Location:The News Desk with the rest of the NRR Crew
Gender:Male
Posted 13 March 2010 - 03:35 PM
All right,as explained in the main thread, if you want to RP here at LA, you need a character. Much like the Chronicles, all you have to do is list it in this thread, in a post, and that's...that. It can be as basic or as extravagent as you want, but for sure you'll need:
Name: Well, duh, but for the slow witted ones this would be your character's name. Origin: Only required if this is a character that's already established, like from a game or series. Bio: Not really a biography in the tradition sense, but tell us about yoru character - as stated above, this can be as in-depth or as light and fluffy as you like.
...and that's really it. Just keep in mind the handy thread here, and that it has to be within reason. As a general rule I'll basically only step in and throw up the x sign if you're too much of a Mary Sue/Gary Stu, or if that character is already taken, so please look at the list before you decide you want to claim someone. You can have as many or as little characters as you want, just remember to add him/her/it/bob in here to your original post before using said character. Yes, I would prefer that you edit your post rather then make a new one so this thread won't become incredibly long and because it would be easier for other people to find you and your characters. If not, I'll smack you but that's really it, so please don't.
For an example, the next post will be my character post, so look to that or to my other fellow RPG mods, and veteran RPer's here in general, if you need gudiance on how it should be done. Keep in mind again, they don't have to be as incredibly long widned as mine, just as long as it's here. So there ya go - simple, yes?
Location:The News Desk with the rest of the NRR Crew
Gender:Male
Posted 13 March 2010 - 03:57 PM
All right, here's mine. Again, I tend to go overboard, so don't let this intimidate you - what I have here is far beyond what I'm asking. However, if you do decide to be elaborate, please spoiler tag your bio in order to keep this page from getting incredibly long.
Original Characters
Name: Charles "Dark Salvation" Alsion Original: Yes
Spoiler
Strengths: Aside from having athletic skills on par with the absolute tip-top of human perfection, Dark Salvation is also able to manipulate the shadows around him and a few comrades, literally making them seem invisible to all but those with the strognest mental capacity. Other then also being a skilled user of the pole, that's...really it.
Weaknesses: Dark Salvation, despite being very long lived, is just another human. He can get sick, he can break a bone, he can bleed, and can ultimately die. He also has a higher then normal problem with sunlight, requiring him to keep his body almost completely covered even in the dark of night. Also, while he can shrug off minor injuries rather quickly, any large, grievous injuries will take him out for a long time - dangerously so, as he's bedridden long enough to be on the brink of muscular atrophy. He also has a slight problem with the all the angst and rage he had kept bottled up for so long manifesting itself as a seperate entity, but he's pretty much nipped that problem in the bud.
He thinks.
Bio: The world is not one, but many. Endless dimensions and realities folded into cubes of time, and then millions more cubes stretched and crammed into the eternal Time Sphere. While in general, these ever flowing rivers of time stay steady and calm, occasionally, the unpredictable, turbulent chaos that pops up every now and then throws things out of alignment. It is then that the entity known as The One sends its agents out to repair and restore damage to the Cubes before it becomes irreversibly catastrophic to thye Sphere's well-being. There are several classes of emissaries, all mortals hand picked at the time of their death by the entity itself and, in exchange for their free will, humanity, and sense of individuality, are given absolute power and the knowledge to aid The One in keeping watch over the Sphere. They range from mere observers, the watchers, to more hands-on agents, the brutal Enforcers. However, the most common are the Guardians, charged with traveling from dimension to dimension, time frame to time frame, and ensuring that all goes well, whether it be from a haphazard time dimension hopper or merely ensuring that someone isn't late for an appointment.
In times of dire need, as a last resort before sending an Enforcer to outright fix a time frame by force, a Guardian is able to once more gain mortality and individuality, in exchange for their absolute power and omniscience. After they are successful, they are then to live a normal, albeit long lived, mortal life amongst the people of the world. If they fail, then an Enforcer arrives and kills them, along with any other being or object that derails the Time Frame. In times of unwipable damage, the Time Cube itself is, unfortunately, destroyed, and replaced with a new one, though this case has happend only once.
Whatever the case, Dark Salvation was one of these Guardians, formerly hailing from the long extinct world of Emag Oediv, where he was born Charles, son to the House of Alsion, of the Empire of Ynos. Unfortuantely, his mother was not the matriarch, and even worse, was in fact a soldier in the armed forces. The rules of the Empire were iron fisted and brutal, and it was no different in this case. The Punishment for a female soldier havign a child was for either her to kill the baby with her own hands upon birth, or, if she refuses, to watch it slaughtered by a hit squad after birth before she herself had her head, arms, and legs tied to five seperate high speed vehicles and quartered. Some, however, chose a third method - abandonment. While yes, it was all but a given that she would get caught and given the grisly faith as in choice 2, at least in this way, her child would survive, and her House's name would remain untainted. Thus, in the middle of the night, she ran, with child, to the lands across the wilderness, where the sworn enemies of the Ynos lived, the Moorhsum Coast.
Here was the captial of the Kingdom of Odnetnin, and here the young Alsion woman stole away and left her child behind, at an orphanage which was known to house any and all abandoned children - secretly, of course. Leaving behind a letter to the organziation's Madre begging her to keep the boy's lineage a secret, the young mother tearfully gave her son a good bye kiss before again running into the night, to face her fate. It is rumored amongst the Ynos that a runaway mother was found, later, and was punished by being torn apart by five missiles aimed at the Odnetnin, but that's merely rumor.
Anyway, Young Charles - whose last name became "Shawn" - was raised at the orphanage and was generally a decent, cheerful child, and while he got along with everyone fine, he most got along with one particular fellow orphan with the same age as he, named Zee. Together, the two grew up, in Charles' eyes as brother and sister, but int he eyes of Zee, as perhaps something more. The years went by and prospective parents passed as well, until the two, spurned on by the awe they had of the Kingdom's Royal Army, joined the capital's military academy at the earliest possible chance. While the Madre disapproved, she gave her blessing to the two, and continued to write and watch voer them, albeit now from afar. There, the two flourished, both academically and in combat training, and eventually, the two graduated with top honors - Zee as Valedictorian and Charles as Salutatorian. However, behind the scenes, something was afoot. Somehow, some way, word had gotten to the Ynos that one of their own was living amongst the other side, and as such planted rumors in the Odnetnin Council of this. Eventually, they traced knowledge of this down to two people - the Madre, and the Academy's Headmaster, whom the former had entrusted with the knowledge of Charles' birth. Threatening the lives of the headmaster's husband and kids, she had no choice but to admit that yes, Charles Alsion was from Ynos, and later felt so much remorse that she was driven to the rbink of insanity,a nd eventually committed sucide.
As for Charles, he was apprehended at the graduation party, where a night of fun and dance - as well as new acquaintance of an exotic, beautiful foreign woman - was turned on his head as he was taken away beaten, and then tossed out into the wildnerness uncerimoniously. Spending days, weeks even wandering the dry desert, Charles became a changed man. Besides Zee, whom he had last seen fighting with the men who were dragging him away before being kicked away, to him it seemed as if everything he had spent his life fighting for, and all the ideals he had until then held up, had turned on him, betraying him and tossing him to the cold. His cheerful personna died, for the most part, that day, as he grew depressed and, idneed, gave up on life, collapsing on one of the dusty dunes and waiting for the many wandering dragons of the wilderness to end his misery. As it seemed like he would get his wish, suddenly, he was saved by a mysterious group of troops who came and spirited him away before becoming a meal to one such beast.
When he came to, he realized he was in a hospital, and the first person he saw was the woman he met at the party - dressed in a Ynos Officers' uniform. The woman, Katarina Slantek, explained to the enraged Charles that he, indeed, was from a House of the Empire, and despite all the brutal stories about the Ynos which she admitted to him were true, he was still one of them, and as such, they could not leave a fellow countryman to die. Naturally, this was all a bit hard for Charles to swallow, being rescued by the very people he had been taught to hate his entire life, but for some reason, he felt a connection to Katarina, or Kati as she prefered for him to call her. As it turns out, she, too, was the last survivng member from a fellow royal house of the Empire, the Slanteks, and had in fact been slated to marry the next born heir of the Alsions - a matter which would be ironic in the future. Still, as it was, the Alsions had fallen into obscurity, and while they still held riches and notoriety, power was fleeting and soon out of their grasp. In a sense of duty, Kati took Charles and intended to restore her fellow house to the top, but in the end, the two grew close. So close that Charles inf act shrugged aside all that had been taught to him about the Ynos because he wanted to be with Kati. Granted, it was not easy, and he never totally got over it, but for her, he would do anything, it seemed. Thus, it came as no surprise to anyone when they grew from acquaintances to friends, from friends to a couple, from a couple to lovers, and finally, Charles asking for her hand in marriage.
However, tragedy soon struck, as the word "Yes" was not yet five minutes old from Kati's mouth when a dragon broke through the walls into the training grounds, where in a rampage it killed hundreds before being taken down, chief among its slayers being Kati. Alas, fate is still cruel, as with one final spastic swipe in its dying breath, the beast's strong rear leg slashed at Kati as she turned back towards Charles, slicing her skin to shreads and sending her sailing across the fields and down a rocky, jagged 20 foot trench. There was no chance of survival.
