Name: Nani Pasternak Age: 23 Gender: Female Rank: Noble Species: Human Appearance: Nani is not a tall person and stands at just over five foot four compared to others in her family who tower over her. Even though she is from a noble family, Nani does not favor the formal dresses instead favoring skirts or pants and blouses. She has a athletic build that she has gained from her personal training and she has somehow escaped from acquiring any scars during this time. Nani has long red hair that stretches down to her waist and can often be seen in a long braid.
Nani's mage form is a very different look from her normal view and is her more favored form. Her skin turns an ashen grey color with a faint red coloring along with glowing red glyphs running along her arms and legs. Nani's hair also darkens to a black color from her natural red color and her eyes glow a bright white. Her transformation to her mage form is complete with a pair of horns sprouting from her forehead and a long pointed tail that is constantly wrapped in flames.
Personality: (I'm going to require a paragraph here because I want you to be thorough. What inspires them, what makes them cry, what makes them want to run in fear, so on and so forth)
History (Two paragraph minimum, though I would like more. I really want to see what makes your character who they are and what drives them) Extra: Nani has a strong affinity for fire style magic and even carries a blood red ruby necklace that is imbued with a good amount of magic. This necklace when injected with Nani's magic allows her to transform into her mage form which grants her a great amount of resistance to fire and control over the form of fire.
The Zi'an Dynasty is ruled by a single blood linage that pass down the right of ruler to their child that proves themselves the most. The current ruler is Empress Kola Zi'an and she has been the ruler for the past fifteen years. The Empress won her right to rule over the rest of her royal brood during the Right of the Sun which is a series of tests and challenges that are undertaken by the entire brood to show who has the right to lead the entire Empire. The Empress or Emperor are viewed by the nation as chosen by the Gods and no one has the right to challenge their word without equal rights of the Gods. Besides the seat of power on the island capital of Tlaloc each of the Temple cities that are hidden within the rainforest are ruled by a governing lord.
Geography
The Miquiztli Forest is a dense and dangerous collection of trees that covers the entire lower half of the continent stretching from the western ocean all the way to the Poctli Mountain Range against the eastern border. The climate of the forest is a humid place with trees climbing sixty to a hundred feet into the air creating a low visibility issues on the ground with the lack of sunlight that can get through the canopy. Most of the forest is covered in perpetual shadows which can be worse with the common rain storms that can rage across the continent creating hazardous swamps which house a variety of dangerous creatures.
There are only six Temple cities located within the Zi'an Dynasty which seem to have been cut out of the forest themselves. Each city is surrounded by a wall with a single large tiered temple standing in the center. The greatest of these cities is also the throne of power and is called Tlaloc. Tlaloc is located in the western part of the continent on an island transforming the entire island into a virtual fortress with a single narrow bridge to the north and a large port on the southern end.
Culture
The Tecoixin is the name given to the reptilian race that dwells deep within the Miquiztli Rainforest. The Tecoixin come in a variety of shapes and sizes with the average one standing near five feet and five inches with their scales ranging in color from a deep green to sandy brown. As a race, they like to wear minimal clothing to stave off the humidity of their region as their simple clothing consists of gold plated armor mixed with light colored cloth.
The Zi'an Dynasty sticks to their ancient pantheon of Gods that have been known since long ago. The representative of the Gods on the planet is who ever is the chosen ruler of their civilization as well as the priests that serve the temples of the Gods.
Xochitl- The Giver of Creation: The Goddess that brought life into the world and created all races that walk upon the earth. She is also the great lizard who created the forest that protects her favorite creations from the dangers and even continues to watch them from above.
Itzli- The Bringer of Fire, Sun and War: The great God that taught the Texoixin the warmth of the sun that would heat their bodies to keep them warm at night and the same that taught them how to wield weapons against their enemies. The only thing that Itzli requires in return for his teachings are ritualistic sacrifices of the spoils of war.
Xolotl- Keeper of the Night and Death: The eternal keeper of the souls of the dead and the one who claims the night and all shadows as his own.
Tlaloc- The Lord of Rain and Forest: The God that lords over the water of the world and the protector of the Miquiztli Forest. He is the bringer of life bringing rain that nourishes his favored race and even watches over them in the forest so that no invader is welcomed. He is also the blessed one that taught the Texoixin how to use their magic to alter the weather around them. In return, he asks for annual ritualistic sacrifices during the festival of the coming rains. He is thought to reside near the capital Tlaloc deep underneath the waters that surround the city,
Yacatecutli- Giver of arts and smiths: The one that taught the Texoixin how to create weapons and the arts. He showed the lizards what music was in ancient times and is said to be constantly improving his art and passing it down to his people.
The Zi'an Dynasty welcome all into their cities so long as they survive the journey to any of the temple cities. They see all the races as children of Xochitl meaning that they should also accept the others to join in their fires. This doesn't mean that there is much variety in their cities as the journey into the forest is not one for the feign of heart and they see anyone that braves the perils worthy to be among them. The Dynasty does not tolerate transgressions against them even with their welcoming view and most prisoners end up as sacrifices as they do not have a slave infrastructure or slave trade.
The people of the Zi'an Dynasty value strength and loyalty of anything else. This view of strength has lead to a constant supply of military recruitment which have to be turned down during times of peace as there is no reason for a large standing army to just sit around. To make use of these restless recruits the Zi'ans came up with the idea that each Temple city is required during the biannual festival of the solstice to put force a small army to compete in mock battles against each other. The winning city gets prestige and glory and the honor that once battle does break out, they are given the position of putting their warriors on the frontline to test their metal first.
The magic of the Tecoixin reflects their environment of survival of the fittest and only the strong are allowed to wield their magic freely in the society.
Beast Mastery Magic- This is the magic that well defines the Tecoixin and the Zi'an Dynasty and can be used by almost all given enough time. It is also one of the hardest magics to be mastered as it requires a true connection and understanding between user and beast to be truly effective. Real masters of the magic can control many different types of creatures to do their bidding at once and since the Miquiztli Forest is filled with creatures that want to kill you there are plenty of beasts to choose from.
Storm Magic- This magic can only be used by those who truly have a master affinity of magic. Users are able to summon vast fog banks and even condense clouds to create rain storms that can cover large areas.
