Someday we will be old, and we will be calling our spouses that we have come to hate maidenless and unbased while being old
2 yrs ago
Hello, would you like to purchase 100% legal German Austrian Estonian Luxembourgian Leichtenstein Belgian Italian Polish Icelandic driver's license passport ID card pass no test no exam legal online?
10
likes
2 yrs ago
1x1s seem so popular but they all happen, like, underground... maybe there's a thriving hive of ERP underneath our very feet... I'm tempted but I will never go down there
1
like
2 yrs ago
i will allow you to have a preference but i dont understand why almost everyone has one rule saying "i will not accept any character that is pictured with/out big eyes and a small mouth"
Bio
I still feel new here
I will always play as an anime girl. This is not a point of pride, only the tragic truth
I'm not here for anything dirty leave me alone
pfp is a work by 貓臉 (Māo liǎn, or cat face) except I took away the background and most of the detail
I responded fast because it's good to be proactive but I don't think I totally like it, don't wait on me to but that might get an edit if there's a month between turns again Also Cherry's original sheet is cringe Just thought I'd drop that because it's haunting me all of a sudden
Cherry frowns. She looks out the way John pointed for a while, then tracks a hand-sized purple beetle as it crawls across the wall opposite. It wasn't there a few seconds ago, was it? "I know what I said. Our mayor is everywhere." She sighs. "Very pretty words, by the way."
She looks at John. She looks for the beetle again. It's gone. Back to John. "I paint, I speak, I type. No one moves. Either I hear 'yeah, that's fucked,' or they leave. And you're telling me, go forth, find your following? Sure, and you can write my speeches, starting now, grab a pen. Oh, you can't! That's new!" She turns to face him fully, slaps the wall beside her. "Just watch me try for a day!"
day, day, day... She curls her hand into a loose fist and exhales. "I like that you'll listen, but that's because you know you don't have a choice. Everyone else is content in this malaise. I'll love it if you prove me wrong. If you know anyone I don't - if I'm just an awful communicator - anything. We can try it. Either you'll see, or I'll get somewhere for once."
Some hypothetical characters that I wrote because I like doing that These are not PC submissions Take ideas from them as you please, try submitting them yourself, incorporate them as NPCs, whatever - I will be proud of whatever use they find July 19
Appearance: A woman with greying hair, but otherwise, a general appearance of health, her eyes usually covered by shades or a blindfold. 5’2”/157 cm 108 lbs/49 kg
Name: Annamarie Wilkeson, Arms Master alias: “The Prophet”
Age: 50-60
Nationality: Canadian
Noble Arm Name & Appearance: Revelation-By-Moonlight, an unremarkable wooden shepherd’s crook.
Noble Arm Rank: A
Noble Arm Type, Element, and Range: Noncombat, Sensory, Long
Noble Arm Abilities: The Prophet has perfect sensory information on all things within a 30 km radius of herself while Revelation-By-Moonlight is manifested. This means she can taste a squirrel sunbathing on the opposite end of a city, watch ultraviolet rays reflect off of its fur, observe the instant it develops skin cancer from those rays, detect a change in the mayor’s heartbeat as he tells a lie at a speech she is not attending, or read a closed book still on its shelf in the local library, which she is not occupying. She remains peripherally aware of everything in her range that she chooses not to focus on – she could not, for instance, watch the development of skin cancer, detect the lie, or read the book without focusing, but would know where the squirrel, mayor, and book are. The Prophet can maintain manifestation of Revelation-By-Moonlight in its passive state for up to 15 hours while at complete waking rest.
The Prophet may raise Revelation-By-Moonlight into an active state in which she can near-instantly parse all sensory information collected. This means she can do all of the aforementioned observations and far more, simultaneously, comprehending each with as much clarity as if she had given them exclusive focus for far longer than she really did. She has read the Lord of the Rings trilogy in seconds. This “active state” fatigues her about 10 times as fast as the passive state, for a maximum 1.5 hours of use, at complete bodily rest, with no prior usage. Usually, she will only use it for extremely short “flickers” of awareness.
While in her sleep, The Prophet autonomously commands Revelation-By-Moonlight. If the Noble Arm is already summoned, she activates and deactivates it subconsciously, at extremely regular intervals: specifically, she flickers it at the 17th and 37th second of each minute. These "flickers" are the only time she is aware of the waking world while asleep, but she is keenly aware. The Prophet is not fatigued by commanding Revelation-By-Moonlight in her sleep, though it makes her sleep less restful.
In total, The Prophet could keep Revelation-By-Moonlight passively manifested for up to 22 hours every day if she rests optimally. An active day similar to a regular person’s would allow her to maintain Revelation for up to 15 total hours, and an active day similar to a frontline soldier would allow her to maintain Revelation for up to 10 total hours, likely less.
Misc Abilities: Omniscient high-focus observation of the skills, behaviors, and physical functions of thousands of other people in her lifetime have made The Prophet a master of an incredible array of skills. She is, for a start, an extreme empath, a genius chemist, a polyglot, and a masterful financier, all without relying on Revelation-By-Moonlight. It’s usually safe to say that if anyone knows how to do something, The Prophet does. She keeps notes on her observations and the revelations resulting from them in an extremely complex, multi-layered cipher that makes use of highly advanced mathematics, Sindarin, and the Sentinelese written language.
Personality: It's difficult to understand The Prophet’s personality in a human context. She speaks to everyone completely differently depending on who she knows them to be. She strives to be liked by everyone, and she is uncannily good at it. In a word, you might call her a sociopath - if you knew she was pretending.
*Likes: Unclear.
*Dislikes: The comparative blindness she experiences without Revelation-By-Moonlight.
Fears: Losing her power before she’s done with it.
Bio: Annamarie Wilkeson is known to the world as an eccentric and wise wealthy stock trader, occasional author, and intermittent fortune teller. She uses a private driver or pilot for all of her frequent travels, and spends a great portion of her life sealed away alone for reasons she does not share. She is blind, but has never let this hold her back. The Prophet exists as a rumor. No one knows who she is, if she is, or the precise details of her power. There are stories of an ancient oracle with a shepherd’s crook. For this reason, while Revelation-By-Moonlight is manifested, The Prophet prefers to leave it somewhere well away from her person. She is not blind, but most of the time, she does not use her eyes.
*Current Goal: Discover who the previous master of Revelation-By-Moonlight was. Read their notes.
Military or Civilian Rank: Very minor celebrity, horror story told to secretive governments at night
edit: Here's something weird and creepy and not necessarily lore-friendly that could also be an SCP edit2: wait this is scp-106
Appearance: A diving hardsuit with a visor that emits a bright blue glow, which is impenetrable to both normal and enhanced vision. It carries a large diving floodlight that emits a similar glow. 7’/213.36 cm The Diver’s weight has not been recorded.
