Current
Lots of guests coming and going in the next few weeks. I apologize in advance if I lag in posting
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6 yrs ago
Traveling for a week, and may not keep up with RPs. Thank you for your patience.
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6 yrs ago
Been busy and scatterbrained this week, and behind on RPs. Please excuse my delay in posting.
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7 yrs ago
Got back from a two-week vacation overseas. Give me some time to catch up with RPs. Thank you for your patience!
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7 yrs ago
I'll be going on a two week vacation starting tomorrow and don't know how often I'll have Internet access. Thank you for your patience. I'll try to be more regular when I get back.
Yes, were still accepting, though I may not slow down the current pace. I will try to find a point to bring your character in once they have been accepted.
Baltasar's eyes flitted from Ash Girl to Seven, sizing up the two that had been assigned to help him. His eyes narrowed at Seven's remark, but he held his tongue; he had seen her helping out at the orphanage and didn't want any perceived rudeness on his part to push away her aid.
Selim smiled, seemingly unphased by Seven's antics, having had plenty of experience dealing with snarky, but well-meaning, coworkers. But before he sat back down, he suddenly perked up. "Minimalist!"
"Huh?!" The small, black-haired Durin jolted at suddenly being called, the house of cards he had been making crumbling down in the process.
"Go with them," Selim demanded.
"Why?" Minimalist retorted, irked at the setback to his little card project.
"'Wh-why?' All you've done since you got here is complain about the architecture. You're an operator too, aren't you? Go on out there and do something useful! 'Git!" Selim randomly picked up a stapler and brandished it menacingly, though it wasn't clear whether he was going to throw it or do something else with it.
"Fine, FINE!" Minimalist got up out of his seat and followed Ash Girl, Seven, and Baltasar out of the office into the scorching Sargonian sun.
As the group walked over to the orphanage, Baltasar explained, "Nur is pretty absent-minded. Hisn-ul-Zahra isn't the biggest nomadic city, consisting only of a single plate, so even if he's lost, there are only so many places he could be. But it's still fairly new, and there are still a lot of parts under construction which can be...dangerous."
At the orphanage Baltasar checked the chores calendar and found the other two children that had gone with Nur to the market. After a small amount of questioning, the following details came to light: there was a foreign military tent set up in the market with a 'hawker' outside inviting people into the tent to 'win a prize'. Word had spread that the people in the tent simply wanted passersby to 'touch a jar', paid them some dinars, and let them on their way. Hoping to make some quick change, the children had gone in one-by-one and touched the jar. As they left the tent, dinars in hand, the two children suddenly lost track of Nur, and assumed he had gone somewhere to spend his money. Though the children had described the tent as 'foreign', unfortunately the tent was giving out the local currency, and the children either were unfamiliar with or could not recognize any identifying symbols.
"I was just at the market looking for Nur," Baltasar explained, "But I didn't see any suspicious tent. Did they pack up and leave already?" Baltasar wasn't sure if this was even a worthwhile lead to follow. It could just be a coincidence that Nur disappeared after visiting the tent. But besides Rhodes Island, Baltasar generally assumed that the intentions of foreign powers were sinister in nature.
Aoife's prognosis wasn't good. Not only had she received a massive dose of originium, but she had gone without treatment during the most crucial stages. It took a few weeks on the landship to stabilize her condition and get her orientated as an operator, but the medical team was starting to consider more drastic, experimental treatments for her. A caprinae operator named 'Polka', who had been assigned to a newly-established clinic in Sargon, possessed arts surrounding originium that could be the key to extending Aoife's life. Operator Earthspirit had been planning to head to the Hisn-ul-Zahra clinic for research into the catastrophe patterns unique to Sargon and was willing to take Aoife along with her. Aoife has been at the clinic for about a week, undergoing treatment with Polka. Next to the clinic, Rhodes Island also established an orphanage, primarily to care for infected children.