Needless to say, any and all optimissim found within Charles was utterly destroyed from this point on, as he stayed, silent, at the Alsion grounds, leaving only to tend to the Slantek grounds he inherited and to visit the grave of his fiancee. However, one final event was in store for Charles, as a third, unknown party entered the war between Ynos and Odnetnin. This force was so large that the two had no choice but to team up in order to take it down, and in this, Zee, now a high ranking official in the Royal army, took a chance. After her "brother's" expulsion of sorts, Madre had revealed all to her, including his true last name. As such, she became very interested when rumblings of the rebirth of the Ynos ouse of Alsion leaked into her side's ears, and, takign a chance, she sent a friend of both herself and Charles into Ynos secretly, to deliver a message to Charles. The message was for him to meet her at the staging ground of the combined Ynos/Odnetnin assault on this third force, as she hoped to reunite wih her close friend once again. Upon recieving this message, for the first time in years Charles felt a spark of light and hope in hsi soul again, and made arrangements to meet her at the site.
Though, as I'm sure is obvious by now, things didn't turn out quite as well as planned. Indeed, the two did meet again at the field prior to the main forces arriving, and had a joyous, tearful reunion - just as bandits struck, murdering all in the camps. In an embrace, the two were riddled with bullets and left to die, as the sickenignly twisted vultures dug through the bodies of all for loot and perhaps something more. However, at this point fate finally intervened, as a strange light shone from the sky upon the two bodies of Charles and Zee. The bandits screamed in pain as they disintegrated into nothing, and the two....well, when the forces finally arrived the next day, all they found was blood and fire, and all but two of the bodies to account for everyone.
Charles - and Zee - had been whisked away to The One's presence, where they remained, perhaps for eons, as worlds were born and lost in blinks of an eye. Slowly, but surely, the two were transformed into Guardians. Charles now became Dark Salvation, and became the cold, uncaring being that worked for The One. Dark was given a companion, a genetic computer artificial intelligence program that fit onto his left gauntlet - a combination of technology beyond what any civilization would ever reach, and DNA from a point in time of the Guardian's choosing. The purpose was two fold; this program, in this case named Ai, would give Dark Salvation all the information and knowledge he needed, and also serve as a personality if the need arised for him to ever come in contact with mortals in the various planes of existance. Thus, the two partners wandered together - an odd pair, to be sure.
Eventually, Dark Salvation ran into a problem, one so dire that it threatened to completely destroy the entire Time Cube it resided in. As a result, he was mortalized, as a means to keep it free from the ruthless Enforcers, and so he and Ai came to the world where, if succesful, they would reside in until hsi death. The world itself was both primitive, yet advanced, a strange combination of medieval Earth sensibilites with Industrial Revolution-type technology applied in oddly futuristic ways. Slightly disoriented from his regaining his individuality and the long dormant Charles within him, he ran into a problem. After meeting with a group of travelers whom he joined up with, the cofnusion in his mind, combined with the conflicting sides of his old and new psyche manifested itself into an entity, bred from all the anger and rage felt by Charles all those ages ago. Calling himself Darker Salvation, he went on a rage across the land as the original lay comatose, traveling on a journey of self discovery and restoring memories of his old life. Whatever the case, the great malevolance that he and Ai had been sent to halt turned out to be himself, in a manner of speaking. One of the travelers he was with felt an odd connecton with this strange man, and while he was comatose, was oddly enough able to take Ai's gauntlet and wear it herself, much to the Artificial Intelligence's surprise. It's eventually revealed in the midst of the climactic battle just prior to Dark's re-awakening that this strange woman was, in fact, Zee. She, unlike Dark, was a failed procedure in becoming a Guardian, as she retained her sense of concious and was driven mad by guilt over the acts she was forced to do. As a result, The One took pity on her and sent her down to this world to live as one of them, even turning her back into a child to be raised as her memories were lcoked away in the dark recesses of her mind.
Finally restored and with a sense of who he was, Dark returned to life, and along with Ai, battled both his darker self and his equally dark mirror of Ai in a fight to the finish, and came away victorious (...supposedly...see Ai's bio for more). Now, millenia upon millenia after they were seperated, Dark and Zee reunited, but accepted the fact that the two of them were no longer the same people they once were. Even so, the two remain close in the new lives they live, though Zee chooses to remain in the same pace she had found in this new world. As for Dark? He and Ai travel the world, in search of....well, anything. After all, after centuries of work, they deserve a chance to travel for enjoyment, though as expected, they tend to run into their fair share of adventure along the way.
Name: Ai "Beyun"/Slantek
Spoiler
Strengths: Ai is a highly advanced genetic computer artifical intelligence program, and as such is highly intelligent and can compute things in her midn as quick as a blink. Usually manifesting herself as a hologram of sorts, she can change her density from being weightless to weighing in excess of 20 tons, and can also adjust her tangibility. While not very strong, she's skilled in the use of her combination sword/whip, and can also change from being six inches tall to 12 feet tall. In addition, she can also use her energy to create temporary forcefields around herself and her companions.
Wekanesses: While the the gauntlet in which she resides has a near limitless power supply, she does not, and much to her chagrin she must weekly "nap" inside to recharge herself. Also, she's not nearly as knowledgable as she once was, as she is now confined to a single world. Again, she's not very strong, and like all computers, she's not eprfect and prone to some viruses, though to her she'd only appear as being sick as her program creates an anti-virus, a process which can take anywhere from minutes to years. The greatest threat to her, of course, is her "death," as while it's theorized that she may well be able to live on her own now given the envents she's been through in her life, it's more likely that the destruction of her gauntlet will instead elad to her total death and destruction. In addition, she has the same problems as any human being - she can be hurt and can be killed by conventional means, and even with her constant recharging, Ai will eventually get to the point where she will, in human terms, age and die of natural causes.
Bio: Ai started off as nothing more then the companion and guide to Dark Salvation, Guardian of Time for The One. As an advanced genetic artificial intelligence program, her knowledge was once limitless, combinignt echnology with DNA pulled out strand by strand from the timestream. Unbeknownquest to both herself and Dark Salvation, the DNA taken from the timestream belonged to the body and soul of Katarina Salntek, slain sole heir to the Ynos House of Slantek and Dark's former life's lover. This mattered little, at first, as Ai was the cheerful, happy, and pelasant comrade to the moody, aloof and grumbling Dark Salvation, as the team went out on missions to repair and keep the time stream in check. Eventually, Ai came to find Dark charming, and eventually even fell in genuine lvoe with him - despite not having a reason to. Originally appearing in simple robes, Ai gave herself a make over of sorts when Dark was chsoen to be mortalized in order to prevent disaster in one particular time cube. After the process, Ai instead appeared dressed as a sort of warrior, albeit one that's slightly immodest, in order to show off her skills with her new weapons, Initially, she was unhappy with losing the vast majority of her memory and knowledge -"Stupid service update" was her reaction - she soon accepted it, if only because disaster struck. Dark's dark side manifested itself and began to run amuck in the world, and as her friend, the orignal, lay comatose, she had to join with the group of travelers they had met with to put a stop to this darkness, and the inexplciably created darker, hellish version of her that came with it.
Oddly, as Dark was out of action, one of the travelers they were with, named Elle, was able to take and wear the gauntlet that contained her "home," to her surprise, leading her to suspect that there may have been more to this woman then meets the eye. Equally strange, Ai's previosuly brown hair was now suddenly an odd shade of green. During a lull in the madness, Ai took the time to recharge, and as she slept, she was plagued with nightmares of a beautiful, green haired woman being tortured and killed by a demonic entity that looked almost like herself. Disturbed, she tried to write off these dreams as merely "eating too much unfiltered energy" and lived onf ighting. Soon, Dark returned, now having found himelf, and the two went to abttle their darker selves. Now, Ai finally saw why she had fallen into true love with Dark, and followed himf aithfully. In the midst of the clash, as Dark struck Darker Salvation down, the hellish Ai berated Darker and consumed him with a kiss, revealing herself to be the mastermind behind this. She was born out of a glitch in Ai's programming, caused by the aprticular strand of DNA used to create her reacting with Dark Salvation - or rather, Charles Alsion's - presence, twisting into a madness hellbent into destroying all reality. Much to everyone's horror, she sank into the ground with a devlish grin, only to reappear seemingly twisted and combined into the chest of a monsterous dragon - her true form.
Despite Dark's best efforts, it became clear to Ai, in a vision from the strange green haired woman - Kati - that only she could defeat this twisted Ai of Darkness. With resolve, Ai chased after the entity into the sky, where it had made its bid to destroy reality one by one, and the two grappled and fought. In a alst ditch effort, Ai shed her human lookign form and unleashed herself in her purest energy form, throwing herself at the beast. With a scream, the monstrosity fell from the skies andlanded in a thunderous explosion, one which Ai, injured and dizzy but very much alive, crawled out of towards. Dark Salvation.
Or rather....that's what it looked like. Indeed, Ai had in actuality realized that there was no way to truly defeat her evil sister or sorts, and instead sacrificed herself to integrate into the beast's twisted mind. As a result, this Ai not only lost control over the ancient crystals she had been using in her plan, but gained guilt, a conscience, and all the memories and feelings of her twin. Feeling remorse and excessive guilt voer what she has done, Ai nontheless keeps this to herself and takes the place of the original, unknown to everyone. In addition, she also, from time to time, gains advice and insight from Kati, who appears to her in wakign visions as only she can see - another gift from her departed sister.
So, she lives on, traveling with Dark and keeping both her sister's and "mother's" love for him alive, even as she wrestles with her own self.
Copyright Characters
Name: Squall Leonhart Origin: Final Fantasy VIII
Spoiler
Strengths: As a SeeD, Squall is the epitome of perfection when it comes to combat, both armed and unarmed, as well as being highly skilled in actions required of mercenaries. This ranges from covert, stealth operations that may require a disquise, to pure, brute force in fighting, melee or not. While SeeD's are well versed in all styles of fighting, they tend to specifically focus on one form of combat to perfect - in Squall's case, it's his use of the dubiously designed Gunblade (two handed version, model Lionheart) that keeps him from being a Jack of All Trades and Master of None. Also an adept user of Para-magic, though he knows it's wiser for him to use physical attacks.