Name: “The Diver”
Age: The Diver’s age has not been recorded.
Nationality: The Diver’s nationality has not been recorded.
Noble Arm Name & Appearance: The prevailing theory is that The Diver is a Noble Arm.
Noble Arm Rank: B
Noble Arm Type, Element, and Range: Melee, Deep Water
Noble Arm Abilities:
Abyssal Glare: The glow from The Diver’s helmet is fascinating. It draws and holds attention very easily. Those who see it peripherally are soon drawn to stare with complete focus on the light, and cannot break away without superhuman force of will, a concerted external effort to distract them, or sustained obstruction from viewing it. Some victims have been seen to resist being obstructed or to approach the light.
Abyssal Dive: The Diver can step into any surface below it as if it were a sharp slope into the ocean. Abyssal Glare retains its effect on anyone who watches The Diver submerge, and they will track its subterranean movements as if unobstructed. It can resurface by the same method.
Abyssal Pressure: Awareness of The Diver’s proximity has been known to cause irrational sensations of panic, even in those unaware of its intentions or Arms Master status, or otherwise resistant to fear. These sensations are accompanied by intermittent audiovisual hallucinations of being in deep water. This effect has only triggered in approximately 40% of those known to have been exposed, and it is unknown what distance qualifies as "proximate" - it appears to be individually based.
Abyssal Perception: The Diver’s senses of sight and hearing are unnaturally keen: it is able to spot human forms tens of kilometers away in deep darkness and hear extremely minute noises within 50 meters.
Abyssal Endurance: There has been no recorded case of The Diver expressing pain or fatigue. It is uncertain whether or not it has a human body to injure.
Abyssal Grasp: The Diver’s grip is powerful. Sustained physical contact with any part of its body causes a facsimile sensation of drowning, but those under the effect of Abyssal Glare do not appear to respond to it. After 10 seconds of sustained contact, The Diver and its victim disappear. GPS tracking indicates that both are instantly transported together to an arbitrary location on the global seafloor, likely chosen by The Diver.
Misc Abilities: The Diver has been observed using various fear tactics to flush out or otherwise control evasive targets.
Personality: Determined.
Fears: Not the ocean.
Bio:
“Ah.” “You've brought me another.” “Bring them here.” “There’s a good pet.”
Manic expressions, smells of ozone. Permanently messy hair. Electrocution scars that heal and are replaced by the day. Pupils may appear unusually reflective while her Arm is active - in low light, it becomes apparent that they are emitting a pale blue glow. 5'8" / 173 cm 143 lbs / 65 kg
Name: Zoë Fischer
Age: 26
Nationality: Swiss
Noble Arm Name & Appearance: "Victor," a whip of 5m length made from an unknown flexile and superconductive metal, frequently cloaked in sparks. The grip is wrapped in black and anomalously insulative leather.
Noble Arm Rank:
Power: B Speed: A Range: A Persistence: A+ (S) Precision: B Potential: E+ (S)
Noble Arm Type, Element, and Range: Ranged, Electrical, Long
Noble Arm Abilities: Through Victor, Zoë wields intuitive total control over electrical current. She can generate electricity, direct it, and determine its voltage as though it were an extension of her being.
The Power of this ability supersedes fundamental laws of nature, by creating more energy than it consumes. Her own energy is greatly amplified as it's used to generate electrical energy - testing has led to an estimated conversion rate of 10x. Her theorized maximum safe discharge could level a city block or induce cardiac arrest in a score of elephants, while a heavy discharge will still kill one or two.
The Speed of this ability is instantaneous. She moves electricity as or more easily than she moves a finger.
The Range of this ability is as far as she can see, plus a 30 meter radius beyond that - whether it's around the corner or over the horizon.
The Persistence of this ability would normally rank a C, but ties uniquely to its Power. See "Self-Charging" ability.
The Precision of this ability is determined by how well Zoë can see or visualize what she's doing. She can launch a thunderbolt from Victor or herself to accurately strike a known distant target with her eyes closed, the same as she could blindly touch an object in arm's reach. Making A to B connections between distant targets is markedly harder when blind, more like drawing, navigating a webpage, or controlling a video game character. If she can see clearly, both of these tasks are trivial.
The Potential of this ability is described as follows: It is not expected that Victor's objective capabilities will change in any way, but its nature means that its breadth of applications grows with its user's understanding of both electricity and her Noble Arm itself. Zoë has demonstrated a strong proclivity to learn, so informally, we classify her potential as A, though by technical definition she ranks an E.
All of her powers stem directly from this - it is technically the Noble Arm's only ability. The development of other uses falls to Zoë learning how she can apply it. She can't galvanize the dead to life or overwrite computer files, but only because she hasn't learned how to handle such intricate tasks.
Self-Charging: Through an intricate process that requires total concentration to start, and constant minor focus to sustain, Zoë can force Victor to absorb electrical energy into itself, and Victor, as Zoë's Noble Arm, shares its energy with her. Victor's sparking is a symptom of a constant feedback loop that keeps Zoë's energy level extremely, manically high - she does not naturally suffer fatigue, does not require calories from food, and has a greatly reduced need to breathe as long as this is sustained. Use of her Noble Arm for other powers can substantially draw from her energy level, and focused use or distracting pain can break the loop outright, but natural human activity will never overpower it. Her energy generation is faster the more she has spare to feed into the loop. While suppressed by a Paragon killswitch, Self-Charging does not function.
Auto-Galvanism: Zoë can give herself small controlled shocks to push the speed and strength of her body's muscular movements above her already superhuman limits as an Arms Master. This requires careful control to avoid critically injuring herself, and as a result, its use conflicts with sustaining Self-Charging.
Thundercrack: Zoë can project arcs of electricity from herself or anywhere within her range. For stylistic reasons, she prefers to crack Victor and discharge from its tip. Self-Charging allows her to discharge a bolt that mimics lightning without significant cost. Sustained current, higher control, or higher voltage each have a greater energy draw - a targeted and consistently lethal* arc will drain her like a short run, requiring no less than 10 seconds' recharge to return to maximum. That's not to say she can't do it again, or twice, or ten times more before the wait.
Contact Hazard: Zoë's shocks can be much more powerful and precise for much less cost if delivered through direct contact with herself, Victor, or a strong conductor. She can kill you* for free if she whips you, or your gun. She could also cause localized spasms, seizures - or try energizing other Noble Arms like she does Victor. She hasn't tested this yet. She looks forward to it.