Military
The Zi'an pride themselves on being experts in unconventional warfare. They only have a very small standing army as most of their recruits come from the civilian population during times of war as well as the Festival of the Solstice. All are trained at a young age to wield weapons of war before being sent back to their families to learn a relevant trade for the rest of their lives meaning that around ninety percent of the population knows how to fight. Noble broods of children are instructed in the arts of warfare and are given extensive training in all types of military tactics. The Zi'an Dynasty enjoys a good hard fight given their primal blood thirst at times, but with advances in warfare technology and their defiance to don heavy and restricting armor they have been forced to adapt their tactics to more guerrilla style fighting meaning that they don't like to leave the tactical advantage of the Forest very much.
The military uses a lot of psychological warfare when presented with another army. They like to instill fear into the enemy with war cries and chanting accompanied by large war drums and rattling of banners created by bones of animals. They are known to fight a feinting battle as they lure the enemy into traps as they pretend to retreat before turning around and attacking the enemy again. As they tend to stick to their dense forests, they will draw the enemy into the trees and start to attack from all sides and even from up in the trees.
The main bulk of the Zi'an Dynasty army is made up of tecoixin that wear little to no armor as they rely on their thick hides to protect against damage done by blades and arrows. They are equipped with a Macuahuit as a standard weapon but are given the option to bring others weapons that they can afford such as steel weapons. The macuahuit is mainly used against bare flesh or calvary as the obsidian blades tend to chip and break against metal armor. Another standard weapon seen are wooden spears with steel tips to rip holes in the enemy armor to allow the macuahuit to go to work. The infantry prefers to march in loose formations as each fighter likes to gain their own glory and do not like to share honor as taking another's kill is unforgivable. Smaller tecoixin are given bows to use at range with arrows tipped with obsidian or iron and often are laced in poison to be effective even if the arrow heads shatter against the enemies armor. When their weapons would fail them, there is always the option of wielding their teeth and claws as their weapons on the battlefield.
Magic users are not an uncommon sight on the battlefield for the Zi'an Dynasty, but unlike other nations who may protect their mages the Zi'an mages can be seen on the front line ripping opponents limb from limb. Beast mages often arrive upon the battlefield with either one or a hand full of war beasts under their command to assist them in battle. They coordinate attacks with their beasts using magic links to see through each others eyes. While storm mages are used to help coordinate ambush tactics as they are instructed to cause downpours or raise fog through the forest. Another tactic is to keep groups of spell casters together to combine power to control stronger war beasts and it is not uncommon for these mages to be seen carried on mobile platforms on the open battlefield so that they can concentrate on their chanting. Spell Casters can be recognized from the main infantry by their appearance as they tend to cover themselves in bones of fallen enemies or animals.
Pack Animals that work in groups under two mages. Requires seven mages to control a single one. Rare. Another pack animal that is used by individual mages. A creature that is used only within the forest and is never taken outside onto the open battlefield. Used by the Sky riders as mounts to attack the battlefield from above. Agile creatures that can maneuver between trees.
Heroes
Yaotl The Primal, the strongest beast mage in the Zi'an Dynasty.
Coatl, Lord of the Lightning Struck.
Empress Kola Zi'an, strong storm/lightning magic user.
Mutations: Vocal Manipulation- Angel is able to alter her voice to sound like any sound that she has previously heard. This gives her the ability to replicate any person's voice that she has heard before even if it is from a recording. She is also able to use projected sound waves as a weapon and is able to rupture ear drums from these sound waves. Angel herself is immune to her own high pitched sounds but she does not have much control on the direction of her sounds deflections meaning that friendly fire is a very real possibility.
Personality:
Background: (Doesn't have to be a book, it's actually better to leave some things open ended so that you can learn about your character and watch them grow organically, but it's important to know the basics.)
Recap of your mutations awakening: (Was it a tragic event? Something that you've been keeping secret for a little while? Who all knows about your "gifts"? Etc.)
[Appearance at top of sheet. Prefer anime/drawn art images. This is not an optional addition.] Name: Codename: [Cleaners call each other by their codenames, frequently. Helps to avoid releasing their true name to the public. One word.] Color Scheme: [Two colors. Give me the hex code as well.] Age: Gender: Personality: [As bullet points or paragraphs. Quirks are nice.] Short Biography: [Include the important points; how did you come to your current living situation, what important aspects of your history aided in it, what events were important to you, etc. Prefer conciseness over length.] Magic Style: [I'm not looking for just a list of unique spells your character knows (though you should include such things), but also a unique 'style' in which they use their magic. Use your imagination here. Rather than describing exactly what I mean by this, I would rather see how players interpret it, and what they come up with. Note that it is not a requirement to be a mage to be a Cleaner; in many cases physical weaponry can do the job. Cleaners with a lesser aptitude for magic may forgo it entirely in favor of guns and blades. They will necessarily have trouble dealing with the more esoteric nightmares, however.] Membership: [New or old? As an old character, they will be no more experienced than 2 years on the job.] Equipment: [Anything that might come up as important to a scene or your character.] Relationships: [As below, Relationships should be filled in retroactively, and should detail things discussed with other players. While not mandatory, I encourage you to use it for improving upon your character build. This is especially encouraged for characters who are older members of the Cleaners. Character Impressions: [Not to be included until more character sheets have been submitted. While this is an optional CS addition, I encourage you to participate as a character-building exercise. If your character is new blood, their impressions may be first impressions, while older members may give their more experienced impressions of other characters.] Theme Song: [Be it battle music or the song that plays when your character's episode ends in a video game. Go wild.]
Name: Ren Shimizu Gender: Female Age: 34 Appearance: Ren stands at only five foot four, but is not the kind of person who will blend into a crowd because of her choice in clothing. She is almost always seen dressed in a kimono of various colors with a matching colored ribbon in her hair and around her ankles. She does not like wearing shoes or any type of cover for her feet as she likes to feel the earth beneath her feet and doesn't like the cramped feeling that boots give her. Her magic birth mark can be located on her right outer thigh and glows a light blue when activated. She does look younger than she actually is and that is because of the magic that flows through her body meaning that she doesn't like being reminded about how old she actually is.
Bio: Your back story. Who are you? Where did you come from? (minimum of three paragraphs)
Fighting Style: Ren has no talent in actual fighting as all her powers lay within her magical abilities. This doesn't mean to count her out of fights as she is a magi level user who is capable of taking care of herself.
Equipment: Ren carries with her a basic pack that carries her spare clothes and her other personal possessions.
Skills/Abilities: Magic: Levitation- By creating a cushion of air underneath herself, Ren is able to float over the ground with the constant drain of her magical energies. This spell has a low energy draw upon the body.