Weaknesses: Highly trained as he may be, Squall is only human, and as such, can only push himself to the limits of, at best, a highly conditioned human being. Certainly, this accounts for much, but in a world where anyone and everything crumbles before true magic, it's only helpful agaisnt fellow humans and some random beasts that lurk. It should be noted that without his Guardian Forces by his side, Squall - and everyone else whose not a sorceress - would fall prey easily to even the weakest magic attack. Squall also has a strange, blinded focus on protecting certain people - while he'd normally be fine in focusing on the mission no matter what, if one of these people - Rinoa, Ellone, and a couple others - are palced in danger, that immediately becomes the distracting focus.
While it's not a weakness, he also remains aloof and loner-esque, albeit tempered slightly due to the influence of Rinoa Heartilly and his friends, though you'd be hard pressed for him to admit that he thinks of people like Zell Dincht and Selphie Tillmit as friends. He's working on it though.
Bio: While a loner at heart, Squall's come a long way from when people first met him in his game of origin. An unwanted orphan who came to instead live, learn, and train at Balamb Garden from a young age, Squall grew up as a highly trained mercenary, a SeeD, working for any and all employers who can pay the price. Eventually, Squall and indeed, the whole world were sucked into the Second Sorceress War, and as such, his life would never be the same. After admitting to others - but mostly to himself - of his fear of abandoment, he was eventually able to grasp the extended hands of friendship around him, and with his new comrades and the love of his life, went on to defeat the evil from the future.
So now...Squall's Squall. He's still grumpy, aloof, easily annoyed, and a little prone to rolling his eyes at those around him, but even so, he still does exhibit at least an attempt to understand his friends and loved ones. Granted, it's a struggle that leads to much annoyance, but still, at least now he knows he's not alone.
Name: Mai Shiranui Origin: Real Bout Fatal Fury/The King of Fighters
Spoiler
Strengths: Trained from childhood by her grandfather in ninjitsu, Mai is a kunoichi; a female ninja. As such, she has all the skills and techniques one would associate with thsoe who move in the shadows - stealth, speed, and an odd, seemingly wire-aided acrobatic athleticism. In addition, Mai is an expert in the Shiranui-Ryuu Ninjutsu style, making her a formidable fighter, even having the ability to use a normal, everyday fan in her attacks. She also can harness her own inner energy for powerful, usually firey attacks, though she has at least one that is purely energy.
Also, in her own mind, she believes her immodest dress style is a strength, distracting guys as she fights them. This, however, shouldn't be taken seriously.
Weaknesses: Even so, Mai isn't horribly strong - while her techniques certainly pack a punch and can put a hurt on most, she loses in terms of brute strength. She also, unfortuantely, can be a bit air headed and flighty at times, being distracted in the midst of all but the most intense battles. As a result, she normally needs aide in a fight in order to, at the very least, keep her focused. While not exactly dumb or stupid, she's not exactly the sharpest needle in the pin cushion either, so she can and will be stumped.
Bio: Born in Japan, Mai was from a very early age trained by her grandfather - Hanzo Shiranu, master of Ninjitsu and Kopo-ken - in the art of the Shiranui Ryu Ninjitsu. She was always a care free, happy, and somewhat arrogant girl, and when it was apparent that she would grow up to be quite a beautiful woman, ahd many boys coming to beg for her. She, however, always turned her nose up at them, citing them as being "too weak" for her and shurging them off. All thsi changed when a young boy from Southtown, U.S.A. came to Hanzo and begged him to train him. Mai immediately fell head over heels for the boy, Andy Bogard, and despite now being forced to take lessons from her grandfather's friend now, eventually grew what some might call an odd obsession with him. Naturally, Andy is fairly oblivious to all this, much to Mai's chagrin - she, after all, had made plans to when he would ask her to marry him.
As the two grew up together, Mai did indeed grow up to be a beautiful young woman, and Andy grew up to be an equally beauti - erm, handsome young man. Alas, Andy left to go back to Southtown (erroneously) believing that he was now trained well enough to fight alongside his brother, Terry. Mai was heartbroken, and stayed behind to train some more, perfecting her already amazing skills. THeir paths would cross once more, as Andy did eventually return after realizing that he hadn't been ready and was fighting for all the wrong reasons. This time around, Mai stuck to Andy, and even followed him back to Souhtown to help him and the others face off against Wolfgang Krauser. Through all this, Mai felt even closer to Andy, and while it certainly wasn't as......extreme as this, he felt somewhat the same way as well.
Soon enough, a mysterious individual began a call for fighters across the world to participate in the King of Fighters tournament, as teams of three would compete against each other before facing off against a mysterious final opponent. Mai was so sure that she would team with Andy, but perhaps for the best, was proven wrong when he went and joined with his brother and their friend, Joe Higashi. This may have been a blessing in disguise though, as throughout the next few years, Mai instead teamed with other women who have since become very good, close friends with her; Yuri Sakazaki, King, Chizuru, and "Blue" Mary Ryan amongst them. While Mai certainly had (in her mind) a close relationship with Andy, these women all gave Mai something else - a group of good, close friends to confide in and fall back on for support. In return, even the msot stubborn of them eventually opened up and found Mai to be a great, cheery person to be around.
After the end of KoF '97, there was a two year recess in the tournament, during which Mai and Andy returned to Japan to train together. She would tease Andy that in the '99 tourney she would team up with him for sure, which he took as a joke. Much to his surprise, however, her wish came true, as the new rule for that year was that it would be teams of four rather then three. Mai, of course, joined team Fatal Fury that year, and while she avoided the lecherous Joe as much as she coul, enjoyed Andy's comapny and proved herself to be an asset to the team. However, she ended up having to support Andy more thens he thoguth she would, as Terry disappeared at the disasterous end of the torunament, plunging him into a deep state of depression. Nevertheless, she did her best to keep his spirits up until Terry did return, and was overjoyed when Andy regained himself. Unfortuantely for her, she also had to leave Team Fatal Fury now as Blue Mary took the 4th spot. Shrugging it aside, she rejoined the women's team that year and every year after, until the team disbanded with a final combination of herself, King, and Blue Mary in the '03 tournament.
As of that year, Andy didn't join the tournament and instead stopped to take care of and train the injured Hokutomaru, which Mai discovered at the end of the torunament. Furious as Andy for not telling her about this, she didn't join the next year's KoF XI and isntead joined him with Hokutomaru. Now, she helps him to train the young warrior in the same styles they were both taught as children. Whether Mai joins the next tournament or not - the King of Fighters XII - is a mystery.
Through all this, Mai remains cheerful, happy, -ahem- bouncy and bright despite the circumstances, and always sheds the light on things. True, she can be a little flighty, but she's also a loyal friend to those who know her, and most will admit that she's a competant and more then capable fighter. She also tends to care for people far too much, as exhibited by her close friendships with King and Yuri and of course her slightly creepy obssesion with Andy, but always proves to be a valuable and useful addition to any team, and a friend anyone would want.
Typical Attire: William normally wears a full suit of Dragon Armour, the trademark armor of dragon knights customized for each member. William's personal suit is black, with large spikes on the shoulders and elbows. The rest of the armour is embossed with a flame motif. William rarely wears a helmet. When not in armour, William wears pale, rough canvas trousers, a blue woollen doublet, and occasionally a black woollen cloak.
Facial Appearance and other distinguishing marks: Will's face still has not lost its smooth, boyish good looks, as he's barely weaned. When he is made a full member of the Order of the Dragon he will have a large, black tattoo of a dragon etched on his back.
Strengths: William is, well, strong proportional to his frame. Which is huge. He stands 6'5" in sock feet, but if you saw him from a distance, by himself, you would think he was somewhat shorter than an average man due to the breadth of his shoulders. The amount of power in said shoulders, while by no means unusual among the people of his village, in central Heinenschaach, is still immense, giving him the ability to lift an ox with ease. With his build there was really only one choice of weapon for him. A Zweihander, nearly 7' long, guardless, and a blade which was really more like a sharpened slab of steel, nearly a foot thick at the hilt, and tapering only slightly until around 1'6" from the end, where it tapers to a comparatively blunt tip. William can wield his Zweihander, affectionately dubbed Kreyhana, with fair skill. Will's endurance, when fully equipped, is about equal to that of an average hunter. However, if without armor or sword, his endurance increases drastically, allowing him to jog for several days without stopping. This is due to the fact that his muscles are quite used to carrying 200lbs plus of weapons and armor wherever he goes. In addition to his strength, those closest to him can tell the boy is wise far beyond his years, and a very quick learner with a near perfect memory. While his tactical knowledge and experience is comparatively small, especially compared to some of his fellow Dragon Knights, his raw talent in this area will make him a formidable opponent and general by the time he reaches full maturity.
Weaknesses: Firstly, while William's strength is fairly unusual outside of his homeland, it is not at all exceptional within it. In fact, he is valued far more for his innate wisdom and common sense than raw power. However, the boy is still young and naïve, and outside that which he knows in the valley of Lorena, has experienced little. As a result of this his confidence is somewhat lacking, and, though once he knows a trick he won't forget it, nor let it be used against him, his bag of tricks is, at the moment, nearly empty. In battle, if William's anger gets the best of him, there is a chance he'll go into Dragon Rage. This is a state in which his eyes turn red and his fighting style changes constantly, making predicting his attacks impossible. However, it is not a state to try to force oneself into, as when in Dragon Rage the user is completely incapable of rational judgment, his mind reduced to the level of a cornered animal. It is also incredibly dangerous to the body, causing heavy internal and external bleeding. Will's agility is also somewhat lacking, and while he may be able to swing Kreyhana fairly quickly, his actual movement speed during fights is quite a bit below average. Will is deathly afraid of fire, for reasons given below.