*By far the most common and “easiest” way for an electric shock to kill is by stopping or seriously disrupting a victim’s heart rhythm. The majority of Noble Arms, regardless of grade, will easily restore their masters from such maladies as soon as they arise. Zoë's skillset is much less lethal to Arms Masters, as many ordinarily fatal shocks are, simply, not. To cause lasting injury or death for an Arms Master demands far higher voltage than normal, though in many cases the ordinary lethal level is still heavily incapacitating, not only for the usual reasons to do with a high-voltage shock, but also because the loss of heart function triggers a target’s Noble Arm to dispel itself and render the victim unconscious for its very brief “emergency treatment” of the disturbed rhythm.
Misc Abilities: Zoë is a natural researcher. She spends most of her spare time reading, notetaking, or experimenting. Most any mystery that earns her attention is bound to be put to an explanation in her baffling handwriting in good time, and she already knows a surprising amount about some surprising things. Zoë is mindful of her body and keeps in shape. Zoë has an eccentric way of talking to people that can easily be turned frightening. Regular exposure to high-voltage shocks have left Zoë with a psychological adaptation to pain. She's not shy about getting herself hurt, as long as it won't kill her.
Personality: Intense, curious, impatient, introspective, uncaring, and occasionally funny. It's hard to picture what goes on in Zoë's head - it seems to be an exhausting way to live, not in the least because it's apparently packed with contradictions. She does nothing by half-measures. The shortest description to fit her is “mad scientist.” Likes: Science, progress, the acquisition of knowledge. A good maniacal laugh. Feeling superior. Dislikes: Everything and everyone in her way. Fears: Defeat and humiliation. Zoë doesn't know how to function anywhere but at the top. Bio: Zoë's secondary education was a meandering endeavor. Computer science major, given up for literary study, flunked out of in pursuit of physical science. When the Paragons of Science came together, one of its founding members already had eyes on her. She seemed on the brink of a breakthrough, of the spiritual kind, and there were tempting theories about what she could create if her soul had proper guidance. Victor was a major success, and an obsession that Zoë would not be in such a hurry to move on from. As part of her "payment" for this awakening, Zoë is tasked to relay everything she learns about her Noble Arm and its potential applications. Its Self-Charging capability is wildly fascinating and sees her regularly called in for hands-on study to this day. She isn't as dogmatic as most of the Paragons' inner circle, but she certainly won't hesitate to sweep the laws of nature and morality aside for the sake of human progress, and is nominally treated as an affiliate to the organization, if not a member. Today, the rising political tensions of the world are speaking to her as just the start of a much greater threat, which would, abominably, prove an inescapable distraction from her studies. She intends to eradicate this blight before it spreads.
Current Goal: Learn everything there is about Victor and access its limits. Military or Civilian Rank: Paragon Affiliate
Tall Scandinavian. Also, Punk Valkyrie. Long blonde hair, partially dyed in whatever bright color is on her mind. Garters, ripped jeans, leather boots, tiny jackets. The shades stay on. Is this a JoJo reference? The Valkyrie part is reserved to wing motifs on her clothes, until her Noble Arm comes out. The shield is not part of any regular ensemble. 5’11” / 181cm 161 lbs / 73kg
Name: Indra Larsdottir
Age: 21
Nationality: Swedish
Noble Arm Name & Appearance: Dís, an ornate and impractically designed winged spear, twice her height in length. Indra has described it as “anime.” (Pictured in Appearance)
Noble Arm Rank:
Power: B Speed: B Range: A Persistence: B Precision: C Potential: C
Noble Arm Type, Element, and Range: Ranged, Pop Norse Mythology, Long-range
Soul of Asgard: While Dís is manifested, Indra sprouts a pair of wings, made from a solidified form of her own soul. They are impenetrable and indestructible to any mundane force, as well as most known supernatural forces, and allow her to fly with near perfect maneuverability up to narrowly subsonic speed, ignorant of otherwise deadly G-forces. She can grow them larger to shield herself or others, at a deadly sharp spike in stamina-over-time cost. She cannot safely manage a wingspan of over 6 meters.
Voice of Asgard: While Dís is manifested, Indra reverts to speaking in Old Norse, a language that she normally does not know. Anyone listening can understand her perfectly, and anyone that she chooses to address can hear her regardless of distance or interference, as long as she knows where they are. This ability extends to animals, though they hardly have to listen.
Valr: Indra is uncannily adept at using Dís as a weapon. She is undefeated in melee dueling, and for long ranges, she can throw Dís in such a way that it rapidly accelerates through air up to Mach 6 and flies with negligible drop-off or deviation up to 60 kilometers, before sharply decelerating. Any impact with a solid material that would normally halt or dramatically slow an object flying at such speed, will end this acceleration. She can recall Dís back to her hand from any location using the same mechanics, sans the distance restriction, and catch it reliably with speed and reflexes otherwise inaccessible to her. Due to the period of acceleration, her throw’s destructive power scales with distance, from that of a normal thrown spear at point-blank range, to that of a shoulder-launched rocket at 20 meters, to that of - though this isn’t really a comparison so much as a description - a hypersonic kinetic missile, past a kilometer.
Glasir: A partially-developed healing ability, discovered very recently. By closing their eyes with her fingers, Indra can put a consenting person into a deathlike sleep. After exactly 27 hours, they rise in perfect health, regardless of what happened to them in the meantime. Beginning and ending this process both take an enormous amount of energy from her, making this only conditionally worthwhile, especially for Arms Masters. “Consenting” doesn’t mean she has to ask and get a yes - after their eyes close, the patient will feel the tug of deep sleep, and must choose to give in, or else the feeling will simply pass. Getting legally recognized informed consent may help a patient choose to give in, but it isn’t needed to fully trigger Glasir. If a patient dies while in the sleep of Glasir, Indra's stamina begins to take a sharp dive, and she goes into a Survivability coma within one minute. The 27-hour period is restarted, and both she and her patient remain disabled and dead for the duration. If Indra survives this period, the patient is resurrected, even from total obliteration... but Indra does not wake up. She will remain permanently comatose without extraordinarily intensive medical intervention.
Into Valhalla: When allies choose to follow Indra’s orders or lead - note, not simply accompanying her - in doing something mortally dangerous, all fear of the risks is dramatically mitigated, enabling cool heads or suicidal courage that might otherwise be unrealistic. This effect is weakened, but not absent, in Arms Masters. She will typically, but not necessarily, scream “Valhalla!” when she is invoking this - being more of the suicidal courage type herself.