Tornado- Ren is able to gather the wind around her to create a large tornado and she is able to control the direction. This takes a large amount of energy to use and a good amount of concentration.
Razor wind- She is able to concentrate the wind into razor thin strips that are able to cut anything in the path of the wind. This does not take much concentration to use, but it does take a decent amount of energy and you need to be careful which direction you send the wind.
Natural control- Ren has a natural attraction to wind based magic allowing her to control the basic movement of the wind around her. This ability requires magic to be released into the area around her.
Other Information:
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, If you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
Gustav during his life was a light skinned man of athletic build with dark brown hair. He was a man that stood at six feet tall who clothed himself in leather padded armor and a warm cloak complete with the tanned hide of a dire wolf. He was always seen with three curved swords that were always ready to taste blood.
Date and cause of death
478 years ago at the founding of Noreik, stabbed to death.
Skills / Talents
Master Swordsman Tactician Master Tracker Skilled in guerrilla fighting and ambushes
Equipment
Gustav is armed with three swords designed with a curved blade that allowed for faster slicing. He also sports the same leather armor he wore in his past life complete with the hide of a wolf sewn into his cloak.
Name: Shin Kawaguchi Age: 17 Gender: Male Appearance: Shin stands at five foot six. Personality: Shin Kawaguchi is a relaxed person who is just fine enjoying life. He is an openly friendly person who enjoys meeting new people and sharing his love of music. Despite the fighting structure built into the school, he does not enjoy fighting others but sees it as a necessary thing to do for his club for them to enjoy some basic luxury during their school life. Even with his easy going style Shin can take stuff seriously depending on how it can effect him. Backstory: Shin Kawaguchi came from an average family who are all basic musicians in their own right. He entered Shiroyama during the old combat system before the Student president took over and refers to them now as the good old days. He joined the music club shortly after his arrival at the school and took over as president of the club during his second year when his upperclassmen graduated from the school. After he attained the role of president of the club, people continued challenging him thinking they could try and take the club room under the new student council system. Shin has now gained a reputation as the defender of the music club and has even defeated lower ranked clubs by himself if required. Inherent Engine Skill: All Seeing Eye- Shin has an ability to use sound waves as a form of radar to detect objects in a three hundred and sixty degree direction. He has an issue focusing on the power when there is to much information to take in, causing him a painful headache. Active Engine Device: Ongaku no oto - The headphones the Shin wears around his neck act like normal headphones when flipped the proper way, but when they speaker heads are flipped around they can act like speakers allowing him to control the sound waves created by them. He can create multiple concussive blasts of air pressure that can knock his opponents around and can even create a limited defensive barrier to deflect attacks. The sound that comes from the headphones can also cause headaches to those that hear the sound as it fills the air with sound waves. This noise is uncontrollable and can even effect the user of the weapon. Skills: Shin is skilled with playing guitar and piano. Rank: 32th Club: Shin is president of the music club for people who display talent in playing instruments and want to show an appreciation for music.
Demonym: Moquazians Description: The Kingdom of Moquazo is the nation that sprawls across a vast majority of the southern steppes of Albion up to the the edges of the desert in the center of the continent. The country itself is a diverse melting pot of races with humans and elves making up the majority of the population as well as much of the nobility but not all of it. The elemental fae occupied the land before the other races showed up and retained their control over the vastly larger populations of the other races due to their firm mastery over magic during the settlement of the Moquazo steppes.
Scattered across the land are several large walled cities that hold a major part of the population as craftsmen and industry has started to take rise despite the Kingdom's strict adherence to their old ways. There are many still that enjoy the freedom of traveling around the plains tending to the herds of cattle and other animals while some tend to the farm fields.
Government: The Kingdom of Moquazo is under the complete control of a single ruling family. With the entire empire being a large melting pot of different races and species there is only one species that is allowed to rise above the others and rule. The royal family is composed of elemental Fae who form the bedrock of the entire empire as the head of a ruling caste that takes families from every species present.
There has not been any changes in the ruling families in many years with Dukes and Barons holding power within the King's court for several generations. Recently there has been an increase in the number of knights as older knights and other nobles started to take in more than one squire at a time. This caused a problem in the balance of nobility leading to Knightly Orders rising up to give knights and squires without land a reason to live.
Economy: (Just describe the major industries, activities and how they are organized. What are notable exports and imports? What is your nation lacking? Your rolls should help you figure this out)
Religion: Shamanistic Lindosianism is a combination of Eastern Lindosianism beliefs fused together with the beliefs of the people the invasion my Lindos. Though the practitioners believe that Champion was a messenger from the heavens, they still hold a belief in reincarnation and ancestor worship. Nature and beast are revered as gifts from the heavens that should be treated accordingly. This is why every man is allowed to own a mount no matter how poor they are as it is a right bestowed not by the Kingdom but by the heavens.
Religious Demopraphic: 30% Eastern Lindosianism 15% Western Lindosianism 55% Shamanistic Lindosianism
Geography: Dark Purple The Kingdom of Moquazo is spread out across the southern interior of Albion. The land could only be described as steppes as there is just grassland as far as the eye could see. The only places where the scenery changes is near the rivers that run through the nation as these are where you see trees start to sprout up to provide some shade. As you move to the most northern reaches of the Kingdom, you may come across the edges of the desert that covers the entire center of Albion. Every once in a while there is a large spire mountain that dots the land for no known reason, it is rumored that they are remnants of traveling mages that did not like how the plains appeared.
Population: 6,400,000
Demographics: 2% Elemental Fae 60% Humans 30% Elves 8% Other
Notable Locations (Give us some info about your capital, other important cities, maybe where your forts and colonies (if you have any) are located)
Personalities of Note (Your ruler, perhaps your highest military officers, generally just use this space to help us keep track of your POV characters)
Institutions: (Major non-military institutions of the nations, such as legislative bodies, guilds, religious sects)
Military: Organization: The Kingdom of Moquazo's military is built upon the backs of its large population of chivalrous knights who all serve by their own codes but have all sworn fealty to the king. Because of the peoples reverence that the creatures that live on the steppes of Moquazo, mounted warfare has always been a staple and defining feature of the army. A large part of the army is not a standing army and requires soldiers to provide their own armor and weapons with the Kingdom supplying the other logistics that could sustain a large fighting force. This means that human knights are able to sport full plate armor with elven nobles favoring lighter yet as durable armor.