Bio: It had been 80 years since the fracture of the Kinaani empire. Heinrich V, future Baron of Jut, a small, and relatively unimportant province in Heinenschachi, in the north of the woods of Dol Enol, was about to take a wife. His father, Baron Heinrich IV, current Baron of Jut, advised him to take one of the comely wenches from the village near the castle as his bride, but Heinrich V found none to his liking. So, to his father's dismay, he went off to seek a wife. Six months later he returned with a beautiful woman from the south, who went by Marta. Neither she nor Heinrich would speak of the details of how she came to be his wife, but it was rumored by the people that she had the blood of the Faeries in her. Faerie blood or no, the people of Jut loved her, and there was great rejoicing when it became known that she was pregnant just a year into their marriage. But all was not as well as it seemed. The physicians worried that the baby would be too big for her to safely bear. The people who lived in the woods of Dol Enol were a massive race, and Marta was slim and lithe. Their fears were not unfounded. Marta's last breath escaped her lips just moments after her son took in his first taste of the smoky air of the castle. The mourning was great, but when the two priests, one from the Cult of the Temple, one from the nearby Temple of Lumar, the deity of the Forest under Hina, deity of Nature, arrived to bless the baby, a new conflict arose. The boy's eyes were different colors, one blue, the color of his father's, one green, the color of his mother's. The priest from the Cult of the Temple said that this marked him as a harbinger of doom, that he would bring ruin to the village and those whose blood ran through him, and that Heinrich should have his brains dashed out against the stony ground immediately. The priest from the temple of Lumar strongly disagreed, however. He said that the different colored eyes, combined with the sign under which the boy was born, meant that he was destined for greatness. Heinrich deliberated for awhile, but, though he believed the priest from the Cult of the Temple, was unable to bring himself to kill the baby Marta had given her life for. He suppressed both prophecies, wishing only for his son to live as normal a life as possible. But Heinrich V, now Baron after his father's retirement, grew moody and depressed without Marta, blaming Wilhelm for his mother's death. Eventually Heinrich could barely look at his son without thinking of the pain of Marta's loss, and so he left to the wars in the south, leaving his father in charge of the manor and of looking after Wilhelm. Heinrich IV, or Papa Riki, as Wilhelm called him, was a kindly man, and had been taken by Wilhelm, or Will, as he called the boy, since his birth. Under the old man's lenient hand, Heinrich spent his days hunting and fishing, and devouring the small number of books in the castle's library. From a very early age it was clear to the villagers that Will was possessed of a wisdom beyond his years, and he soon became the one to whom the village children would bring all of their problems. Life was idyllic and peaceful, and it seemed as though neither of the priest's prophecies would be fulfilled. But fate had decided otherwise. It was the eve of Will's 7th birthday, when they came. A band of roving Hound Orc mercenaries from the southern part of the forest, a dark and dangerous place came to the village for shelter one night. When Dhurlak, a blind old hound Orc, accidentally got in the way of the leader, the trouble began. Dhurlak apologized immediately, but Wilhelm, angered at this injustice, demanded that the leader of the band apologize to Dhurlak. The mercenaries, drunk and angry, did not take this very well, and rode out of the village. The villagers, thinking them to be gone for good, returned to bed. However, it was a ruse. At midnight, the mercenaries returned, and set the village on fire, killing all who attempted to escape. A lone Dragon Knight, Jurlar Kinellheim, happened upon the village, and scared off the hound orcs singlehandedly. But by then it was too late. All of the villagers were dead, save, somehow, for Wilhelm, who was inexplicably unharmed, though from then onward any fire outside a grate or firepit made him nervous. He was only seven years old, and now all but one of his living relatives were dead. Will blamed himself for the deaths of the villagers, and begged Jurlar to take him as his apprentice. Jurlar refused, however he said that he would take him before the council of the Order of the Dragon to determine whether he was worthy to undergo the training to become a Dragon Knight. Wilhelm was accepted, and sent to the Fortress of Dvorec, on a small island of the coast of Jilandro. For 12 years he trained there, sequestered from the outside world, learning how to fight and wield the massive ancestral sword his father had left him when he went off to war. On the day of his 19th birthday he underwent the final test, and was formally given the first rite of Knighthood. Wil was then sent to Kinaancha for the remainder of the rites of his knighthood. What adventures await him in his journey? Who can say?
Jin: [Naruto RPG]
Spoiler
Name: Jin Original: Yes Origin: Naruto universe
Race/Nationality: Unknown; raised and found in the Water Country Age: 26 Height: 5'11" Build: Medium Hair: Pure white, reaches to just below shoulders. Generally left loose. Eyes: Blue
Typical Attire: Dark black trousers, loose jacket with no undershirt, generally kept open. Needle holder strapped to left forearm, positioned so a simple flick of the wrist can bring one to the hand. Kunai holder strapped to left leg. Swords are hung on back with crossbelts. Forehead protector worn around neck. Black split toed boots generally worn on feet. White gloves.
Strengths: Jin is chiefly a sword user, and a fairly balanced one, relying too much on neither speed nor power, but aiming for a union of the two. Jin is, however one of the best sword users around, and is quite a sword-genius. He also has quite a versatile array of Ice Jutsu in his arsenal, ranging from the simple but deadly Poison Ice Needle to the landscape altering Ice Storm. In addition, Jin can use a summoning technique to call forth Hizuki, a large and powerful Ice Dragon. Jin has substantially more than a normal Jounin's amount of chakra, quite a bit less than Jiraiya-sennin's, but more than Kakashi's.
Weaknesses: Obviously fire jutsu is fairly effective in countering Jin's ice jutsu, but he is also more than usually susceptible to genjutsu. His taijutsu skills when without a sword are also fairly average, as are his kunai and shuriken abilities.
Note Regarding Jin's Chakra Growth: Jin was born with a large amount of Chakra, giving him higher abilities and the ability to easily learn new jutsu and techniques, however this is not an example of gaining chakra more quickly than others (his chakra growth is only slightly higher than normal), merely that he had a great deal more chakra within him to unlock when he was born. Once he reached that limit, around the age of 10-11, his chakra growth, up till now appearing to increase rapidly as it had yet to reach the natural growth limit, slowed down to only moderately above average jounin rates.
Weapons: In addition to the normal Ninja array of kunai, exploding tags, shuriken and the like, Jin wields the two Shards, twin Ninjato with blades which shine a cold, luminescent white bordering on blue. It is said that they were carved out of the bones of a dead Ice Dragon, for they are always freezing to the touch.
Personality: Jin is quiet and generally serious, though not above an occasional joke at another's expense. He keeps his emotions tightly in check most of the time, performing his duties quickly and efficiently. He rarely complains, but will not hesitate to question orders if he feels there is something wrong with them, due to several events which happened in his childhood.
Bio:
"Naruto . . in this world, there are kids that are younger than you . . .and stronger than me." Hatake Kakashi
The Kirigakure Jounin found him in a remote pass in one of the islands in the north, a baby blue with cold, his parents lying around him, dead. Grasped in his tiny hands was his father's sword.
They didn't know what his name was, nor his father's name, nor his mother's name. So they called him Jin. Short and sweet. Difficult for the other students at the ninja academy to make fun of, especially when he was ready to graduate at 5 years of age.
He was 8 when they made him a Jounin. Eight years old. He didn't think he was ready, didn't think that he was experienced or mature enough to guard the Daimyo, herself a slip of a girl, but Zabuza said that he was, and therefore he must have been. Zabuza was never wrong. Jin trusted Zabuza. Zabuza was an ANBU and one of the Seven Swordsmen, after all, and should know who was worthy to become a Jounin, right? The Genin and Chunin missions had been easy, the enemies weak and training relatively simple. But Jounin . . . They fought real ninja, other Jounin. He didn't think he was ready for that yet.
She didn't act like a Daimyo should. Sometimes she cried when she thought no one could hear her, but Jin could. He heard everything she did. That was his mission, his first as Jounin. To make sure that she never left his senses, that he knew exactly where she was all the time. That was what Zabuza had told him he had to do, and that was what he would do. She didn't have any friends. Oh, she talked to her maids about trivialities and was treated kindly and respectfully by most of the council, but she had no real friends, people her age to play with her. Jin knew how that felt. His only friend was Zabuza, and sometimes he felt like he was being replaced by the new kid, a few years older than he. Haku. Not that he had seen either of them for in month since he became Jounin. Things were quiet. He melted into the shadows, his half-size Zanbato, just like Zabuza's but smaller, strapped tight to his back, while Lady Fui sat imperiously in the throne which had been her father's and listened to the requests of the people. So far she had barely noticed him, but Jin felt that he would burst if he did nothing but stand in the shadows watching her for much longer. He might have been a jounin, but he still needed to train, to build his muscles so he could some day wield a full-size Zanbato with as much ease as Zabuza. But he had to hold out. Just a little longer. Zabuza had said that Fui's original guardian would be back within a month, and then Jin could resume his training. But two months, then four months, then six months passed and he didn't return. One night Zabuza stopped by to deliver the message that a body had been found and that Jin was assigned to Lady Fui for the foreseeable future. Jin looked at him, hurt and betrayal in his eyes, and nodded woodenly. Zabuza simply left.