Misc Abilities: Indra has a strong, if debatably “good,” sense of fashion. Humor too. Having been slated to become an officer for almost five years now, Indra is starting to learn how to order soldiers around without resorting to magic. She can also shoot a gun straight. Indra can smooth-talk. Or talk-and-talk. Indra’s a talker. Only in Swedish, Icelandic, and English though. And she’s nearly fluent in German, Russian (especially the swearing), and Italian. She… knows a few languages. It’s a hobby. Looks like Tagalog is next. Indra could teach almost anyone a thing or two about petty theft. She returns what she takes, it’s just a game.
Personality: Yes. Indra dresses tough, but doesn’t mean anything by it: she just loves the look. She loves strongly and broadly. She pets strangers’ dogs. She hugs her friends tightly without asking. At parties, she excuses herself to see whoever’s alone and ask if they’re okay. She may drop bits of sarcasm or dark humor for the right audience, but never rudely. It’s the same in war. She may kill. But never rudely.
Likes: Food, friends, f… umm… anime. Older is better, usually. Oh, music. Lots of music. Sabaton? Yellow Card? Jackson Five? Terraria OST? Try all at once. Animals, flowers, lollipops, pretty much all people. Looking good, feeling good, doing good.
Dislikes: …what she has to do.
Fears: Jumping and flying bugs. Losing touch with herself.
Bio: Indra was happy with her normal life. High school was going brilliantly. Grades were good, social circle was great, family was proud of her. She was well on her way to a job in, well, it could’ve been anything. Anything she’d put her mind to. Maybe. Today, she could be fresh out of college, interviewing for that “anything” she was so looking forward to doing. Maybe she’d already be at work. Maybe she’d have proven herself by now and been respected in her field… though that’s a stretch. She’d at least be friends with the manager. But then there’s what the Norns had in mind for her. What she really is. Dís’s arrival was – it felt like it should’ve been embarrassing. It was the end of her junior year, the end of finals week, the end of a good movie at the end of a good movie night. She just kind of pumped her fist and… and then there was a spear there. And that was the end of her life. Or it felt like it was. For a while. She might have been cut out for a lot of things, but “national symbol” wasn’t one of them. Neither was… the military… like, at all. But she made do. Or she’s making do. Or – okay – she’ll make do. …hopefully…
Current Goal: Make do? Military or Civilian Rank: 2nd Lieutenant
November 9
Appearance:
When she doesn’t have the patience to pretend, her expressions tend toward contempt, condescension, and bafflement at others’ stupidity. Outfits are casual, normal – she doesn’t need to prove herself to you. Fairly small, but hard to see as such: she talks big. 157cm / 5’2”, 49kg / 108lbs
Expressions tend to be well-composed; stubbornly, nobly beautiful. Likewise, her clothing is a radically transformed, “beautified” version of whatever she was wearing before. Markedly taller and more slender, she takes a more casual approach to acting above everyone else. And her voice is deeper. 173cm / 5’8”, 62kg / 136lbs
Name: Emma Linton
Age: 19
Nationality: US
Noble Arm Name & Appearance:Id, a one-handed sword that changes its appearance in accordance to Emma’s wishes. These days, it looks as shown in Divulged.
Noble Arm Rank:
Power: A Speed: A (S) Range: E Persistence: B (S) Precision: F Potential: B
Noble Arm Type, Element, and Range: Close, mostly melee. Dark/Psychic.
Noble Arm Abilities:
On initial summoning, Id appears to be a normal crude-steel sword, and is functionally an E-rank noble arm: an indestructible sword that grants its wielder nigh-peak physicality. Emma must cast Divulge to activate its full powerset.
Divulge is triggered when Emma performs an act of malignant selfishness: causing lasting physical or psychological harm to another being for her own benefit or gratification. As soon as the harm is inflicted, the process begins.
For a time, Id disappears, and Emma’s consciousness retreats inward, leaving her unaware of her surroundings. Short-lived but violent telekinetic phenomena indiscriminately populate Id’s range, pushing, pulling, crushing, or throwing friends and enemies, third-parties and noncombatants, objects and the environment, and Emma herself, who is powerless to keep her balance. This telekinetic storm will last 30 seconds on average, with up to 21 seconds of variance in either direction, and no known causal factor to determine precise duration.
The storm ends just as Emma begins to wake, and she controls the final telekinetic burst. Her favorite application is to force everyone in the area to their knees. Id appears before her again, awaiting her grasp.
Id is extraordinarily flexible and responsive to Emma’s superficial desires. Its structure, her worn belongings, and her own body are hers to reshape. Vitally, Id responds to want and not need: it could theoretically bend conservation of mass to such an extent as to turn her into a lumbering, inhuman beast of war, but Emma’s own vanity prevents this, as she would begrudge any call to look anything less than perfect in her own eyes.
This ability also warps Emma internally, refining her body functions to a superhuman extent, driving her physical capabilities far beyond peak humanity. A miraculously fast sprint becomes a light jog, lifting a truck requires no aid from adrenaline, and rifle fire leaves only bruises. When she pushes herself as far as she can, she could run through the sound barrier or fling a tank with a palm strike.
All changes caused by Wish Fulfillment jarringly, painfully revert in a matter of seconds when Id is dismissed. Emma does not like to dismiss Id.
A more distasteful application of Wish Fulfillment’s bodily warping, repulsive but occasionally necessary, mysteriously blended with the telekinetic forces of Divulge. Temporarily, Emma’s arm – whichever isn’t holding Id, so typically her right – rips itself apart into long, featureless appendages that walk the line between solid objects and shadows cast somewhere behind her. Looking upon them causes a sick, chilly feeling in the gut.
These can be extended up to 5 meters or 15 feet long, and Id is free to "physically" optimize them yet further than Emma would allow for her own body. Simultaneously telekinetic and profoundly real, these tendrils can be deadly at a mere flick. Do not let her grab you.
The wind chills, the shadows deepen. Emma’s free arm is embraced, rather then torn, by the dark. By touching someone with this hand, she can form a fast and messy telepathic bridge into their mind, and use it to viciously ransack their consciousness, seizing every spark of willpower, intellect, and inspiration for herself over the course of five seconds of sustained contact.
The shock of the psychic assault paralyzes the victim for the duration, and non-arms masters are left permanently catatonic. Arms Masters fall into a survival coma, dead to the world for an average of 30 seconds while their Arm struggles to diagnose and functionally replace what they’ve lost. Even after waking, Arms Masters will feel drained and adrift, needing a break to recover who they are. Devour Will does not work while they are in this state.
For Emma, this process is euphoric, quickening and enlightening her own mind with those stolen embers of the victim's, while simultaneously refreshing Id.
Emma’s consciousness moves to inhabit her shadow, and her “body” begins to move on its own as a perfect simulacrum of her current intentions and physical state, wielding a false copy of Id. If manifested while Emma is fighting, the simulacrum will fight. If Emma is fleeing, the simulacrum will flee. If Emma is talking, the simulacrum will not talk, but will continue to nonverbally engage along the lines she had been.