All knights are trained to use a lance from horseback or saber back as military doctrine has cavalry engagements being initiated with heavy lancer charges though all other weapons are left up to the soldier. Human and beastmen knights favor the horse as a sturdy and trusted mount while the elves of the realm prefer the saber for its speed and agility. The war mages of Moquazo are known as riders in their own right and have a specialty for casting wards on their own men to improve the speed of their mounts and to ward the soldiers from offensive magic of the enemy and arrows.
When not in times of war, the larger majority of the army is disbanded as farmers and craftsmen return to their daily lives. The only standing army that remains are city guards, royal knights and a many different knightly orders that roam the land according to each of their own chivalrous codes.
Major Knight Orders:
The Order of the Dragonkin are a group of knights that have sworn to protect the land from the evil of drakes and dragons. They travel across the land hunting down rumors of the beasts and carrying out judgement when the dragons are found. The Order holds significant influence in the King's court and are beloved by the people of the land. Senor knights in the Order have been known to wear dragon scales as plate armor while other members are permitted to wear their kills are dragonscale capes that give some protection against flames.
Order of the Feather Knights Protectorate Knights Royal Order of Lindos Ordos Arcanum
Other: Special traits, remarks, boons and flaws(Here is your chance to decide something unique and important about your nation without basing it on the rolls I gave you. You may have 1 big strength that makes you special, 2 big strengths and 1 big weakness, or 3 big strengths and 2 big weaknesses. Ask if you're having trouble coming up with something)
Rolls
Basic Demographics & Geography
Territory Size: 6. Your nation sprawls across Albion as it dominates the map with its sheer size. But the dog's bark is louder than its bite; there simply aren't enough people to exploit all of your land and its resources, defending your borders or stopping smugglers is probably a futile task, and communications from one end to the other might very well be a major issue. At least you can retreat back almost endlessly when defending your nation, and you can probably count on your enemies lacking the manpower to occupy all of your land. Population: 6,400,000 (large) Urbanization: 4. Your nation is unusually urbanized. You might have a lot of towns or a few really big cities, but either way a fair amount of your people have migrated to the population centers. This opens the door to much more industry and commerce but also leaves more of your people vulnerable to the dangers of city life: organized crime, filth, and disease. Government Type: 3. Your society is a feudal monarchy. Quite typical, there is a king who inherited the throne from his father, and then there are all manner of other aristocrats: dukes and barons and knights all swear fealty to one another in exchange for control of land, all in a complicated system of legal obligations... Political Stability: 4. Your country has the occasional highwaymen, but they mostly hide in the hills and forests far out in the countryside. By and large, your realm is stable.
Economy
Overall Wealth: 2. Your nation was once in good enough shape, but recent events have caused a large recession and now your economy is shrinking. If this isn't resolved soon, major issues will arise. The people are used to a higher standard of life than they are currently experiencing, and as food supplies contract there may be mass starvation and the collapse of industry, commerce, or even government. Government's Primary Means of Generating Income: 10. Your government is constantly minting new currency. Maybe they directly control a gold mine or have a group of secret alchemists always at work transmuting more lead into gold, but either way they just make some more money whenever they need to buy something. There's a fair amount of inflation, but hopefully you actually are using coinage that is backed by the worth of its own composition. Technology: 2. Antiquated, your nation lags behind the rest of the world, and stubbornly clings to ancient traditions. Agriculture: 4. Your nation has its farmlands, but you aren't blessed with particularly fertile land nor regular rainfall. As such, seasonal famines are a common thing. Natural Resources: Ivory, terracotta, copper, lead, horses
Military Military Size 5. Large, strictly volunteer corp of professional soldiers that takes considerable upkeep. A sizable and reasonably effective standing army, but little else supports it during wartime. Military Focus 2. Poor navy; heavy cavalry focus in the army, a few magic users for battle. Military Leadership 8. Generals are often hired foreigners; very competent but not necessarily loyal Military Reputation 1. Unpopular domestically; considered devious by foreigners
Favorite weather and season: Bright Sunny day, Summer
Village/Nation: Hikaemena Village Birthplace: Fire Nation Border Organization: Hikaemena Shinobi Forces
Bloodline: Yamasaki Bloodline
Rank: Jonin
Chakra Nature: Fire Release, Water Release
Personality: Aimi is a shy person who does not like to speak up and thinks that she is better off being invisible rather than standing out. She doesn't know how she should be around other people, but does feel that she should prove her worth. It is this line of thinking that allows Aimi to be a the front of the fighting in most of her Academy training, but when someone would try and approach her she would just back way from them. She isn't sure how she feels about the idea of being put into teams after graduation from the Academy as that means she would have to work closely with others and have to interact with them constantly.
Skills/Abilities Great Taijutsu Great Chakra Control Good Ninjustsu Good Strength Average Chakra Reserves Average Speed Poor Genjutsu Poor Awareness
Special Traits Aimi's body is naturally built to withstand high speed strain on the body as well as the added force on her muscles do to her steam release. This does not make her immune to the strain on her body but it does not destroy her body as fast.
Kekkei Genkai
Name of Kekkei Genkai: Steam Release Description: The Steam release is a technique used to enhance the abilities of the user through the use of concentrated steam. The user combines the chakra of water and fire within their body before releasing it through the pores across their bodies to allow them to hit harder and move faster. Steam can also be released from their bodies to create a smokescreen or expelled from their mouths.
This KG is not passed down through a clan as it is a single family that possesses the trait. The trait has a habit of skipping generations and only showing up randomly.
Name of Technique: Steam Release: Steam God Type of Jutsu: Offensive Rank: B Range: Close Combat Nature Type: Water Release, Fire Release Handseals: 8 Handseals ending in Dog Description: This technique is a constant production of steam within the users body allowing them to release the steam at certain points of their body. This increased their speed and movement as well as puts more power behind their Taijutsu techniques. At the current stage in development, Aimi is able to move 2 times faster than the average shinobi and is also 2 times stronger. Weakness: Requires a large amount of chakra to use, the user is also not immune to being burned by the released steam.
Name of Technique: Steam Release: Breath of the Steam God Type of Jutsu: Offensive Rank: C Range: Mid-range Nature Type: Water Release, Fire Release Handseals: 4 Handseals ending in Dog Description: The user purses their lips together and expels a scolding hot stream of steam and water towards the desired direction. The user is able to control the spread of the stream by the tightness of their lips. Weakness: The stream does not care for ally or opponent and takes a moment for the chakra to mold into the steam.