She was lonely. Jin could tell that when he looked at her when she thought no one was looking, her deep brown eyes gazing somewhat mournfully out the window, out to the courtyard below. Jin sometimes wished he could be her friend, but Zabuza had warned him that a ninja should not show emotion and should try to suppress it, and Zabuza was always right. Despite that, Jin couldn't help feeling sorry for her. She was so pale, like the sun had never touched her with its rays, and, truth be known, it had had little opportunity to do so. Well. He could try to do something about that at least. With some difficulty Jin arranged for the princess to spend 5 hours each afternoon out in the garden, when the sun was not too hot and it was not raining. He would train while she read, or conversed with her advisors, or whatever else it was that needed doing. Slowly, color began to come back into her cheeks, and she smiled shyly at him every so often. It was a beautiful smile. Sometimes she talked to him at night, through the thin paper wall which separated her room from the hallway outside where he slept. He never replied, but she knew that he heard her. They were trivial things, inconsequential things that she spoke of, of no importance really, but he listened to her. Her soft voice was soothing, and no one, no one had ever talked to him like she did. Gradually, he became content with his situation; he was gradually building up his strength through regular training with the soldiers in the castle and by training himself out in the garden with Fui. Then the attacks began.
They started 6 months to the day since Jin had come to the castle, only a couple days after Zabuza left with the news that Jin would be there for the foreseeable future. Jin defeated the first one with ease, but each one afterwards was increasingly difficult. They came at odd times, sometimes none for weeks and then two in three nights. It was excellent training, but Jin was afraid. For the first time in his life he was truly afraid. His missions as genin and chunin had never pitted him against one who came close to matching his genius with a blade and Ice Ninjutsu. Never. But these ninja were tough opponents, the last one had nearly killed him. Even so, he was not afraid for himself, but for Lady Fui. If he turned his back on her she could be dead. The attacks had to be stopped. Someone was sending them, they could not all be from different countries. After 4 ninjas in 3 nights attacked Lady Fui, Jin gathered a force of 12 elite Samurai to guard the princess while he tracked down the leader. Jin found the one he believed was the leader and slew him, but he returned to find the guards disembowelled and a strange ninja in a black mask holding a struggling Fui under his arm. Jin charged, and was nearly killed in the first clash. Six months before this he would have already been dead, but the training and the constant attacks had honed his skills razor sharp. After a long battle which left half nearly the castle in ruins, the enemy ninja lay defeated. Jin took off the Ninja's mask to discover that he was Hayate Krillum, one of the Seven Shinobi swordsmen of Kirigakure. But why would one of the 7 wish to kidnap Fui? Jin went to the Hidden Village of Mist council and told them of the incident. Apparently the Mizukage wished to replace Lady Fui with another who would bend more easily to his will, for, despite her youth, Fui showed great wisdom and stubbornness in governing. The council agreed that this would be bad for the village, and Jin killed the Mizukage in his sleep. As a result of his actions, Jin replaced Hayate in the Seven Shinobi Swordsmen, and joined ANBU. For 7 years Jin travelled with ANBU carrying out special missions for the new Mizukage, and his skills grew exponentially. But the loneliness, given rest for a moment while he was with Fui, returned. Seven years without seeing Fui, seven years of a dull, endless blur of missions, eating, sleeping, and drinking. Zabuza and Haku were defeated at his hand when they attempted a coup d'etat. His onetime mentor limped away from Jin's Shards, the half-size Zanbato long since abandoned. Wars occurred, enemies were assassinated, all melded into one long road lined with the bodies of those Jin had slain. He thought that it would never end, that this was to be the substance of the rest of his life. But it was not.
It was early one morning when he received his new orders, nothing distinguishing them from others on the surface. But these were different. He read them twice to ensure he understood them correctly. The Lady Fui, Daimyo of the Water Country, was travelling to Earth Country to meet a potential suitor, and he had been specially requested to be her bodyguard.
He saw her before she saw him. She had changed. The pale girl with deep brown eyes had blossomed into a beautiful woman with a razor sharp wit. Jin felt like he didn't know her anymore, yet as soon as he was in her presence the loneliness and disquiet in his heart were banished. For a year they travelled, each suitor rejected by Fui after a week or two in his town, and in that year Jin first knew love. Fui knew it could not be, but she gradually felt herself drawn closer and closer to this boy who had protected her from so much. Eventually though, the trip had to end. The Land of Water needed her leadership. All had not been well in her absence. He one who had been regent while Fui was away gave up his position unwillingly, and his governing had been harsh. Jin returned to Kirigakure and continued in his missions, stealing away to see Fui as often as he could. One night, however, he arrived in her room only to see his love dead, her soft body split open like a ripe plum dashed against the wall. Anger rose in him like a rising, unquenchable flood, but it was not a hot anger. It was cold, like the ice he used in his jutsu.. Coolly, dispassionately, he tracked the ninja down, following his trail unrelentingly. It was Jirou, another of the Seven Swordsmen. Another of those who he had called brother had betrayed him. It had began with Kisame, the strongest of the seven, who had abandoned the village after attempting to kill the Mizukage. Two of the seven died in battle against him. Then Zabuza attempted the same, only to meet with defeat after a long and bloody battle at the hands of Jin. And now Jirou, he who Jin had been closest to in the wake of Zabuza's betrayal. He met his end in the jaws of Hizuki, the Ice Dragon Jin had signed a contract with. But Jin's revenge was not complete. The Mizukage, attempting like his predecessor to gain power over the Daimyo, had authorized the mission, this time with the complete approval of Kirigakure's council. However, Jin saw that, despite his rage, he did not have the strength to defeat the Mizukage. So he waited, claiming Earth country ninjas had killed Jirou and returning to his normal ANBU duties. For six years he waited, watched, trained, let the anger fester within himself. Anger at what they had done to her, anger at the life she and he might have had together, anger at the loneliness thrust back upon him. Five years he waited, growing stronger and better, not shedding a tear for Fui. And then he struck. It was the night of the Mizukage's 10th anniversary. At one o'clock, after most of those at the party had returned to their homes, without warning, without remorse, Jin killed the entire village council, most of them drunk or half-asleep as they walked home. Jin stalked the Mizukage to his private quarters, where he revealed the crime for which the man was to pay. The Mizukage sobered up almost immediately, and released a devastating barrage of attacks on Jin. Seriously wounded, Jin summoned Hizuki, who took the Mizukage by surprise, inflicting a serious wound on him before he was defeated by a Fire Jutsu. During the confusion, Jin managed to get a hit with an ice needle in the Mizukage's arm. The village leader took no notice of it, but after Hizuki had disappeared, wounded, Jin revealed that the needle was poisoned, and it should begin acting within 5 minutes after it is injected. The Mizukage realized that it had been around four minutes 50 seconds since the needle had entered his body. He looked at Jin's smirking face and sank to the floor. The last sound he heard was the scream of Fui as Jirou cut her open, recorded by the castle's security. Jin, grievously injured, made it out of the village with the help of the last of the seven, the only female, Akemi, secretly in love with him. They travelled together, always keeping just out of reach of the hunter-nin and ANBU from Hidden Mist. He began to be called the "Bane of Mist" initially because he had thrown the village into chaos it had not known in one hundred years, but then also because of the number of hunters and ANBU he slew as they attacked him, some which he had once fought alongside. Jin had devoted all of his time to training that he might one day take his revenge, but now that the revenge was taken his life had nothing left but emptiness. Despondent, he tried to take his life on several occasions, barely stopped by Akemi, whose love for him remained hidden. Likely he would have succeeded eventually had not the next event taken place. Three years since they began their exile a chance encounter and the subsequent battle with Kisame and Uchiha Itachi left Akemi dying as a result of Jin's carelessness. Her life slipped away in Jin's arms as she revealed her love for him, and her belief that he was destined for something greater than that which he had accomplished and become, something greater than a life filled with emptiness or revenge. Jin was not sure whether she was right or wrong, his life needed purpose, but he didn't know whether such a purpose could be found. However, he would not find it wandering around pointlessly. Konohagakure. There he might find his purpose. At the very least he could find some work. He set off.
A rough idea of what Jin looks like
Chihana Isamu [Tournament]:
Spoiler
Name: Chihana Isamu (Literally: Courage of the Thousand Flowers) Original: Yes Origin: N/A
Race/Nationality: 3/4 Japanese, 1/4 Sioux Age: 20 Height: 5'8" Weight: 70 Kgs Build: Slim Hair: Black, shoulder length. Normally loose, put in low ponytail during fights Eyes: Dark Brown Typical Attire: Jeans, T-Shirt, black leather jacket. Wears bandages strapped around torso and kimono designed for complete freedom of movement if in fight. Facial Appearance and other distinguishing marks: Isamu is quite handsome, in a smooth, almost boyish way. He bears a ritual tattoo on his right shoulder blade denoting his level of achievement in Raikou Yaiba, a tattoo generally updated as the student progresses in rank. Isamu's current rank is that of Lesser Master.
Strengths: Isamu is a prodigy of the ancient art of Raikou Yaiba, a kenjutsu style which concentrates mainly on the speed and accuracy of the sword in battoujutsu, kenjutsu, and Iaijutsu. Given his extensive training in the art, Isamu's speed is at a level very difficult to surpass, and this is his main strength. When without a sword, Isamu uses a mix of Martial arts to defend himself, mostly Karate and Judo, but he is not without several jiujitsu and kung-fu techniques. The intense training, both mental and physical, involved in the study of Raikou Yaiba allows the user to enter a state of focus (known as Shouten) which, for short periods of time, allows them to cut out all distractions, and dodge nearly any attack, from a bullet, moving just before the trigger is pulled, to an arrow, snatching it out of the air. True Masters of Raikou Yaiba stay in a state of semi-Shouten at all times, having developed the mental endurance to do so indefinitely, but Isamu still has quite a lot of training ahead of him before he can reach this level.