The simulacrum has no true physical presence. Though its strikes are painful, they cannot wound. Most won’t know the difference until later.
Emma can glide along any surface as her shadow, silent and indistinct, free to travel in any lit space. Other shadows are solid to her, and cannot be crossed, restricting her from actions like slipping under doors.
Emma grows increasingly restless and uncomfortable the longer she is separated from her body, and can’t bear to let it be free for longer than 5 minutes. She can and shall recall it to her at will, returning it to corporeality, reinhabiting it, and thus reverting the effects of Shadow Self in an instant.
Misc Abilities: Emma is immune to the disruptive influences of empathy, so other people’s feelings can never stop her. Emma can smile as genuinely as she wants any time she wants, no matter what she really feels. Emma graduated with a master’s degree in mathematics from a prestigious university, years ahead of schedule, thanks to certain disappearances in her inner circle. She is probably smarter than you in many ways, and will happily list them.
Personality: Without exaggeration, Emma only cares about herself. Like most people of this kind, she’s pretty good at hiding or suppressing it when she wants to, but she doesn’t always feel like trying. Letting this mask slip any amount turns her into the most disingenuous, sarcastic bitch you will ever speak to, and if you show offense she will laugh at you.
Likes: Receiving proper respect and admiration. Winning, in any sense that she defines. Knowing that she is the strongest, smartest, most beautiful, most competent, best person in the room.
Dislikes: All forms of disrespect and humiliation, if it’s directed at her. Losing, or winning narrowly. Anyone she considers an upstart or competitor.
Fears: Losing any of her power, control, or prominence, at any time. Losing Id would be the end of her world.
Bio: Emma’s parents are missing. She will tell you she doesn’t remember anything about them, and will suddenly get angry if you press the issue. Similarly enshrouded, Emma guards Id’s full capabilities, date of manifestation, and true ranks. She has never Divulged in public.
Of course, that doesn’t mean no one knows.
Between her personality type and the nature of her power, a local front group for the Downward Descent has found her and deemed her very attractive, and it’s a matter of time before someone approaches her with an offer she won’t refuse.
Until that day, she’s unknowingly fighting them in, like always, a superficial pursuit: pursuit of the praise that comes with emerging from the shadows to unexpectedly turn the tides of war.
Current Goal: Be the hero.
Military or Civilian Rank: Downward Descent Pre-Initiate
June 7 2023
Appearance: Startlingly tall, but wiry, pencil-type build. Shoulder-length straight black hair, worn loose when casual. Quiet and slow voice, unless speaking in her native languages. No fancy costume. Carries a mundane replica of her NA in battle. 188cm / 6’2”; 69kg / 153lbs
Name: Charlynne de Garmeaux
Age: 27
Nationality: French-Vietnamese
Noble Arm Name & Appearance: “Taquinerie” or "Taqui," a flare gun (Calibre 4 Very pistol) made from pearlescent material. When its effect is active, it shimmers like a heat mirage.
Noble Arm Rank:
Power: B Speed: D (S) Range: B Persistence: B Precision: A Potential: D
D (S): Taquinerie can take effect almost immediately if fired at very close range, in which case its speed would be rated no higher than B. Its D rating is based on vertical firing, as in a signal flare, per the Arms Master’s training.
Noble Arm Type, Element, and Range: Support – Duplication/Illusion - Large-effect
When loaded with a mundane flare round and fired, anything that the Arms Master is touching (including themselves) or that is hit by the flare round may be subject to Taquinerie’s effect at the Arms Master’s discretion. Objects struck by the flare round do not experience expected mundane effects (burns, impact damage). A number of duplicate “images” specified by the Arms Master may be created when the flare round impacts an object or reaches the peak of its flight, matching the affected objects or persons – “casting bodies” – in every measurable way. Creating these images is the most draining part of the effect; sustaining them is harder the more images are created, while the nature of the casting body has no bearing, with three exceptions. The exceptions are that Taquinerie’s effect cannot image Noble Arms, including itself; Taquinerie’s effect struggles to image its own flare shot; and Taquinerie cannot create images that do not fit in its effective range.
Images are produced in all available places where they might “reasonably” be within a 1km radius. Un-worn hats are produced on hat racks, military vehicles are produced as an extension of their formation, soldiers in combat are produced in cover, electronics are produced plugged in. If such places run out, they are scattered randomly. Images are in every way identical to the casting body, with few exceptions. Humans will act as fully intelligent and independent individuals, and computers will be created with a complete network setup. The exceptions are that Arms Masters will not be Arms Masters, but otherwise identical and unarmed humans, as if they’d suddenly lost their power; and any piece of an image that separates from its primary mass becomes intangible and soon vanishes, causing projectile weapons to fire ineffective “ghost bullets” and bleeding image-humans to leave no lasting stains.
Images become intangible and soon vanish if they stray more than 1400m away from Taquinerie. Re-entering the radius after exiting it does not restabilize the image. Image-humans are not innately aware of this range until they exit it, at which point they become aware of their imminent erasure. Image-humans are not innately aware that they are images. All images vanish shortly after Taquinerie is demanifested.
Misc Abilities:
Firearms. Charlynne is a soldier, and a SpecOp, and she’s risen to it. Whether it’s Taqui, a P220, a Type 9, or an AK, she can handle, aim, and maintain it with familiarity.
Tac-sense. Charlynne is a follower more than a leader, but she’s picked up enough from practice to guide a squad a little better than they could guide themselves.
Tac-medicine. Charlynne is a medic on the side, part of her weird squad integration as an Arms Master. She’d have to defer to anyone specifically trained, but she’s better than any private.
Wordplay. It comes with multilingualism. Most people wouldn’t get the puns.
Personality:
Perfectionist: Charlynne treats her problems with great care, thinking hard before she acts so that she can act the best she can. She takes her mistakes hard.
Passive: Charlynne is a follower. She’s the type that takes stupid orders and makes them into smart actions without discussion.
Pleaser: Charlynne is a sycophant. She’ll sooner agree with someone she completely disagrees with than make it an argument.
Fears:
Germs. If you can’t find her, she may be off washing her hands for no clear reason.
Every kind of embarrassment, disappointment, or failure that could be her fault.
Bio: Charlynne likes to dodge these kinds of questions. She’d rather not make the conversation about her. It might be hard to tell, but she’s from Vietnam. She’s never been to France. Her surname is a lie. Taqui appeared in the middle of Basic. She was going into the army anyway, this was “bonus.” Suddenly a lot of eyes were on her. This got really stressful, and it never eased up. Then came a lot of testing, testing, testing. Testing limits, her limits, her Arm’s limits. Taqui had hard limits. Charlynne does too, but she won’t show them.