Name of Technique: Steam Release: Steam Clone Type of Jutsu: Supplementary Rank: C Nature Type: Water Release, Fire Release Handseal: Dog Description: The user is able to make a clone of themselves formed from steam and chakra produced within their body. The user can either breath the steam out of their mouth to form the clone or release the steam from the pores in their body which than takes the shape of a clone. The clone is a solid body that is able to take a hit and even attack an opponent. When damaged, the clone loses its form and returned to steam which can still harm the enemy on contact. Weakness: The clone has a weak body that can only take one hit before losing stability and also requires a decent amount of chakra to form.
Vignette: (optional) Write a short scene involving your character. It could show your characters flaws, ambitions, fears, hopes etc.
Justus Glockner was a former human who had been suffering from a bacterial disease that was eating away at his body before he transferred his consciousness over to his current robotic body. His new form stands at seven feet and four inches with gold plated skin that covers all the circuits underneath. He has an integrated personal shield generator that is able to be activated at just a thought. His robotic form makes reading his emotional state and body language completely impossible unless you can pick up on the tone of his voice as an indicator of his thoughts. The first noticeable thing that most know about Justus is that is comes off more as an intellectual rather than a ruthless lord of his world.
Describe your physical appearance and emotional disposition as other characters might perceive them. History: Keep it short. We don't need a life story at first.
Home System: The Legarian System Capital Planet: Zuhause Subjects: Describe the types of people or aliens that occupy your home system.
Flagship: Fleet:
Important Advisors or Other Characters: NOTE: Adjust the character sheet as needed. As you write and develop your character, go back and edit in relevant information. (Who knew you had a pet Gaarlifongyx or a shiver-blade named for your first love?)
Name: Angel Wilkinsons Alias: Devourer Age: 29 Alignment: Neutral Loyalty: The Make Peace not War Diner Appearance: Pictures are fine and dandy, but I want you to be able to describe them in words. Include their costume design here as well. Remember to be realistic. A 14 year old kid off the street isn't going to be able to make a high end costume without funding or resources outside what's normally available, and most materials can be tracked. History: How has their life gone up until now? Be sure to cover all the major events, including their trigger. Remember that you're a relatively new cape to the scene. You don't have to have triggered just yesterday, but it's only within the last year or so that you've decided to start using your powers. And yes, you can have bought your powers from Cauldron, just remember that it's a tremendous secret you should never attempt to reveal, lest you draw the attention of "The Bogeyman."
Personality
Motivations: Peace. There is no better goal in life as Angel tries to bring both the villains and heroes together and stop all the fighting. Sexuality: Bisexual Likes:
Not having to use her ability
Pets
Not fighting
Cooking
Drinking
Dislikes:
Cats
Arguments
Fake People
Derangement: A side effect of her ability is that Angel lost all sense of taste and can't taste flavor in food no matter how spicy or flavorful it was prepared. She also gained a mental break where is can be bipolar at times and unpredictable, this isn't helped by the fact that she is a terrible light-weight drinker.
Parahumanism
Skills: Non-power based abilities you have. The things you know and things you can do, like great memory, martial arts talent, video gaming, etc. Classification: Breaker/Shaker Details: Angel's ability is the complete replicate of a micro black hole originating from her mouth. When activating her power, she opens her mouth to draw in all inorganic matter in a twenty foot cone in front of her. At the center of the black hole directly in front of her mouth is a gravity well that compresses larger objects to a manageable size that could than fit within her mouth. Any inorganic material caught within the cone are drawn in leaving all organic matter alone, the cone absorbs everything in its path including light and heat meaning that the cone appears to be a solid black mass that eats all in its way. What happens to the material and objects after it is sucked into her mouth is still a complete mystery as she does not seem to gain any value from the items and it just seems to disappear into her body.
Limitations: Black Hole has a period when it can not be used for two and a half minutes after just being used and can only remain open for a minute before Angel needs to close her mouth. Angel can also only face one direction when her ability is in use and can not turn her head or body. There is also a limit to the amount of material that can be drawn into her mouth in a day with the limit being a maximum of 20 tons, which is equivalent to a city bus and a loaded SUV.
Equipment: What sort of goodies do you have on you when you're in costume? If you are a Ward, you automatically start with a Protectorate Communication Earpiece and your costume will get to incorporate a holographic computer interfacing tool, courtesy of Decoy.
Name: Justus Glockner Age: 51 Gender: Male Unit: 1st Cybernetic Orbital Marines "The Immortal First" Rank: Lieutenant General Role: Special Field Commander Allegiance: Internationale Equipment: Guide to come soon
Appearance: Justus Glockner was a former human who had been suffering from a bacterial disease that was eating away at his body before he transferred his consciousness over to his current robotic body. His new form stands at seven feet and four inches with armor plating that covers all vital circuits underneath. He has an integrated personal shield generator that is able to be activated at just a thought. His robotic form makes reading his emotional state and body language completely impossible unless you can pick up on the tone of his voice as an indicator of his thoughts.
Personality:
History:
Name of Ship: The Forge Type: Capital Ship (non-combatant) Class: Factory-Class (First of its kind) Armaments: Crew: The Forge runs a crew 3700 personnel made up of mechanics, technicians, factory workers, a small contingent of military brass. Even this amount of crew leaves large portions of the ship empty of living crew members leaving the rest of be tended to by automated droids that monitor storage and walk to ship to report and malfunctions that could appear and be overlooked. There are also 40,000 robotic marines in storage aboard the ship ready to called upon and woken up from the sleep. Appearance: What does the ship look like? Its dimensions? Specifications: Full speed, cruising speed; armour; shielding; mass; etc. History:
The 1st Cybernetic Orbital Marines is an experimental regiment pushed through by General Justus Glockner as a elite fighting force that would use disposable bodies complete the objective. The entire regiment is made up of smart AI that are in theory faster learning and easier to train than standard soldiers.
∟ PHYSICAL PROFILE: Trevor appears to be in his late teens to early twenties and standing at 5'9". His most notable feature would have to be his naturally unkempt green hair which has been attributed to the foreign DNA in his system. He hides an athletically built body underneath a large jacket and baggy pants which has become his style even when on missions. Another weird quirk about his style is Trevor's like for zippers. There is just no explanation for this taste in style. Hiding underneath these baggy clothes are a multitude of scars that cover his entire body except for his head as these scars are a result of his regeneration ability repairing the amount of damage that he has sustained.