Though distant, Dr. Kal'tsit demonstrated an awareness of Seven's condition and seemed, every once in a while, to assign Seven on missions that lay outside of Rhodes islands stated goals; missions that appeared to be personal projects for the doctor involving relics of the past. Few and far between, these missions, expectedly, had not provided Seven with an answer nor a solution. One day, Kal'tsit approached Seven wordlessly and handed her a dossier. In it were photocopies of a letter and a photograph. The photograph seemed to show the inside of a massive, artificial cavern. A large, imposing, obsidian octahedron was suspended from the ceiling of the cave via chains. The letter came from a 'Catch Lightrace' and was addressed to 'Stitch Canvas', AKA operator Minimalist. Catch was apparently still on his quest to look for their mentor, and had been wandering the Durin underground. He had recently happened upon another abandoned city, and took a picture of the strange object, as he knew that Catch "liked geometric shapes". What the letter failed to mention, most likely thanks to Catch's naivete, were the catwalks, scaffolds, and military equipment that seemed to surround the object, clearly evident in the photo.
"This was Catch's last letter. Take Minimalist with you. Head to Hisn-ul-Zahra to prepare and gather a team. Determine what nations may be involved before going to Acahualla." Kal'tsit offered these instructions cryptically, but what remained unspoken was the usual, 'secure the object or destroy it'. Given the size of the artifact, destruction seemed to be the only option.
Sargon - Hisn-ul-Zahra City Plate - Rhodes Island Branch Office - Early afternoon
The lunch rush due to activity at the neighboring orphanage was dying down as Rhodes Island personnel went back to their business. A young, local, Rebbah male, Baltasar El-Kabti, entered the office, looking worried and agitated. He had been working part-time for the Branch office for a while now, taking care of the children at the orphanage. He was an orphan himself, and infected, but he had grown up before the branch office had been established. Still, it was clear he cared for the children and admired what Rhodes Island was doing to help the unfortunate in the city.
"E-excuse me, but has anyone seen Nur?" he asked in a thick Sargonian accent, wasting no time as he wandered the office, looking for anywhere that the child he was looking for could be hiding. "I didn't see him at lunch today." Nur was one of the infected orphans that Baltasar looked after; a quiet, Liberi boy who often had his head in the clouds.
Selim, AKA operator Jericho, a large but older Aegirian gentleman who mostly helped with fixing old appliances, stood up and approached Baltasar, offering a reassuring hand on the young man's shoulder. "Calm down Baltasar, when did you last see him?"
"At breakfast," Baltasar explained, "I know he went on an errand to the market, but I don't think he's returned yet. I went to the market already, but I couldn't find him in the crowd. I was hoping maybe he'd be here."
Selim took a long draw from his cigarette-shaped medical inhalation device before citing protocol, "He must have gone with some of the other kids, did you ask them?" Selim didn't seem too worried; the streets of Hisn-ul-Zahra were pretty safe, Lady Ameera Zainab kept the city clean and prosperous.
"I-I haven't," Baltasar replied, feeling ashamed that his panic had blinded him to this obvious step.
Sensing the boy's plight, Selim looked around the office. Everyone was pretty busy, but there were a few newcomers who didn't have assigned roles yet. To be fair, one of them was just Polka's patient, and the other was just passing through, but they were Rhodes Island operators all the same. "Hey, Ash Girl, Seven, do you two mind helping Baltasar find Nur?"
I think I'm going to start next week. @Nanolyte Even if your character isn't quite finished yet, I think it should be fine, since you have provided enough information for me to go on.
Race: Liberi Affiliations: Ursus Imperial Army (former)
Height: 175cm Weight: 68kg
Place of Birth: Ursus, ex-Gaul territory Date of Birth: July 7
Gender: Female
Combat Experience: 8 years
Clinical Analysis
______________________________________________________________________ Strength: Flawed Endurance: Normal Mobility: Normal Arts Adaptability: N/A Combat Skill: Excellent Tactical Acumen: Excellent
Infection Status: Non-Infected
Confirmed uninfected by medical examination.
Cell-Originium Assimilation: 0% Blood Originium-Crystal Density: 0.10u/L Operator Seven has shown a clear disregard for Originium safety, yet shows no sign of Originium Infection. Questioning has indicated that Seven believes that her Arts protects her from such, however she has not yet consented to a full-body examination. –Medical Operator
Character Synopsis:
A former Ursus officer, having once campaigned in the Empire’s far north. Inflicted with a curse and blessing, she seeks to free her blood from the contract.
Personality:
<Describe your character's personality, how they think, what they feel, etc.>
Talents
Talent Description
Cross Sight
A quirk of vision.