Military or Civilian Rank: Sergeant, OR-5, Trung sĩ
Crouched behind a tank turret as she is, lightly suppressed from the beach as they are, most of the snipers can't get a clear shot on anything but the girl's head - their orders and their training have had them come to see this as a bad thing. But from the right elevation, from the right angle, far enough out of the defending soldiers’ way...
When Hannie is hit, she feels, more than anything, the force of the shots. Two huge rounds burrow clean through one shoulder and the opposite upper arm, and her body fails to register these as wounds, as being painful. She does feel her balance suddenly shifting in the wrong direction. She notices when she tumbles off of the tank and is not able to catch herself on the fall to the ice. She can't move her arms. Seconds pass. She finds herself in a slightly different position, firmly grasping Kirvella. She must have dropped it. A miscalculation. There is a crackling, a crunching. Hannie tries again to lift herself up. No movement. The crackling continues, unnatural ice filling the wounds and carefully integrating with her body. The ground under the dagger begins to flow strangely as it approaches that energy point where typical physics become inapplicable. It has begun to hail in Kirvella’s area of effect. Humbled, but not defeated, we rise. The crackling settles. Hannie pushes herself off the ground and sits behind the tank, soft misty fog drifting from what had seconds earlier been crippling injuries. Autonomically, she lets out a hitching sigh.
No sense in leaving anything to chance. A nearby boat is ordered to fire the net. It comes as deep into the cold and suppressing fire as its crew can bear – with the assurance of a second chance keeping them steady – and launches its shot, before turning and leaving in a hurry.
Unhappy to be pinned down and satisfied enough with the damage she's caused, Hannie reels her mostly-renewed arm back and throws her dagger. By the time the net lands, she is already among the very front of the advancing friendly line and throwing again: a strange small figure blinking into being, once again in the line of fire, but this time going the right way to leave it. Someday there will be nothing but ice left of you, child.
...and, as quickly as Hannie realizes how out of her depth she really is, the world bursts into fire.
A soaring shimmering dome arcs above her head; she cringes down to the ground, not sure where it's from or what it's doing. Her radio squawks but it doesn't register with her; the guns are firing now, people are screaming, something blew up, people on the beach falling in bloody arcs. The Arms Masters - at least she knows them apart from everything else - are stepping forward, some of them yelling - prayers? - and she wonders if she should be praying too. She feels herself trying to shut down. Kirvella is biting her hand, chewing on her heart. The sand under her subtly crackles, only audible with the blessing of adrenaline, as freezing air from Kirvella's touch passes its cold into a tiny circle on the ground. There's this one little interesting thing she can do, and then there's... what is she supposed to do?
A Queen enters play. Then, the dagger thrums uncharacteristically. Hannie's vision sharply dims, and she shudders. She finds her attention drawn to a spectral noblewoman raising some type of staff behind one of the Arms Masters. Child. Die. What is this voice--?
The child's eyes begin to tear up with agony, but the pain is brief. In a moment, the tears stop, and I brush her aside. I am in control now - more than I ever was before. We are safer this way. Hannie straightens again, her expression relaxed. Kirvella's blade drips smoky clear fluid, then begins to rain small chunks of flash-frozen atmosphere. The child stands on a sheet of solid ice where there was sand, and the ice rapidly spreads around her. It's gotten very, very cold, very fast. I know our enemies. They are not beside us. We advance. With a blurring flick of her arm, she hurls Kirvella toward the shore. The cold here is not quick to recede, but it stops getting worse. Within a few seconds, Hannie too is gone.
Instead, the child is at the shore, among the vanguard of enemy tanks. Nearby machinegun mounts swivel to face her, and lock up midway, shortly followed by the cannon turrets themselves. Spindles of frost dart, then flow across armor plating in, rather than a crackle, a constant deafening roar. Firearm mechanisms freeze and jam. Gunpowder flares - flames spread briefly within cartridges - and then are extinguished. Combustion engines sputter and die. Lungs numbly burn, as something unseen rips warmth from the air they take in, and the air desperately tears warmth from the body. The sea and sand grow smooth and solid in a still-expanding circle, ripples pausing just as they are as the chaos of life is drawn from them.
It is a pleasure to be so awake, however long my Queen will allow me to be. We stay where we are, and assess. The world that was so grim and fast, becomes white and still. Hannie hops up on top of a dead tank and crouches as she surveys the work of just a few seconds, eyes wide open with fascination. The wind has picked up heavily. It's all going to her Noble Arm.
The term that Hannie had heard was "naval bombardment." It was a scary phrase even then - she knew what the words meant individually, and when she tried to picture them together she found herself feeling a little sick. She was expecting something simpler, like... "urban warfare?" Like taking down little squads of sneering masked bad guys with a team of cool superheroes. She can't see any bad guys. She can see ships and planes, too far away to reach. She can see warm-colored flashes of light on the ships. She believes she can see high-explosive shells twice her size emerging at narrowly subsonic speeds from enormous cold alloy-wrought cannons pointed and fired at her by people too far away and too deep in cover to beat up. And that's... supposed to be the "fire support?" Doesn't that mean it's just... the anvil? The hammer is somewhere else?
Hannie is finding it difficult to breathe. The other Arms Masters seem so confident and ready. One of them has already taken off. They must be confused. They must not be seeing what she's seeing. Or are they faking it? Maybe she should just try to relax. Kirvella hisses into being almost unbidden, and gives Hannie permission to stop breathing. The air begins to chill. Today the blade is dark and the grip feels like leather. The ocean air provides plenty of material to create ice, if she can just get cold enough, and there might be a chance that that ice can be made solid enough to block those shells. If she can just get cold enough. If she can relax. Or it'll shatter like it's not there at all, letting the bombardment plunge right through on top of her. That can happen too. She'll be fine.
Waifish young girl: small, thin, may shatter if dropped. Long black hair with odd streaks of pale blue, or grey. Blue eyes that jump to movement. Dressed for the cold, covering one or two scars on her body that don’t seem to be made of flesh. 4’10” / 149cm 88 lbs / 40 kg
Name: Hannie Cavalet
Age: 14
Nationality: Australian
Noble Arm Name & Appearance: Kirvella, a dagger of inconsistent make. Between manifestations, the blade might appear to be made from bright steel, dark iron, or a bluish gemstone. Its shape is always simple, practical, and lethal. Due to its effect, it constantly emits frosty mist.