∟ PSYCHOLOGICAL PROFILE: Trevor is the type of person that humans would describe as cocky and full of himself. He is loud and boisterous when not on a mission and can either be the life of a party or just getting on everyone's nerves, sometimes at the same time. The power of his regeneration ability, Zombie has come to the idea that he is completely immortal despite the repeated comments by the scientists that he could die. This state of mind has given him a recklessness while on missions that has resulted in him leaping forward into battle without a second thought for strategy.
∟ ABILITIES:
Rapid Regeneration- Zombie was given his name because of this ability. He is able to repair broken bones in mere seconds and even regrow missing limbs in just a few minutes. Organs can be repaired and even replaced if they happen to be damaged beyond repair. This ability draws upon his body's energy with the more severe the wound the weaker Trevor becomes after the repair.
Enhanced Strength- Trevor is stronger than a normal human, able to lift up a car with a single hand or punch through a reinforced wall. This can be an issue since his body can not always handle enhanced strength causing damage to himself as much as the Hydra.
∟ WEAKNESSES:
Frail- Trevor's body has a high probability to get destroyed in the course of a mission. This is generally a result of super strength breaking his body and running out of energy for his regeneration to work.
[Name Here] [Flag Here] NATIONAL INFORMATION: -Population: (This setting allows for improbable population sizes due to the presence of literal gods providing divine intervention for agriculture and other population boasts. The typical nation should still be below 25 million people, however some enormous empires can go up to around 50-100 million people. Another thing to note are the reproduction rates of species) -Faction: (See Factions for info) -Capital: -Government Type: -Government Description: (at least a paragraph) -Head of State: -Currency: -Language(s): (Note that Justinians tend to speak either Sancthiyin Elvish or Aemarine, both of which are globally prominent languages besides local ethnic/national languages. In the east, the Edhelywlin Elvish tongue is the lingua franca though there are many other languages as well. Due to the similarities of Sancthyyin and Edhelywlin Elvish languages, there is a common translatable language between eastern and western diplomats, though these languages are not commonly spoken by either sides peasant populations. Sancthiyin is the official language of the Justinian Clerisy in Sacrosanctia and is expected that Clerics and elites can speak it)
[Short-History Here] A couple/few paragraphs summarising your nation's history. If you desire to make a novella-length history, write down the full version in ‘extra information’. This short history should summarise your nation in connection to major world events such as the War In Heaven, the Axohar Rebellions or major internal events such as shifts in religion (e.g: mass conversion to Justinianism) or invasions and so on (e.g: Ouroborasia falling to Justinian crusaders in 157AWH).
UNIQUE ATTRIBUTE INFORMATION: (In here, list a number of interesting factoids about your nation that makes it what it is. This could be specific cultural practices, certain applications of military technology, a unique government form, a signature magic style or certain locations. Overall, here is where you should ‘fluff out’ as well as make note of special advantages or disadvantages you have. It is expected that you should have at least one advantage and one disadvantage. I will monitor this section closely to ensure fairness) Disclaimer: Your 'unique' attributes may not actually be unique.
GEOGRAPHIC INFORMATION: [Map Here With Claim, possible additional internal map with locations inside territory wanted but can be skipped] -Major Locations of Interest (Castles, Cities, Walls, Temples, Mountains/Forests/etc of note)
RACIAL(species) INFORMATION: -Majority race: (Note if ruling class or not, include demographic percentage. Give description of the species) -Minority race(s): (Note if ruling class or not, include demographic percentage. Give description for notable minority species) RELIGIOUS INFORMATION: -State Religion: (Should align with faction. If Justinian, Canonical/Orthodox/Heterodox/Anathema should be noted.) -Patron Deity: (Should align with faction unless Red Pantheon, where you should choose/create one independent of a God. Yuwanist Nations each have their own Patron Deity as an Angel that is subservient to Yuwan. Red Pantheonist states can have multiple Patron Deities. (max 3) -Religion Demographics: (What percentage of your population is devoted to what God?) -Major Holy Relics/Artefacts in Possession: (There are Bound Artefacts and Masterless Artefacts. Both intensely magical, with Bound Artefacts belonging and borrowing the magic of a still living God, and only working when said God allows it so. Whereas Masterless Artefacts containing the magic of a dead God, can be used by anyone and against anyone. Magical items are useful since they allow the user to cast a spell with absolutely no knowledge of magic and get constant results, with Masterless Artefacts turning the wielder into an inheritor to the Dead God’s craft, and making the Magic His. Justinians do not allow the possession of Masterless Artifacts to anyone aligned to the state, and require all enemy Artifacts, as well as Masterless ones, to be sent to the Golden Armoury in Archonnen for either safe keeping or disposal. Yuwanist Artefacts will mostly belong to your Nation’s respective Yuwanist Patron-Deity rather than Yuwan herself. Each Nation may not possess more than two Holy Artefacts, though if both Artefacts are Bound, you are are allowed to take a third one that is Masterless. Minor Artefacts need not be specified in the NS. I don't feel that a magical sword that cut deeper, or an armor that's more resistant, count as legit Holy Relics.) -Holy Site under Control: (One per Nation. Not necessary for minor powers. If your empire has a hold of one of the holy cities, take note of this as well, as they are the most important and powerful holy sites you can possibly hold. Generally; your Holy Site is the nr.1 location where your god's magic and direct influence is the strongest. A place where the Material and Celestial planes almost overlap. Think of the Altar in the empire's largest cathedral, or an ancient and magical tree. A mystical oasis. Naturally there are more Holy Sites than just one, but this one in particular is the most significant and revered.) -Notable Magical Institutions: (Justinian Paladin academies, Justinian Oratoriums, Red Pantheon secret societies or coven buildings, Yuwanist magi schools or guilds, Yuwanist universities or magical library-observatories, etc) -Religious Interpretations/Culture :(Local views of the religion, possible schisms/heresy, include various local religious-cultural practices, beliefs, traditions, rituals, festivals, etc. Mandatory for anyone playing as Heterodox Justinians)
MILITARY INFORMATION: Total Military Size: (standard states maxed at 150,000 with an average of around 80,000-100,000. Powerhouse/empire/large nations-type nations should be around 200,000-250,000. Ridiculous mass-breeding species and improbably large empires (such as the Riglirs and Archonnen respectively) may have more, though will need personal oversight from the GM. Due to the apocalyptic nature of this perpetually enduring war, the replenishment rate for lost troops is quite rapid in countries already in a state of total war or facing extinction, even more so for rapid-breeding or magically fabricated species) Listed Heroes: (The names of your active heroes in a list. Does not require character profiles though it is suggested that characters you use often in IC posts should go in the Dramatis Personae while others are either just super-elite soldiers or ‘heroes of another story’. Players have a maximum of 15 heroes unless certain exceptions are given, such as holders of holy cities or given close divine mandates/oversight which may allow up to 20-25 heroes) Military Doctrine: Military Units: (including air cavalry and navy) DRAMATIS PERSONAE: [Notable characters go here, including national leaders/royalty, military leaders, commonly depicted heroes and other people of interest. This can be expanded in the future if players want to cut down on too much information at the start. The character sheets can either be proper character sheets or short paragraph-based]
EXTRA INFORMATION: [optional stuff you may add] Full History: (Your nation’s history following the major eras/cycles. Remember to align it with the settings history, as it is hard for nations to live in an isolated bubble here) List of Historical Grievances: (Who are your historical enemies at the start of the RP) Relations: (What are the established relations at the start of the RP; this can either be simple as “Hostile, Cold, Neutral, Warm, Friendly” or a detailed explanation of each relationship per nation) Cultural Notes: (Anything cultural of note or unique about the nation that isn’t mentioned under religious interpretations/culture)
Appearance: Nico's natural appearance stands at 5'7" with a decently athletic build. He has naturally dark green unkempt hair which could be attributed to his family lineage of shapeshifters. His normal taste in clothes revolves around him just wanting to stay warm no matter the weather and can often been seen sporting a jacket no matter how hot it could be. Nico likes to wear a bored look on his face at all times as he can just alter the way he looks to suit the mood of the room.