As part of the Crow’s ‘blessing’, Elise is able to see the twisted karma of those around her. Their value to the world is laid bare to her, each person’s threads uniquely identifiable for the Liberi. Since their contract each Montpelier has gained their own unique ‘blessing’, commonly after a life-changing event. For Elise, it was after an encounter with a face-dancer in the Infy Icefields, the death of her unit allowing her to forever differentiate monster from man.
…Elise considers it a curse, really. The sight perpetually clouds her vision, the natural beauty of the world obscured from her view. Hers is one of twisted fortunes and identities, a taint that cannot be excised. It's not like she may alter the course of fate either, seeing fate is one thing; interpreting it however is entirely different.
Well, as the smallest of consolations, the Sight also allows her to easily identify targets in combat. No matter how concealed or hidden, her bullets always find her mark. Surely that's something to be thankful for?
Bloodline Contract
A contract made with the Feranmut only known as the Crow.
In his anger, Duke Laurent Yves Montpelier made a deal with a sealed beast. After all, there was no price he would not pay for Gaul’s vengeance, for the razing of Lingones and shattering of his beloved realm. For the power to exact his revenge, three prices were paid:
First, the shackling of the soul. In exchange for the Crow’s custody of his soul, he gained unparalleled ability in the Arts. Feranmut had no innate ability for the Arts, yet for the Crow who had been sealed in an Originium artefact for centuries, such a bestowment was within its purview.
Second, the rotting of the blood. The Crow held sole dominion over the Montpeliers, it would not share with the accursed infection that blighted the land. Laurent’s body turned sickly as it became tainted by the Crow’s presence, yet till his death Infection would never grip him.
Last, the tainting of the sight. A supposed gift of the Crow, who granted its adherent its vision. A mere aspect, yet one which perpetually twists its wielder.
While Laurent passed, his ambition did not. Elise is but the latest product of his terrible revenge.
Skills
Skill Description
Imperial Marksmanship - Ursus Raiders
The Ursus Raiders prided themselves in being the cream of the crop, the tip of the spear in the Empire's armies. Quick and hard-hitting, they favoured rapid skirmishes, whittling down the enemy's strength. Hail the Raiders and their bravery! Hail the Raiders and their skill!
In truth, they are second-rate elites in the Empire's arsenal, far outclassed by Imperial Blades and even the Shieldguards.
To make up for their lacking ability compared to Kazimierz's Silverwing Pegasi and Victoria's Knights of the Tower, the Raiders often rely on unconventional tactics. One such tactic was their style of gunmanship, favouring rapid gunshots with minimal Arts usage. While rendering a firearm's main advantage of penetrative capability most useless, it nevertheless saw success when employed against lightly armoured targets.
While perhaps not used for its intended purpose, the wildlife of the Infy Icefields served as a target-rich environment. Even with her ancient rifle, Elise is still able to fire her weapon in quick bursts.
False Heaven
The line of Arts practiced by House Montpelier.
Astrologers had long known the presence of a false sky. The stars did not align, ever changing and altering. It had been hidden away from them, by some unknown being that denied humanity that luxury. Many instead turned inwards, reading the clouds and winds for Catastrophes.
The Montpeliers instead took inspiration from the unknown.
Drawing from the sky, Montpelier arts manifests as small orbs of shining blue energy, each symbolising a speck in the sky. Like falling stars they turn into lances of blue light, wreaking havoc on an enemy.
Fatal Bullet
The harnessing of the Crow's power.
Little is known about the Crow's abilities. It's memory has long been corroded by its time in captivity, what little it remembers hidden away in its mind. What Elise knows however, is that it is able to somehow manipulate the course of fate. By paying homage and sacrificing yet more of her self to it, Elise might beseech it to bless a single of her bullets. Marked by the Crow, the bullet soars towards its target, swimming not only through the air but through fate itself. Well, as much as can be anyway. Elise's incompatibility with the abilities of the Feranmut and the Crow's weakened strengh has made this manipulation a shadow of its former self, 'only' able to guarantee a hit on the target instead of a certified kill.
Left unsaid is that due to Elise's hatred for the Crow and her desire to be freed from the contract, this clause is never used but in the most dire of circumstances.