Noble Arm Rank:
Power: B Speed: D (S) Range: C Persistence: D Precision: D Potential: B
Note: Standard calculations would place an Arm of these grades at a high D overall. Due to atypical circumstances regarding its ability's effects and upper limits - elaborated below - we have received approval to raise it by a single letter grade.
Noble Arm Type, Element, and Range: AoE – Cold – Short to medium range
Noble Arm Abilities:
Passive:
it’s sharp: Kirvella is always well-sharpened, though not abnormally so. It cannot grow dull.
Wight: As long as Kirvella is manifested, Hannie does not need her heartbeat or other vital functions, making her much harder to meaningfully harm, and able to continue moving with alarming, inhuman vigor even if she may be clinically dead. She is barely conscious while "dead" and will not retain clear memory of what happens after – in the moment, her thoughts are an indistinct mist. She can respond to complex orders and employ predatory battle tactics, but cannot hold a conversation or do arithmetic.
Cryogenic Suspension: When Kirvella manifests, Hannie’s heart begins to slow to a stop. The lower her heart rate, the stronger all of Kirvella’s effects are, becoming much more pronounced if her heart stops altogether. This also means her heartbeat slows much faster when it is already slow or faint. If Hannie’s pulse is accelerated at the point of Kirvella’s manifestation, it cannot passively come to a stop before Hannie is too exhausted to maintain her Noble Arm, while if she is fully relaxed, she will die within seconds.
Temperature Void: Kirvella constantly consumes thermal energy from its environment, and becomes more ravenous as Hannie dies. This effect is much more apparent indoors, but even outside, the local drop in temperature is always palpable at minimum. Touching Kirvella results in frostbite for the lucky. If Hannie is dead, Kirvella’s temperature rests at absolute zero.
It’s Alive: Kirvella seems to possess its own intelligence, and can perform actions that Hannie cannot control. It’s apparently on her side, at least, but these abilities cause her to exhaust faster than the usual maintenance of the Noble Arm.
Active:
Controlled Freezing: Kirvella can specifically target areas within Hannie’s reach to freeze. Most often, it uses this to harden Hannie’s body, produce solid barriers, or fill in damaged bodily structures with ice or solidified gases. It cannot repair her heart or brain this way, but it can permanently replace any other organ or tissue with strange, living ice.
Implosive Freezing: In short bursts, Kirvella can consume heat much faster than thermodynamics should allow. If Hannie is dead, this is extremely pronounced: due to the sudden abyssal drop in temperature and pressure, an inward shockwave is produced, crumbling buildings toward the dagger and concussively forcing people off their feet, deeper into the cold. Hannie is curiously unharmed.
Frozen Lich: If Hannie is dead, she is unable to be out of contact with Kirvella for more than four seconds at a time. At the end of those seconds, she suddenly appears with the dagger, grasping it with rigor-mortis force. Though it tires her, disarming Hannie is dangerous. She can deliberately throw Kirvella for a controlled teleport.
Demanifestation: When Hannie dismisses Kirvella, it takes a few moments to fade. During this time, it resets Hannie’s body temperature and heart rate to normal level, and restores her from death as applicable. The demanifestation effect will not heal any wound, so if she is forced to dispel Kirvella while critically injured, Hannie will be left unconscious by Arms Master survivability – to say nothing of the deadly ongoing effects of cryogenic temperature.
Misc Abilities: Hannie is good at math. She’s still learning algebra, but she can do equations like 12 x -273.15 in her head really fast. -273.15 feels meaningful to Hannie. It’s such a specific number. How strange. Probably not related, but she also knows a lot about how matter acts – even the weird stuff that happens when it’s really, really, really cold. Hannie knows how to talk to government people. Usually, the correct thing to do is to not talk, but she knows their phonetic alphabets and silly euphemisms and can use them back. Hannie is good at hiding. It helps her stay out of the way, and sometimes it lets her play a little longer when someone wants her. Hannie plays with her dagger a lot. She’s pretty sure she knows how to use it in a fight. It seems like she’ll have to, now.
Personality: It’s not that Hannie doesn’t like you, she’s just shy. She’s often the only person in the room who isn’t talking, even when there are only two people in the room, and she’s comfortable like that. It can take her a few tries to speak loud enough to be heard. Hannie likes to help. She didn’t exactly volunteer to fight China, but when the government told her she should go, she nodded. People are in trouble. Hannie is jumpy. She doesn’t like Kirvella, but she finds herself summoning it on a dime.
Likes: Warmth, quiet, the dark. Her mom. Interesting challenges. Learning new things.
Dislikes: Cold, noise, crowds. Being put on the spot. Being in the way. Feeling unhelpful. Kirvella.
Fears: What if, someday, the dagger doesn’t go when she asks it to? What if she hurts someone, or herself? Is she going to hurt someone anyway? Isn’t that what she’s being sent to do? She sort of loses herself when Kirvella has her for too long, what if she’s hurt someone before? She has a lot of nightmares about her old house… Bugs. Bugs and fires. And public speaking. That’s all.
Bio: CLASSIFIED -- In 2010, neighbors reported a possible explosion at the Cavalet home. Emergency responders reported partial structural collapse, as well as abnormally low temperatures. Subject was recovered from the epicenter of the collapse, unconscious and suffering early hypothermia, but without permanent injury. Father was beside her, apparently dead from crushing injuries. Retroactive investigation found that father was more likely incapacitated by the collapse, then died of hypothermia. Mother was not on scene, and was later informed that a structural fault was the cause of the collapse. Mother has been allowed to meet subject and they maintain a healthy relationship. Mother is aware that subject possesses a Noble Arm, but the nature of the weapon has not been disclosed to her. Subject and mother remain unaware of true cause of father’s death. Subject’s abilities have proven useful when controlled, and subject has been applied for thermodynamic research and regulation/maintenance of experimental power sources (active projects listed on reverse side). Subject is to be deployed for ASEAN defense by 2023.
There are a lot of applicants but I felt inspired so I made a sheet No problem if I can't fit in
Appearance:
Waifish young girl: small, thin, may shatter if dropped. Long black hair with odd streaks of pale blue, or grey. Blue eyes that jump to movement. Dressed for the cold, covering one or two scars on her body that don’t seem to be made of flesh. 4’10” / 149cm 88 lbs / 40 kg
Name: Hannie Cavalet
Age: 14
Nationality: Australian
Noble Arm Name & Appearance: Kirvella, a dagger of inconsistent make. Between manifestations, the blade might appear to be made from bright steel, dark iron, or a bluish gemstone. Its shape is always simple, practical, and lethal. Due to its effect, it constantly emits frosty mist.
