, killing is not in her nature. And she quickly went back to her calm sense of being. She is a romantic and affectionate, but also passionate and prone to emotional outbursts when pushed too far. She is, in general, caring and kind, calm and serene. She is honest, but with a jealous streak, and not the most modest of girls. She is playful while also dismissing overly immature behavior. Confident, self-reliant, and a bit selfish, she has learned one must take care of themselves and like themselves in order for anyone else to appreciate them.
Fear(s): Being confined, being somewhere without water like a desert, being kidnapped
Ability: Ageless, but not immortal (as long as she is not killed, she remains the same, and heals from non-life threatening wounds in time), Enhanced condition (peak physical and mental condition for her species), Able to become water when water is present (for example, her body can dissolve into water when in a body of water, but not when she’s walking around on dry land with none near), Water Teleportation (when within a body of water, she can teleport to another if connected in some way- could allow her to move through plumbing, etc), Ability to control water when it is present
Short History: Elia was born of a water nymph and a centaur. She grew up in the Mediterranean area of the world, but of course grew bored of being confined to one area of such a vast planet. She has explored various bodies of water in her time, and had quite a few close calls, what with motor boats and fishing nets. She’s always escaped though. Oh, except that one time. She was captured once and held with just enough water to keep her living. It was a terrible experience she never wishes to relive. The man who had caught her had an infatuation with the supernatural and had found her when she was being too careless at a creek near his home. Since then, she’s always been more careful, scared of being without water again. She has many sisters, and her mother is still living though her father is not. She will contact her family now and again, but not regularly.
Name: Otto Oletho
Age: 27, but looks 17
Gender: Male
Species: Addonexus
Appearance:
Personality: Otto cares little for others and follows his own moral code. He often speaks his mind regardless of his thoughts lack tact or not. Although rarely agitated, he is straightforward, is annoyed by many things, and is considered to be quite rude by many.
Fear(s):
-Death
-The Responsibility of having to Protect Another
-Losing a Loved One
Ability: Otto can create, shape and manipulate kinetic energy, the energy possessed by any moving object. He transfer kinetic energy from one object to another, thus strengthening his attacks, or tearing holes in walls with a simple touch, turn an object's potential energy into kinetic energy, making it explosive, or cause target to be unable to move or unable to stop if in motion. Unfortunately, due to the Mansion being impossible to destroy, his powers obviously do nothing to it.
Because Otto is a Addonexus, he is hard to physically hurt because they can heal themselves surprisingly fast.
Short History: Otto was the child of a human mother and father, and he himself was once a human, when he was in his mother's womb. When Otto was born and was held in his mother hands for the first time, he became what he is today, a Addonexus. These beings of born every 76 years when one Addonexus dies. Otto was the next Addonexus due to the fact that he was born during a solar eclipse and the Halley's Comet passed over head. Unfortunately Otto never realized his powers until he was 13. Otto had just started his 7th grade year and was severely bullied due to how short he was. One day when the bullies came once again, Otto accidently unleashed his powers and broke the bullies arm using his own kinetic energy. Ever since then, he was avoided, by children and adults alike, even his parents feared and avoided him. Once he was once enough, Otto left his father's home and lived for himself, keeping his powers and species a secret to every on he met. Otto's life was boring, until he was kidnapped while on his way home from work. He found himself inside a dark basement filled with other people he did not know.
Other: Has an Australian accent.
Age: 27, but looks 17
Gender: Male
Species: Addonexus
Appearance:
Personality: Otto cares little for others and follows his own moral code. He often speaks his mind regardless of his thoughts lack tact or not. Although rarely agitated, he is straightforward, is annoyed by many things, and is considered to be quite rude by many.
Fear(s):
-Death
-The Responsibility of having to Protect Another
-Losing a Loved One
Ability: Otto can create, shape and manipulate kinetic energy, the energy possessed by any moving object. He transfer kinetic energy from one object to another, thus strengthening his attacks, or tearing holes in walls with a simple touch, turn an object's potential energy into kinetic energy, making it explosive, or cause target to be unable to move or unable to stop if in motion. Unfortunately, due to the Mansion being impossible to destroy, his powers obviously do nothing to it.
Because Otto is a Addonexus, he is hard to physically hurt because they can heal themselves surprisingly fast.