Weaknesses: Despite his incredible speed, Isamu is not that incredibly powerful, only moderately stronger than an average fighter. His speed can also be incredibly draining if used for too long, so he generally must either finish the battle in under 10 strikes or revert to the less efficient techniques developed by the founders of Raikou Yaiba to conserve energy in a long fight, allowing perhaps one lightning-strike in case of a very obvious opening. Use of true-Shouten is also incredibly draining on a mental level. If used for too long, the fighter is so mentally exhausted once out of it that he is prone to make bad calls in judgment.
Bio: There once was a woman, born in Japan to an American Sioux Indian immigrant and a Japanese man, renowned as the greatest swordsman of the Raikou Yaiba style in living memory, perhaps the greatest of all Japan. Her mother left her father, feeling that the man loved his style more than he loved her, and took the baby with her back to her people in Montana. The woman grew up on a native American reservation and, after her highschool sweetheart died of cancer, moved to Las Vegas to try and begin afresh. Her life there was simple, she worked as a waitress in a ritzy hotel, and mostly kept to herself. Until the night when He arrived. He was Japanese video game designer, by the name of Itagaki Tomonobu, he was extremely handsome, and he was charming. She was assigned to serve his table, and his unabashed flirting led from one thing to the next. She awoke the next morning in an empty bed with nothing but a business card and an expensive necklace next to her. Nine months later, Isamu was born. He grew up happily with his mother until the day of his second birthday, when his mother was tragically struck by a car and paralyzed from the neck down. Her mother having died some time before, in desperation she called Itagaki Tomonobu, who, wishing to avoid the scandal and dishonor that would result from his having born a child out of wedlock when he was engaged, sent her just enough money to get her to Japan, and her father, young Isamu's grandfather. Sadly, Isamu's mother caught a cold en-route. Due to the state of her immune system, ravaged from an infection from her recent accident, she lived only a month after reaching her father.
And so it was that Isamu, motherless at the age of two, grew up with his grandfather in the strictest of homes, training in Kenjutsu from the moment he could walk and lift a wooden wakizashi. He had few friends in school, with the notable exception of Akechi Hitomi, a beautiful aspiring Aikido-user, with whom Isamu frequently sparred with for hand-to-hand combat practice. His grandfather, however, would allow no one but himself to train Isamu, recognizing that the boy had the potential to become a greater user of Raikou Yaiba than any before him, ironic in a world where the art of the sword was seen as increasingly irrelevant. Grandfather Chihana was a harsh taskmaster, putting Isamu under incredible amounts of pressure to improve and excel. As a result of this and his own natural talent, Isamu's skills grew at an amazing rate until, by the time he had reached 12th grade, he had obtained a red sword-hilt, and received the first mark in his ritual tattoo, signifying that his tenure as a student was over, and he could now teach others, having obtained the title of Assistant Teacher. For most students this took upwards of 20 years, assuming they had a basic background in Kenjutsu, but it had been less than 12 since Isamu had begun his Raikou Yaiba training proper. Against the wishes of his grandfather, Isamu traveled down from Hokkaido to Tokyo with Hitomi in celebration. It was the first time he had left the rural town where the Raikou Yaiba school was since he had arrived there with his mother. Isamu was astonished by the lights and colors of Tokyo, amusing the somewhat more worldly wise Hitomi. They headed to a small restaurant in order to celebrate, and it was there that Hitomi, who had longed for Isamu to be something more than a friend to her for as long as she had known him, received her first kiss. It was also there, with her, that Isamu felt free from the constant pressure his grandfather had put him under to excel, and also felt the first pangs of love for her. He decided that he would not return to the school, but live in Tokyo with Hitomi. Isamu got a job as a construction worker, and Hitomi worked as a waitress in the very restaurant they had first gone to. It was then that tragedy struck again in Isamu's life.
They went out together to a local sake bar once a week for drinks, and Isamu walked Hitomi back to her apartment before returning to his. One such night, a drunk Yakuza gang tried to mug them. Between the two of them Hitomi and Isamu dispatched the group with ease. Except one. Miyamoto Mitsuhide, Kenjutsu master of an unknown style. Isamu's first strike with his wakizashi was ineffective, parried surprisingly easily by the man. Isamu tripped over a large piece of lumber lying on the ground and fell to the ground. Miyamoto brought his sword up to finish off the prostrate boy, then stabbed down. A blur of motion and the blade pierced Hitomi's chest as she jumped in its path. At that point the police arrived, sending Miyamoto running, leaving Isamu cradling Hitomi in his arms as the life slowly slipped from her. Before he had had no reason to train, no reason to learn how to fight besides the pressure his grandfather put him under. He had one now. He would get stronger, stronger so that he would be able to protect those he cared about. Stronger so no one would ever need die for him as Hitomi had done. Stronger so he could find that bastard Miyamoto and kill him.
Isamu returned to the Raikou school and his training, where his grandfather, who had been deathly worried about him, accepted him back with open arms. For the next two years Isamu did nothing but train, gradually gaining titles until he achieved that of Lesser Master on the eve of his twentieth birthday. It was then that he felt it time to take a short break from the school and training, to see how well he had progressed. And so he set off, back to Tokyo, Odachi and Wakizashi in tow, to see whether he had become stronger.
Gunner Logan: [Lunar Fall]
Spoiler
Name: Gunner Logan Nationality: Plutonian
Appearance Height: 5'11" Weight: 80 Kgs Hair: Short, black, straight Build: Slight but in excellent shape Facial Appearance: Pale skin with ruggedly handsome good looks, a scar here and there only reinforce his image as a devil-may-care mercenary captain Typical Attire: Gunner usually sports a long, brown trenchcoat aboard deck, as the Samurai Jack's heating is notoriously bad. Black cargo pants and skivvies usually complete his wardrobe. A vintage 2200 Glock is constantly kept in a concealed shoulder holster, and any number of knives can usually be found about his person. Gunner also has several tattoos, one located on his left shoulder blade, another on his right forearm, and a third on the sole of his foot.
Weapon Proficiencies: Good with a pistol, expert with any short blade, decent at hand-to-hand
Strengths: Even-tempered and charismatic, Gunner is a good ship's captain because of his strong interrelational problem-solving capabilities and willingness to make tough decisions and take responsibility for his actions. He is also a dangerous opponent in one on one combat, whether it be personal or ship-to-ship.
Weaknesses: Gunner is a horrible shot with anything larger than a pistol. He is also incapable of leading a group in combat, especially on foot, due to his poor group tactical skills. This also holds true for ship battles in which he must command more than one vessel. One on one Gunner is a formidable opponent, but put him in charge of a wolf-pack of frigates and you are destined for failure. Gunner is also very touchy about his less than privileged upbringing, responding poorly to any attempts at humor about it. He is addicted to the illegal narcotic Hvor, and harbors a deep hatred for the upper class of Pluto.
Personality: Outgoing, charming, and an inveterate womaniser, Gunner nonetheless harbors a dark ambition. He cares nothing for the fractured laws of the Sol Alliance, and has betrayed a business partner on more than one occasion for Terr Credits. His charisma and general good nature make this a shock to anyone who ends up being betrayed by him, and none so far have lived to tell others of his treacherous tendencies. However he is intensely loyal to his crew, whoever they may be, often risking life and Terrs to ensure their wellbeing.
Bio: On Pluto, a thousand years from now, the poor are treated as slaves while the wealthy owners of intergalactic businesses and drug cartels live in luxury. The divide between them is enforced, legalized, with the poor capped at a certain maximum yearly income, while the rich must make an exorbitant number of Terrs to even live there. The poor cannot leave the rocky planet, at least not legally, and are destined to spend their life, birth to death, attending to the needs of the upper class, working as janitors, maids, butlers, or, if they're lucky, prostitutes. They are locked into ghettoes far away from the dwelling of the rich, forced to take rapid-transit shuttles in order to get to work every morning. It is a society with two Castes, an unbreakable system with no upward mobility.
It was into this society that Gunner Logan was born in 2399, to a father who was a janitor, and a mother who worked as a mechanic, keeping the technology needed to supply the rich class' expensive tastes in working order. He spent his childhood on the hard streets of the ghetto, becoming involved in crime at a very early age, shoplifting, running drugs, and functioning as a spotter for larger crimes. He grew to hate the rich class and their overbearingly superior attitude towards the poor of Pluto, vowing that one day he would join their ranks and prove to them that a poor boy from Priapus City could make something of himself. But, paradoxically, there was no way he could do that while he remained on Pluto. And so, without word to father, mother or his three sisters, he stowed away on the mercenary ship Marilyn's Favor. Gunner was sixteen.
The captain of the Marilyn's Favor discovered Gunner barely six hours into the voyage, and would have been well within his rights to eject him from the space-lock, at least by Plutonian law. However, the man recognized Gunner's drive and potential, and accepted him as the lowest ranked member of the crew. Ironically, the owner of the Mercenary syndicate the Marilyn's Favor belonged to, Roman Juvenk, was the very man that employed both Gunner's father and mother, the man most responsible for his hatred of the Plutonian aristocracy.
With Gunner's ambition and innate charisma, it was not long before he rose to the rank of Second Captain of the Marilyn's Favor. It was around this time that he picked up an addicition to the illegal narcotic Hvor, a substance that, while only mildly damaging to the user's health, nonetheless is extremely addictive and has horrific withdrawal symptoms. It was as second captain that he met the tough but beautiful Impi, seemingly by chance. Over the course of a year they fell in love, and on the eve of his twenty-first birthday, Gunner proposed. But on that day, she revealed that she was actually the (she said estranged) daughter of Roman Juvenk himself. Torn between his hatred of Roman and the Plutonian Aristocracy and his love for Impi, Gunner used information he gained from Impi's compad to find Roman's location, and he set out to kill the man. In a secretive assault on Roman's base, located on one of Jupiter's moons, five bodyguards fell to Gunner's bullets and knives. One of them was Impi, disguised by her uniform. When Gunner stood before Roman, the mercenary boss revealed what he had done. Gunner's shock was enough to give Roman the distraction he needed to escape, leaving Gunner alone and confused about whether he had known it was Impi when he killed her.