Noble Arm Rank: C+
Noble Arm Type, Element, and Range: Melee – Cold – Short to medium range
Noble Arm Abilities:
Passive: it’s sharp: Kirvella is always well-sharpened, though not abnormally so. It cannot grow dull.
Wight: As long as Kirvella is manifested, Hannie does not need her heartbeat or other vital functions, making her much harder to meaningfully harm, and able to continue moving with alarming, inhuman vigor while clinically dead. She is barely conscious while dead and will not retain clear memory of what happens after – in the moment, her thoughts are an indistinct mist. She can respond to complex orders and employ predatory battle tactics, but cannot hold a conversation or do arithmetic.
Cryogenic Suspension: When Kirvella manifests, Hannie’s heart begins to slow to a stop. The lower her heart rate, the stronger all of Kirvella’s effects are, becoming much more pronounced if her heart stops altogether. This also means her heartbeat slows much faster when it is already slow or faint. If Hannie’s pulse is accelerated at the point of Kirvella’s manifestation, it cannot passively come to a stop before Hannie is too exhausted to maintain her Noble Arm, while if she is fully relaxed, she will die within seconds.
Temperature Void: Kirvella constantly consumes thermal energy from its environment, and becomes more ravenous as Hannie dies. This effect is much more apparent indoors, but even outside, the local drop in temperature is always palpable at minimum. Touching Kirvella results in frostbite for the lucky. If Hannie is dead, Kirvella’s temperature rests at absolute zero.
It’s Alive: Kirvella seems to possess its own intelligence, and can perform actions that Hannie cannot control. It’s apparently on her side, at least, but these abilities cause her to exhaust faster than the usual maintenance of the Noble Arm.
Active: Controlled Freezing: Kirvella can specifically target areas within Hannie’s reach to freeze. Most often, it uses this to harden Hannie’s body, produce solid barriers, or fill in damaged bodily structures with ice or solidified gases. It cannot repair her heart or brain, but it can permanently replace any other organ or tissue with strange, living ice.
Implosive Freezing: In short bursts, Kirvella can consume heat much faster than thermodynamics should allow. If Hannie is dead, this is extremely pronounced: due to the sudden abyssal drop in temperature and pressure, an inward shockwave is produced, crumbling buildings toward the dagger and concussively forcing people off their feet, deeper into the cold. Hannie is curiously unharmed.
Frozen Lich: If Hannie is dead, she is unable to be out of contact with Kirvella for more than four seconds at a time. At the end of those seconds, she suddenly appears with the dagger, grasping it with rigor-mortis force. Though it tires her, disarming Hannie is dangerous. She can deliberately throw Kirvella for a controlled teleport.
Demanifestation: When Hannie dismisses Kirvella, it takes a few moments to fade. During this time, it resets Hannie’s body temperature and heart rate to normal level, and restores her from death as applicable. Then, Hannie is on her own in the cold, potentially still exhausted or injured.
Misc Abilities: Hannie is good at math. She’s still learning algebra, but she can do equations like 12 x -273.15 in her head really fast. -273.15 feels meaningful to Hannie. It’s such a specific number. How strange. Probably not related, but she also knows a lot about how matter acts – even the weird stuff that happens when it’s really, really, really cold. Hannie knows how to talk to government people. Usually, the correct thing to do is to not talk, but she knows their phonetic alphabets and silly euphemisms and can use them back. Hannie is good at hiding. It helps her stay out of the way, and sometimes it lets her play a little longer when someone wants her. Hannie plays with her dagger a lot. She’s pretty sure she knows how to use it in a fight. It seems like she’ll have to, now.
Personality: It’s not that Hannie doesn’t like you, she’s just shy. She’s often the only person in the room who isn’t talking, even when there are only two people in the room, and she’s comfortable like that. It can take her a few tries to speak loud enough to be heard. Hannie likes to help. She didn’t exactly volunteer to fight China, but when the government told her she should go, she nodded. People are in trouble. Hannie is jumpy. She doesn’t like Kirvella, but she finds herself summoning it on a dime.
Likes: Warmth, quiet, the dark. Her mom. Interesting challenges. Learning new things.
Dislikes: Cold, noise, crowds. Being put on the spot. Being in the way. Feeling unhelpful. Kirvella.
Fears: What if, someday, the dagger doesn’t go when she asks it to? What if she hurts someone, or herself? Is she going to hurt someone anyway? Isn’t that what she’s being sent to do? She sort of loses herself when Kirvella has her for too long, what if she’s hurt someone before? She has a lot of nightmares about her old house… Bugs. Bugs and fires. And public speaking. That’s all.
Bio: CLASSIFIED -- In 2010, neighbors reported a possible explosion at the Cavalet home. Emergency responders reported partial structural collapse, as well as abnormally low temperatures. Subject was recovered from the epicenter of the collapse, unconscious and suffering early hypothermia, but without permanent injury. Father was beside her, apparently dead from crushing injuries. Retroactive investigation found that father was more likely incapacitated by the collapse, then died of hypothermia. Mother was not on scene, and was later informed that a structural fault was the cause of the collapse. Mother has been allowed to meet subject and they maintain a healthy relationship. Mother is aware that subject possesses a Noble Arm, but the nature of the weapon has not been disclosed to her. Subject and mother remain unaware of true cause of father’s death. Subject’s abilities have proven useful when controlled, and subject has been applied for thermodynamic research and regulation/maintenance of experimental power sources (active projects listed on reverse side). Subject is to be deployed for ASEAN defense by 2023.
I don’t mean there’s anything wrong with starting like every Legend of Zelda game Anime Tropes is in the title - it seems like we’re setting out for a generic fantasy setting And anyway, those worlds are designed by professionals
I still feel new here
I will always play as an anime girl. This is not a point of pride, only the tragic truth
I'm not here for anything dirty leave me alone
pfp is [url=https://www.pixiv.net/en/artworks/70511767]a work by 貓臉[/url] (Māo liǎn, or cat face) except I took away the background and most of the detail
[url=https://www.roleplayerguild.com/topics/187744-character-sheet-google-doc/ooc#post-5339953]A summary of almost every character I've ever made[/url], if you want to gauge me or reference something or something
<div style="white-space:pre-wrap;">I still feel new here<br><br>I will always play as an anime girl. This is not a point of pride, only the tragic truth<br><br>I'm not here for anything dirty leave me alone<br><br>pfp is <a target="_blank" rel="nofollow noopener" href="https://www.pixiv.net/en/artworks/70511767">a work by 貓臉</a> (Māo liǎn, or cat face) except I took away the background and most of the detail<br><br><a href="https://www.roleplayerguild.com/topics/187744-character-sheet-google-doc/ooc#post-5339953">A summary of almost every character I've ever made</a>, if you want to gauge me or reference something or something</div>