Short History: Otto was the child of a human mother and father, and he himself was once a human, when he was in his mother's womb. When Otto was born and was held in his mother hands for the first time, he became what he is today, a Addonexus. These beings of born every 76 years when one Addonexus dies. Otto was the next Addonexus due to the fact that he was born during a solar eclipse and the Halley's Comet passed over head. Unfortunately Otto never realized his powers until he was 13. Otto had just started his 7th grade year and was severely bullied due to how short he was. One day when the bullies came once again, Otto accidently unleashed his powers and broke the bullies arm using his own kinetic energy. Ever since then, he was avoided, by children and adults alike, even his parents feared and avoided him. Once he was once enough, Otto left his father's home and lived for himself, keeping his powers and species a secret to every on he met. Otto's life was boring, until he was kidnapped while on his way home from work. He found himself inside a dark basement filled with other people he did not know.
Other: Has an Australian accent.
Name: Anari
Age: A remembers things from about 500 years ago, though the exact dates of his own creation a bit funky due to time distortions.
Gender: Generally refereed to as male.
Species: A Magical Weapon
Appearance:
Personality: Anari can be a rather bossy and selfish weapon. Always demanding one thing or another, telling his wielder what to do, and pretty much always talking. But Anari is also very insecure and relies on having a wielder, and after many years of being passed onto new hands, he just wants to stick with one master for as long as he can, and does what he thinks is best for their survival. He wants nothing more than to serve his purpose as a weapon, and thus he's always looking for the next fight. He doesn't care why he's used only that he is used, and if he feels that his current owner isn't using him enough he'll find a way to escape and find someone who would make use of him.
Fear(s): Anari fears tight spaces. He's okay with being in a sheath, but he hates getting put behind a glass display case or stuffed inside a chest or locker. He also doesn't want to be forgotten; he always makes himself known and looking attractive towards others so that he can always make sure that he's with someone, because he'll quickly go mad if he's ever left alone for too long, which happens more often than he likes.
Ability: Anari is a highly enchanted magical weapon that, in it's dormant form, looks like a ugly spiked club. But if he deems someone worthy of wielding him, he will transform into any weapon of their choosing. He has other abilities as well, such as the ability to speak to others telepathically, reading their minds and transferring his thoughts or the thoughts of others into other people's minds. Additionally, when he has a chosen wielder, he can create an "Astral Projection" that only his wielder can see and interact with. This Astral Projection allows him to more actively assist his chosen wielder, such as acting as a scout, helping his master to his feet, and generally being a ghost-like thing that only the wielder of Anari can see and interact with. Anari is also capable of restoring damage done to himself even after things like getting shattered into a thousand pieces or thrown into a lava flow, though these things tend to take longer to heal over time.
Short History: Anari is, quite simply, the first weapon ever made (The spike bands were later added). The first club carved by the hands of humanity and related kin. He did not quite achieve sentience until about a hundred years later, and even so, he had no powers aside from his functional immortality. But with his sentience, he began to learn. Began to grow more powerful. He lived centuries going from war to war, from his home world of Earth to mythical lands of fantasy. For every battle he survived, he grew in power, until eventually he became what he was now. Even to him, this is merely just one stage of his life, another war to be fought, and all he needs is to find a new master to claim him.
Other: Anari can still unlock more power for himself, though even he isn't really sure how he had obtained his previous powers short of magical nonsense from magicians in the past.
Age: A remembers things from about 500 years ago, though the exact dates of his own creation a bit funky due to time distortions.
Gender: Generally refereed to as male.
Species: A Magical Weapon
Appearance:
Personality: Anari can be a rather bossy and selfish weapon. Always demanding one thing or another, telling his wielder what to do, and pretty much always talking. But Anari is also very insecure and relies on having a wielder, and after many years of being passed onto new hands, he just wants to stick with one master for as long as he can, and does what he thinks is best for their survival. He wants nothing more than to serve his purpose as a weapon, and thus he's always looking for the next fight. He doesn't care why he's used only that he is used, and if he feels that his current owner isn't using him enough he'll find a way to escape and find someone who would make use of him.
Fear(s): Anari fears tight spaces. He's okay with being in a sheath, but he hates getting put behind a glass display case or stuffed inside a chest or locker. He also doesn't want to be forgotten; he always makes himself known and looking attractive towards others so that he can always make sure that he's with someone, because he'll quickly go mad if he's ever left alone for too long, which happens more often than he likes.
Ability: Anari is a highly enchanted magical weapon that, in it's dormant form, looks like a ugly spiked club. But if he deems someone worthy of wielding him, he will transform into any weapon of their choosing. He has other abilities as well, such as the ability to speak to others telepathically, reading their minds and transferring his thoughts or the thoughts of others into other people's minds. Additionally, when he has a chosen wielder, he can create an "Astral Projection" that only his wielder can see and interact with. This Astral Projection allows him to more actively assist his chosen wielder, such as acting as a scout, helping his master to his feet, and generally being a ghost-like thing that only the wielder of Anari can see and interact with. Anari is also capable of restoring damage done to himself even after things like getting shattered into a thousand pieces or thrown into a lava flow, though these things tend to take longer to heal over time.