Equipment Module
Le Tireur d'Élite - The Freeshooter: A simple rifle, more akin to a historical relic than a modern firearm. In ages past a travelling Sankta monk had sealed within it a Feranmut, fresh from its flight from Yan. Weakened by the Wild Hunt and complacent from gorging on the inhabitants of Gaul the Crow was helpless in the face of Sanktic liturgies, banished into his weapon by the grace of the Law. The Freeshooter has since passed across the hands of many in Gaul, tales of its faustian bargains spoken in hushed voices to as stories for the young. It is said that whoever wields it will inevitably suffer misfortune, condemned to lose all they had in the world.
It is currently owned by Elise.
Operator Archives
Operator Seven’s military record is boring. Too boring, if you will. Having graduated from the Uman Military College in Deity Grypherburg, she immediately enlisted in the Ursus Second Army as an officer, attached to a raider contingent mandated with patrolling the northern tundra. Over the course of her deployment she earned a number of military accolades, before finally being honourably discharged after six years of service. She then chose to sign on with Rhode Island as an operator.
Now, this smells like horsecrock to me. Come on, who earns an award for bravery fighting some bandits? Her records don’t even say who she fought!
Normally, I would just let it slide. But let me tell you, I couldn’t take Seven’s smug attitude when I asked her. So I looked deeper.
Well.
I don’t have all the details, but certain documents acquired show her participation in numerous expeditions into the Infy Icefields. Most of her combat logs are still beyond my access, though there is some indication that she has had frequent conflict with Columbian mercenaries. Most interesting of all however is the way in which she left service. There’s been a coverup, but from what I can tell Seven was charged with the murder of a superior officer. She was given the opportunity to be discharged on her own terms, but either way she was effectively kicked out of the Army. Was it politics, or something more? Either way, it looks like her relationship with Ursus is fraught.
–HR Operator S
History of the Montpeliers, TBD
[Classified Log]
I do not think Elise Montpelier truly understands the magnitude of what she desires.
That Elise was able to find me was a feat of its own. I was never closely associated with her family, even in the times of Gaul. She must truly be commended to dig so deep as to search for me. Yet, I do not know how much I can give. I have told her what I can, the rest is up to her.
The Wild Hunt had not been an easy task for the people of Yan. It required the aid of a Feranmut, and the total mobilisation of its people. All to break the back of the Feranmut, to establish human supremacy within the realm.
The breaking of a few hundred took millions, what can a single person do to break one?
I had met her great-grandfather briefly, before the fall of Lingones. He was a calm and collected man, loyal to the Emperor. In hindsight I should have expected one of Corsica's men to vow their revenge, he stirred too much loyalty not to. It was only natural that the Crow chose a target among his retainers, it always had a knack of choosing the most vulnerable after all.
Nevertheless, no matter the conclusion to her search, Operator Seven and the ability to keep the Crow under observation will be useful assets for the future.
–Kal'tsit
Under the eyes of the world, I solemnly swear.
To free Gaul, so that it might soar once more.
To strike the serpent, and all its scales.
To pay blood with blood, so that vengeance be sated.
May my soul be bound and shackled. May my blood be rotted. May my sight be tainted. I offer this in sacrifice.
In perpetuity will this oath be honoured.
Laurent Yves Montpelier Claudia Montpelier Jean Montpelier Elise Montpelier
Trivia:
<Feel free to add whatever to this list, Theme Song, Voice Actor, Additional images, Character inspiration, health and habits, puns and easter eggs, Additional Quote, etc.>
Tentative draft up, still have Personality, the last of my bg blurbs and the various skill/talent icons to put in. Figured I might as well put something up vaguely presentable instead of leaving it off further.
And yes, I know the Kal voice is horrible. I wrote it without reference because its close to 5am now. I'll probably rewrite it when I'm able to cross-refer to Operator records.
Other stuff to note is that I made up a few things I guess. For example I don't think we know anything about Ursus Raiders beyond them existing, so fluffed it up a little. 'Nother would be stuff like the details of Gaul and Feranmut too I suppose.
I'm joking though, it's perfectly normal for two people to have the same name. Besides, they'll be calling each other by their codenames anyways.
If all goes well, should be able to get it out by the end of the week.
OK, I think I'm going to start once your character is finished. For anyone else who is still creating a character, I will find a way to introduce them to the story.
I found a really nice video explaining the variety and depth of Arknights' worldbuilding and have added it into the zeroth post in case any latecomers who are unfamiliar with the game are deciding if they want to join or not.