Year: 2
Rank: Journeyman
Room No.:
Personality:
Magic Discipline:Shapeshifting Nico is able to mold his shape into any desired appearance of a person using his magic to add or reduce his physical appearance. There is no difference between the changing people the body of a male or a female according to the magic with the limitation being with the user of the magic. Nico has to envision his body as a formless block of clay needing to be molded into the desired form of the time and can at times even alter his clothing. His current level with the magic limits him to the natural human form with no additions or alterations. He can not create his own appearances either and requires a reference point to create an appearance.
Equipment: Carries a digital camera around with him most of the time. Also owns a film camera that isn't always on his person.
Biography:
Master: Klaus Doppelgänger
If Nico was forced to sacrifice something important in order to move forward, it would be: Nico sees everything as exchangeable if the price is right. There must be an exchange of equal value for it to be worthwhile for the shapeshifter.
If Nico was offered to have a single wish fulfilled, it would be: There is only one thing that Nico really desires as a mage. Power and information are all that he desires in life.
Appearance - Justus stands at 6' with a athletic build. He has a lean face with a large scar running down the left side of his face from his forehead over his eye and down to his chin. He likes to keep himself clean shaven and maintains a short buzz cut hair style underneath his helmet.
Apparel/Armor - Republic battle armor, a bandoleer hangs from his left shoulder to right side, a visor on his helmet that acts as a binocular
Skills - Justus is trained in every kind of weapon know to the republic minus a lightsaber but given some time he would probably be able to learn the basics. He is a strong survivalist who is trained in multiple forms of martial arts and would be able to survive on a planet alone with nothing more than just a knife. He is generally quick on his feet and fast to react to most situations that are thrown at him.
Flaws - Justus can be overly confident at times and that could get him in trouble at times as he will underestimate his enemies. He is also a ruthless person who believes that if he lets someone live than they could come back later and kill him.
Personality - Justus is not a man of many words and prefers to let his actions do the speaking for him. Like many special forces operatives, he likes to take the fight to the enemy rather than sitting around and waiting to get killed in a foxhole somewhere. He is fiercely loyal to those he considers his brothers and would walk to the afterlife to drag them back to the land of the living.
Backstory - Justus was born into the lower levels of Coruscant which the not so savory folk lived. His father was a thief who stole to keep food on the table while his mother worked at a diner to supplement for what his dad could not supply. At a young age, Justus learned to take care of himself with his parents always being absent meaning that he got into a lot of trouble.
Justus had several run ins with the law over the next couple years but he never actually did any time for his petty crimes. Finally, he saw his chance to get out of the lower levels and enlisted in the military to try and get off world for a chance at a new start. After his first few years in the infantry he was able to take the commando test and passed the test to be allowed into the program.
He originally served with the 106th Environmental Infiltration Battalion whose main task was sending small squads in behind enemy lines to extract high value targets and POWs. This allowed him to get up close and personal with the fighting against the Sith at times and even put him in the vanguard in the Liberation of Coruscant as his squad was tasked with rescuing senators during the fighting. He was given the war time promotion to Corporal and earned the promotion to Sergeant after the Jedi-Sith war ended and was transferred to the 210th Commando Battalion where he served under Lukas Haslee before being pulled for a special task force to crush a cult uprising.
Noble virtue: Peacekeeper - The Green Knight will bring peace to Britannia and the rest of the isles by any means necessary. This is his entire purpose for living and will do anything for peace even if it means he must fight as well.
Vow: The Green Knight will fight for the people of Britannia and protect them.
Combat Style/Knight Archetype: Mounted-Knight
Weight: 264 lbs
Height: 6'11"
Appearances/Description: A massive man that towers over any normal human with every aspect of him being green. Even for being a large intimidating presence, his face is gentle hidden behind mess of hair that covers most of his face from a thick beard to the shoulder length hair on his head. Bertilak seems to radiate a determination that tests the resolve of the men around him to steel themselves against their own fears.
Equipment: Steel Chest Plate One-Handed Danish Axe Heater Shield (Engraved with a design of tree branches and roots) Lance to be used on horse Destrier War Horse
Faith: Old Ways
Backstory: The Green Knight was born long before the Court of Arthur was created in the current age. He was given shape by the spirits of the forest as a protector of Britannia and her people from any forces that would threaten them. He has shown up in crucial times in the history of Britannia to test the people of their resolve and even lead them if that is needed. He has shown up to King Arthur's Round Table several times to test if they are worthy of holding their titles as lords and knights. Each time he would return to the Bedegraine forest after his quest was finished to await the time when he would be needed again. It is now time for him to return as the lands of Britannia are being ravaged by war and strife where monsters are roaming the land and attacking the innocent, he has come to test these knights that have stood their ground in Camelot and lead them if he must.