Short History: Anari is, quite simply, the first weapon ever made (The spike bands were later added). The first club carved by the hands of humanity and related kin. He did not quite achieve sentience until about a hundred years later, and even so, he had no powers aside from his functional immortality. But with his sentience, he began to learn. Began to grow more powerful. He lived centuries going from war to war, from his home world of Earth to mythical lands of fantasy. For every battle he survived, he grew in power, until eventually he became what he was now. Even to him, this is merely just one stage of his life, another war to be fought, and all he needs is to find a new master to claim him.
Other: Anari can still unlock more power for himself, though even he isn't really sure how he had obtained his previous powers short of magical nonsense from magicians in the past.
Name: Seung Min Kwan
Age: 213 (looks to be 67)
Gender: Male
Appearance:
Personality: He respects education greatly, valuing knowledge over much else. He is honest to a fault, and can often accidentally hurt other people's feelings. While he has a critical eye, he respects constructive criticism, and will give it out more often. He does his best to respect and be polite to others, valuing other people over himself. He has a sense of justice best described by the concept of Han.
Fear(s): Sensory deprivation of any kind, a world without education, the loss of personal possessions.
Ability: He is able to call up and commune with spirits, as well as directing them to do his will to some extent, and return them to what he describes as the spirit realm. He can also see the spirits of other people the closer they are to death. He has also had his lifespan increased greatly, but retaining the looks of an aging man. In addition, he learns and absorbs information at a faster rate than other people, and can preserve this information for longer still.
Short History: Born in the later part of the Joseon Dynasty of Korea, he was born to a wealthy but overbearing family, encouraged strongly from a young age to engage in scholarly pursuits, and to become a government official, a highly sought after job in that time. Barely passing the Civil Service Examination, he managed to fulfill his goal of becoming a yangban or one of the aristocracy of the Joseon Dynasty. However, continued to expand his knowledge, becoming hermetic at times, possessing an affinity for it that few around him could match. Decades later, when out on a walk, he was confronted by a samiho, or a nine-tailed fox, in disguise as a beautiful lady. He immediately saw through the disguise, the demon about to retaliate and take his life. However, he managed to both stop her, and before she realized, he had somehow tricked her out of her immortality and powers of ghost-sight. The Samiho disappeared, and Seung continued living. However, when people began to be suspicious of his longevity, and he quickly devised a plan to fake his death, blending in with the rest of the quickly westernizing South Korea. Making the proper arrangements to fake his death a few more times, he worked as a lawyer, a Chinese professor, and at a traveling circus as a "shaman", before he was mysteriously taken from his home.
Other: Can speak fluent English, Korean, and Chinese.
Age: 213 (looks to be 67)
Gender: Male
Appearance:
Personality: He respects education greatly, valuing knowledge over much else. He is honest to a fault, and can often accidentally hurt other people's feelings. While he has a critical eye, he respects constructive criticism, and will give it out more often. He does his best to respect and be polite to others, valuing other people over himself. He has a sense of justice best described by the concept of Han.
Fear(s): Sensory deprivation of any kind, a world without education, the loss of personal possessions.
Ability: He is able to call up and commune with spirits, as well as directing them to do his will to some extent, and return them to what he describes as the spirit realm. He can also see the spirits of other people the closer they are to death. He has also had his lifespan increased greatly, but retaining the looks of an aging man. In addition, he learns and absorbs information at a faster rate than other people, and can preserve this information for longer still.
Short History: Born in the later part of the Joseon Dynasty of Korea, he was born to a wealthy but overbearing family, encouraged strongly from a young age to engage in scholarly pursuits, and to become a government official, a highly sought after job in that time. Barely passing the Civil Service Examination, he managed to fulfill his goal of becoming a yangban or one of the aristocracy of the Joseon Dynasty. However, continued to expand his knowledge, becoming hermetic at times, possessing an affinity for it that few around him could match. Decades later, when out on a walk, he was confronted by a samiho, or a nine-tailed fox, in disguise as a beautiful lady. He immediately saw through the disguise, the demon about to retaliate and take his life. However, he managed to both stop her, and before she realized, he had somehow tricked her out of her immortality and powers of ghost-sight. The Samiho disappeared, and Seung continued living. However, when people began to be suspicious of his longevity, and he quickly devised a plan to fake his death, blending in with the rest of the quickly westernizing South Korea. Making the proper arrangements to fake his death a few more times, he worked as a lawyer, a Chinese professor, and at a traveling circus as a "shaman", before he was mysteriously taken from his home.
Other: Can speak fluent English, Korean, and Chinese.