Gunner salved his pain in the arms of any woman he could get his hands on, leaving them after a night spent in ecstasy. It took two years before his mental health was completely back to normal, and he then decided to go freelance. He bought an old frigate, the Samurai Jack, crewed it, and set off to make the credits required to insinuate himself into Plutonian society . . .
Copyrighted:
Ichigo: [Bleach]
Spoiler
Note that most of the statistical information is essentially guesswork
Name: Kurosaki Ichigo Original: No Origin: Bleach
Age: 16 Height: 1.74 meters Weight: Approx. 80 kgs Build: Fairly thin, Ichigo is nonetheless very tough Hair: Orange, short, spiky Eyes: Dark Brown Typical Attire: As a Shinigami in normal state Ichigo wears a black kimono with rather baggy trousers, split toed white socks, and sandals. In Bankai form Ichigo's clothes transform into a long black trenchcoat like costume, retaining the socks and sandals.
Strengths: Ichigo is extremely stubborn, sometimes to a fault, however this stands him in good stead during battles, as he is unwilling to ever give up, even if his life was in danger. He is also possessed of ridiculous amounts of spiritual energy, equal to or greater than that of any of the captains of the Shinigami protection squads, including that of Zaraki Kenpachi. Ichigo has very good swordsmanship skills, and is an excellent user of flash step, allowing him to speed around the battlefield quite quickly. His Bankai further increases his speed, granting him what is possibly the fastest speed of any character in the Bleach universe. Ichigo also has the ability to use a long range attack known as Getsuga Tenshou, which is essentially the cutting force of his Zanpakutou blasted out in a long range energy attack.
Weaknesses: Ichigo's stubbornness can also be a liability to him, as it sometimes makes him blind to choices which would otherwise have aided him. His high reiatsu makes it impossible for him to conceal his presence, as the amount leaking out of his body is difficult to control. Ichigo tends to make very rash decisions quickly, which often gets him into a lot of trouble, and also generally approaches battle with no plan but to overwhelm the enemy with superior ability.
Personality: Ichigo believes himself responsible for his mother's death, both in causing it and being unable to protect her. Psychologically, this has had a huge impact on his personality, giving him a serious, almost grim outlook on life. It has also given him an incredible determination to become stronger, to have the strength to defend his friends so that none of them has to die because of him as his mother did.
Bio:
" . . . Some are born powerful, some take power for themselves, and others have power thrust upon them."
Adapted from William Shakespeare
He had never wanted to be a Shinigami. He had never desired to spend his nights as guardian of the souls of the lost. But there had been no choice; it was either take the power given to him and use it, or watch his family die, no choice at all. If he had only not touched that ghost that evening on his way home from school, so long ago, none of this would have happened. He would still be a normal teenager, sparring with Tatsuki, beating up street gangs with Chad, punching Keigo for being an idiot . . . He would never have known Toshirou, Kenpachi, or Renji . . . Aizen never would have gained the Hogyoku, the Arrancar never created, the war never started . . . Rukia would never have been imprisoned, Ishida never lost his Quincy powers, and Orihime . . . Orihime would still be back on earth, her bright, cheerful spirit undimmed by the blackness of Hueco Mundo. But he had touched that poor girl's ghost, and from there there had been no turning back. He had never wanted to need this power. But he did, and so he would strive to gain more and more, that he might never need to watch one of his friends die from his own inability to save them . . . as he had his mother.
He had been only 9 when it happened, when that bastard of a Hollow, the Grand Fisher, killed his mother. 9 years old when his mother, who should have loved and nurtured him for decades more, was taken from him. From then on, Ichigo was different. He stopped smiling as much, and began to cultivate a tough exterior. Only Tatsuki, his closest childhood friend knew the truth behind his mask. By the time he was 15, the sight of Ichigo smiling was a rare thing indeed, one could count on one hand the number of times they saw him smile in a year. One of those, of course, being the anniversary of his mother's death, when he put on a mask of happiness to hide the pain he felt. It was in this, however, his 15th year, not long before the anniversary of his mother's death, that his life was forever altered by one simple touch . . .
They were idiots, those skater punks. Fools with no respect for the dead. They deserved the beating he had given them. It was then that it had happened. As he righted the upturned glass vase he brushed against the ghost of the little girl. No more than the smallest contact, yet it had been enough. Unknown to Ichigo, his massive soul energy, so long contained within his body, had been unleashed. At first the increase was imperceptible, but as the day went on, it became a veritable torrent, drawing a demon . . . a hollow.
It was late that night when he first met her, she who would be his partner and friend for the foreseeable future. He was calmly lying on his bed, trying to go to sleep when she simply walked through the wall. Naturally he was somewhat surprised, especially when she seemed astonished that he could see her. Her explanation of Shinigami and their work seemed too ridiculous to believe, but the sudden appearance of the Hollow downstairs had started to make him wonder.
The binding spell had not been all that difficult to remove. It simply required concentration, focusing of energies. Watching his sisters be mauled before his eyes was motivation enough to summon the necessary concentration. He attacked . . . but it was not enough. And the Shinigami had taken an attack for him, sacrificing her own chance at survival for his. It was then that he was presented with the only choice he had been given since that day . . . and it was no real choice at all. Become a Shinigami . . . or watch his family die before his eyes.
He had chosen the path of the Shinigami. There was no turning back. Aizen had to be stopped, and it could be that he, Kurosaki Ichigo, was the only one with the will to do so. It could be there was a reason he had touched that ghost, so long ago, a reason his reiatsu had been unlocked. Whether there was reason or no, Ichigo knew that for now, he had to become stronger, more powerful, that he might be able to protect those close to him . . .
Edited by Steel Samurai, 12 August 2010 - 12:24 PM.
History - The story of your character up to the point where it entered the RPG
Goals and Dreams - Things your character wants to achieve, inside or outside of the scope of the RPG
Strengths - The abilities and positive attributes of your character
Weaknesses - The negative attributes of your character
Vital Statistics - Height, weight, cup size, measurements, etc.
Appearance - Typical clothing, hair color, eye color, facial structure, equipment, etc.
Personality - Is your character extroverted or introverted? Do they have a sarcastic sense of humor or a slapstick sense of humor? etc.
History
The night that Link's mother fled to the Lost Woods to protect her children she was chased by a ruthless group of Stalfos. In the commotion of her flight she lost one of her children who, unbeknown to her and her son Link, was protected by and remained in the care of the Sages, receiving all of the combat training they had to offer and growing up in a realm completely separate from Hyrule. Now, years later, Cyano Link (Cyano being an ancient Hyrulian term for re-birthed) has been released into Hyrule, albeit not the one that his brother grew up in...
Hyrule is now a dark and evil place, overtaken long ago by a mysterious dark force whose malovence overwhelmed both Link and Zelda who have been banished to the Dark Realm and not seen for many years.
Confused and without a clue of what is going on, Cyano Link enters this world completely oblivious to his destiny or identity.
Goals and Dreams
Cyano has none to speak of at the beginning of this RPG because he has never truly been alive. He has simply existed in a physical space outside of the living realm where he receieved training to become an ultimate warrior.
His affinity for living in the shadows drew him to the powers of the Shadow Sage, who mentored him but never explained to him in any fashion who he was or why he was doing what he was doing. He simply followed orders, and now with no one around to give him another order Cyano simply wishes to understand what is going on.
Strengths
Exquisite swordsman with a penchant for becoming one with the shadows. More ninja like then your typical Hyrulian warrior, but fights with honor and intelligence.
Weaknesses
Mortal, extremely susceptible to all forms of magic and at the beginning of this has no true combat experience aside from his training.
Appearance
Aside from his black tunic, white hair, bright blue eyes, Cyano is an identical twin of his brother Link. He carries the Shadow Sword and Shield but aside from that begins with no other equipment or devices.
Personality
Extremely introverted and unable to trust anyone he meets simply because he has only known the realm that he trained in. Any contact he has with another creature will be the first he has ever had, and Cyano will act accordingly. He knows that men do lie and will be wary of all he meets.
Age: 26 Height: 5'10" Weight: 155 Hair: Black. Straight and falls just below her shoulders. Eyes: Light brown. Build: Toned. Attire: Red tank top, black leather pants, and sturdy boots.
Weapons: Survival knife; modified Shuko claws; martial arts
Fighting Style: Danae has studied several martial arts but is a master of none. Her personal style is a sloppy, aggressive mix of various forms. The majority of her skills are based upon the arts of Silat, Savate, and Wing Chun. She is not as physically strong as male enemies, which forces Danae to turn her opponent's energy against them. She favors quick, precision strikes over brute force and will always attempt to go for the most vulnerable spots. Despite her tempestuous nature, Danae can be very patient when waiting for an opening. Once that opening presents itself, Danae can move with great speed and unleash a flurry of attacks within the span of one to two seconds. Her use of shuko claws - which an opponent can overlook due to the claws resembling basic fighting gloves - makes her attacks even more devastating. She is also trained in knife fighting, but she still needs to refine her skills before they become especially deadly.
Weaknesses: Danae has absolutely no ranged attacks - she can't even throw her knife. This makes her extremely vulnerable to guns, throwing stars, polearms, swords and any other weapons that can extend farther than her arm reach. She wears no armor and cannot withstand as many punches as her male counterparts due to her smaller frame. Danae can be easily manipulated via her fierce temper, which can make her borderline stupid when it really starts to act up. Danae is also wanted by the police in just about every civilized area of the world. This means she can draw very unwanted attention and must usually resort to disguises when visiting town.