Why worry about the past or the future when the present is enough to handle.
Character Summary
Name: Ryan Roland Weeber Aliases: Weeber Age: 24 Birthday: September 18th, 1993 Ethnicity: German Birth Place: Munich, Germany Place of Residency: Los Angeles Gender: Male Education: College Student, Major: Instrumental Music, Minor: Music Business Occupation: Guitar section sales at Nickles Music Languages: German, English
Appearance
Height: 5'9" Weight: 160 Body Type: Athletic Eye Color: Hazel Hair Color: Dirty Blonde Skin Tone: Slight Tan Tattoos/Scars/Piercings: His ears are pierced just once on each side. He likes to wear small studs when he is able to. He does not have any tattoos or scars at this time, but he does have plans to get a tattoo in the future. Personal Style: Ryan choice in shirts to be either a light t-shirt or a light material button-up shirt. If given a color choice to choose from, he would have to say that he prefers to wear darker colors like black, dark green, or blue, but will also wear lighter colors on occasion. His choice in pants generally stays with jeans or lighter material shorts that make it easier to deal with the L.A. heat. Over this Ryan likes athletic style pull overs or zip ups as they are breathable while keeping him warm when the temperature gets a little cold. Ryan likes to take care of his hair and prefers to keep it gelled and in place when he is going out just to keep up appearances.
Sexuality: Straight Relationship Status: Recently Single Personality: Ryan is the type of person that once he puts his mind to something there really isn't any chance to try and change his mind. This may not always seem as a bad thing, because this could mean things actually get done, but he is also confident that he can complete the task no matter what it is. He is openly friendly to people that he just meets and is generally always in a good mood where nothing can get him down or make him depressive. There is also a side of Ryan that always feels like he is right and that everyone else is always wrong and there is very little chance of changing his mind on the subject. Habits: Ryan has a nasty habit of biting his fingernails when he is nervous or deep in thought, but he tries to not do this in front of other people. He also starts to shift his weight from one foot to the other in a short of bouncing motion when he gets uncomfortable with a situation. He has a bad habit of smoking when he is extremely stressed out and has been trying to quit to no avail. Hobbies: If stuck at home with nothing to do, Ryan would probably turn on the television as background noise and practice playing guitar or piano. He also enjoys tinkering with his own songs, though he isn't confident enough to show these songs to anyone. Ryan is also a practitioner of Brazilian Jui Jitsu and enjoys going to the gym so that he can practice against other people. Fears:
Heights
Spiders
Drowning
Likes:
Honest people
Guitar
Brazilian Jui Jitsu
Women
Being social with friends and going out
Dogs
Dislikes:
Cats
Two-faced people that just lie to get their way
Snow
People that look down on musicians
Self-absorbed people
Retail Customers
Skills
General Skills:
Guitar, Piano, Bass
Cooking
Electronic Soldering
Song Writing
Music mixing and editing
Combat Skills:
Mixed Martial Arts
Brazilian Jui Jitsu
What Do They Carry On Them:
Clothing - Jeans, Plain Black Shirt, Adidas black zip up jacket, black Adidas shoes,
Headphones
Iphone 6s
Wallet with ID, Visa/Debt, business cards
Gum
Backpack
Mac Book Pro
Car and house keyes
Ear plugs
Cigarettes
lighter
Possessions at Home:
8in Studio Speakers
Large Work bench
Desk with studio mixer
2 4ft racks full of audio equipment
Punching bag
Twin size bed
Custom build PC
Electronic Keyboard
20in FLatscreen
Bookcase with an assortment of random genre books, some in german.
Guitar
98 Toyota truck
Fridge full of beer
History
Biography: (How were they raised, what was their childhood like, adulthood all up to the point of the start of the RP 3 paragraphs minimum or more.)
Discovery Of Your Power:(How did they discover their abilities, were they alone, were they with anyone, did they tell anyone about it. One paragraph or more, however keep this blank until you get a random power the GM will have this randomized for you.)
Ability & Powers:(What is their powers and abilities, again keep it blank until the GM assigns you an ability)
Ability & Powers Weaknesses:(What are their powers weaknesses, also keep this blank for now till your ability is assigned.)
Additional Information
Theme Song:Bills - LunchMoney Lewis Extra Information: Regeneration is an amazing ability. Little something from the past. I agree to follow the rules for this RP and understand that if I do not follow the rules, the GM or Co-GM may kick me out of this roleplay.
Name Michi Watanabe Age 27 Gender Male Home Sea The Dragon Sea Aether Sign None Aether Abilities None
Personality Michi is a relaxed person who just enjoys living and finding new adventures to test his limits. He is a generally friendly person who just wants to sit around and be lazy unless there is something that needs to be killed. He joined Guàiwù guówáng because of his sense of adventure and knew that if he joined the group he would be able to see other parts of the world. Michi can have a short attention span at times and can end up getting distracted when he isn't in a fight.
History Michi was born on a small island in the Dragon Sea constantly a hot bed for monster activity meaning that it always attracted groups of Divers that were looking for monsters to kill. At a young age, Michi showed interest in the various groups of Divers that showed up on the island. When he turned twelve, he joined a group of divers called Guàiwù guówáng (Monster Kings) made up of strong combat centered Divers from across the Dragon Sea that specialized in fighting the monsters.
The group took Michi under their wing and showed him how to fight monsters after he had proven himself as a capable squire to the group. The group had many aether users but there were a few of those that did not have the gift of aether like Michi himself and those showed him how to use aether weapons without aether in his own body. On his twentieth, he was presented with his own weapons by Tao Cheung the Weapon Master of Guàiwù guówáng.
Michi Watanabe stayed with the Divers for another few years before deciding that it was time for him to move on. He hopped aboard a boat at Xian headed out of the Dragon Sea and wanted to see what the world held for him.
Gear Sun Splitter: An aether weapon forged by the Weapon master of Guàiwù guówáng and infused with the powers of Sun aether to allow the user to release razor sharp wind from the blade of the sword. The blade was forged in an ancient fashion in what was once called a katana allowing it speed in swinging the blade. Moon's Blessing: A small curved dagger that was also created by the same Weapon master and infused with the aether of the Moon. The blade allows the user to stand on water without falling into it as long as the blade is located on the user.