Personality: Danae is essentially a sociopath. She has no love for other people and barely acknowledges their emotions unless they can prove to be useful to her. She is bored senseless in every day life and thrives off challenge. Unfortunately for the rest of society, Danae find her challenges in various crimes. She is a pickpocket, a murderer, a mercenary, a burglar, an assassin, and whatever other roguish careers fit her that day. There is no reasoning behind her actions other than "it's fun." She is foul-mouthed, horribly blunt, and promiscuous. Danae has little regard for her own life and lives with no set rules.
Bio: Danae is the eldest of three sisters (the youngers being Deidre and August). All were raised by a Bonnie-and-Clyde couple and learned early on that it was much easier to steal from others than it was to make their own money. Any legal paths to success were closed to the sisters due to their upbringing, so they dove straight into the underworld. All learned how to steal and con. Danae was the most ambitious, lacking a certain... conscience that the others had. She left the family at the age of sixteen to build up her own reputation. Danae now leads a nomadic lifestyle, drifting from place to place in search of another violent contract. She'll happily dive headlong into any crazy situation. The only devotion she shows to other people is directed at her family, if only because they're amusing.
Lara Sarkis [Dragon Lords]
Spoiler
Age: 33 Height: 5'7" Weight: 136 Hair: Red, jaw length. Eyes: Blue Build: Feminine Attire: Business suits or robes Weapon of choice: Dagger / single shot pistol
Fighting Style: Lara is not a fighter. She will avoid it if she can. However, she knows how to use a dagger with a certain lethal efficiency. A single shot pistol is often strapped to her thigh for dire emergencies. Due to the time it takes to reload the weapon, however, it can only be used once.
Strengths: She is a business woman, and that is where her strength lies. She can pull a vast amount of resources seemingly out of thin air and can gather information in a heartbeat through the use of her many contacts. She commands a large number of thugs, which is how she does most of her 'fighting.' She is devilishly charming and a master of lies. Lara is a natural born leader.
Weaknesses: If anyone with any fighting talent gets within range of her, Lara will most likely be defeated unless she can talk her way out of things. She has poor stamina compared to dedicated fighters and her physical strength is.... lackluster.
Bio: Lara was born into a well known crime family and currently leads their operations in the Himmel Islands, where she lives on a posh estate. She currently sells stolen weapons and goods to the Himmel warriors, as their constant fighting is very good for business and law enforcement in the region is laughable.
Name: Leo Crimson Race: Steel Dwarf Age: 20 Gender: Male Height: 4'11 Weight: 110 Occupation: Craftsman, assassin Weapons: survival knife, axe that can be thrown like a boomerang, bow and arrows Talents: able to move silently despite his weight Clothing: baggy pants, leather boots and gloves, green cloak, black sweater, leather belt Strengths: If mad enough, he can go partially-berserk in a battle and kill loads of people; also an expert marksmen and stealth fighter Weaknesses: When "berserk", if he is wounded badly or too much, he will return to normal state and very dizzy. This happens in large battles and fights. Sometimes, when he is concentrating on 1 target, he will not notice another sneaking up behind him.
Biography: Leo has been an inhabitant of Kvot for most of his life. As a child, he helped his father build some weapons and tools. The young Crimson never met his mother. Soon, they had become 1 of the most famous businessmen in Zok. Unfortunately, his father died when Leo was 18. Since then, he has been working on his own. His father, Leroy, left him a survival knife as an inheritance item on his deathbed. Leo always keeps it with him in a sheath on his belt. He also found his father's lucky quiver under his bed and always wears it. Now a lonely person, he can spend hours in his workshop building tools and weapons for travelers. Leo Crimson has made a number of friends who occasionally stop buy for a drink. Apart from hunting deer, he has not had the chance to exercise his combat skills in a long, long time. But that may change soon.
Sci-Fi:
Spoiler
Name: Leo Crimson Gender: Male Age: 38 Faction: Earth Appearance: Caucasian, approximately 6’2 with crew cut dirty blond hair and black eyes. Uniform consists entirely of black clothing and a bulletproof vest; casual is usually dark jeans, yellow t-shirts, and a black sweatshirt. Occupation: General in the Earth Home Fleet History: Born in Austin, Texas in the year 2156. Dropped out of high school after acing the first three grades with a 98 average and joined the Space Academy at the age of 17; commandeered his own ship at the age of 25. Staved off a previous attempted Outie rebellion at the age of 30, and became a full-fledged general for his actions in the field. Other:
Edited by Leo Crimson, 06 February 2012 - 05:21 PM.
Appearance: A beautiful kentauride, even including her horse part, not only within her own race but even through the perspectives of other races, perhaps even approaching that of female elves, and has an almost wild, un-tamable quality. The horse part of her is built like a light riding mare, large and strong enough to support a rider, the colouring of her fur is a brown, like a bay or chestnut, with a glistening golden tint. Her tail is unusually long, but not unheard of, for a centaur, going down to her hooves and has long, black fur. The human part of her has quite light (Mediterranean) skin and is well endowed. Her hair is black, the same colour as her tail, glossy and long enough that it goes down to her lower shoulders. The way she moves has such elegance and grace that she makes being a centaur look natural.
Strengths: Taught in different forms of archery, and is skilled with both the longbow and crossbow. Highly intelligent and educated, and has a strong sense of curiosity. She can run fast for a centaur, and her gallop rivals that of some horses. Like most centaurs, she is friendly, trusting and loyal, and has a strong horse kick. Unlike most centaurs, she may let someone mount and ride her like a horse.
Weaknesses: Proud of herself for being a centaur, to the extent that she looks down on other races, particularly humans, and often pities them for not being centaurs, although she won't go as far as act violently towards them. She is far too trusting, and is friendly to those who would be enemies. Sometimes unaware of how large her body is, and will often try to fit in places that are too small for her. Finds places that are built smaller than centaur dimensions to be claustrophobic, and has a problem with crowds. She is mostly non violent, the archery was mostly for sport. Can sometimes be naive, and too much of a dreamer.
Bio: During the time of chaos after the fall of the Kinaari Empire, a young centaur, named Eutropios, already a renowned intellectual, returned to his homeland, a largely rural area in Tindar, in the Trohar Grasslands. Previously, he had travelled throughout the former empire, working as an advisor on the courts of many different local rulers, but after the collapse his homeland was one of the few places that had relative stability.
Spoiler
Before settling in what became Tindar, centaurs were considered little more than animals that roamed throughout the Trohar Grasslands, who would occasionally turn up uninvited to parties. As the early empire began to grow in that region, these centaurs were considered a nuisance to the newly formed colonies. One provincial lord of the region, the Lord of Wesorte, attempted to solve this problem by settling the centaurs in the region, at first by offering land on the within his province and giving them limited autonomy. Although the land had relatively little value to humans, the vast open plains appealed to the centaurs. The land would be ruled by a centaur appointed by the Lord and as a vassal within his province.
At first only a few centaurs moved into the land, only those who lived within the province. By the time of the rebellions, many centaurs scattered throughout the empire, hearing of a land where they're free to roam and gallop, came to the land and settled there, and the land soon become their homeland. Only a few wild herds never moved there, mostly living in regions beyond the then empire. To keep their new homeland safe during the rebellions, a group of centaurs formed an order of knights. This order helped make their land one of the rew stable places during those times, and after the rebellions word spread throughout the empire of the centaur knights. Many centaur knights ended up as mercenaries in the service of several lords within the empire.
As time went on, the need for centaur knights disappeared. Maintaining centaurs is expensive, and cheaper alternatives were found. In those early days of the centaur land this had an effect on their growing distinctive culture. Only a few centaurs trained as knights, to act as defenders of their land, but most of them began to follow more intellectual pursuits. Soon the centaurs became known as astrologers, magicians and wise men, with many serving as advisors for different lords, but a few were kept to use as messengers. Almost all centaurs seen outside their homeland were male. The female centaurs, or kentaurides, were rarely seen and often rumoured not to exist.
The centaurs as a race grew to become respected among the population, and throughout the many different lands received little or no prejudice, however they were still thought of a lesser by the civilised races. Their homeland remained mostly wilderness, dotted with only a few small settlements. A trade route passed through, linking the cities of the Trohar Grasslands with those in the Mountains of Glod. A few trade posts were built along this route, which grew into the few small villages.
When the empire collapsed, the centaur land became part of the country of Tindar in the Trohar Grasslands, and shared a border with Golar. In keeping with the previous lords and perhaps worried about a possible rebellion, the centaurs were allowed to keep their autonomy within Tindar.
As many new countries were formed during this time, many centaurs felt they should have a more important role in the world, perhaps considered even one of the civilised races, and began to have many gatherings to plan for the future of their race. Eutropios was one of them. Most of what they planned was kept in secret, but one thing they decided was to turn their main settlement, into a centre of art and learning. This settlement, originated as a trading post along an important route now linking Tindar with the countries of Golar and Kvot, which grew into their only major settlement. Eutropios agreed to be a part and began work on several projects, among them a book detailing the centaur race.
To concentrate on his work, he moved to a new stable close to the wilderness on the border. This home could be considered an idyllic villa by other races, surrounded by vast plains and grasslands among gently rolling hills, far from any settlements, with a stream running through coming from a nearly lush, green woodland.
After several years, a young, beautiful wild kentauride, lost and alone, came to the lands near his home. At first, she remained at a distance, but over time slowly approached the young stallion. Originally it was curiosity, but later she started to become affectionate of him, and tried to spend time with him. Like most wild centaurs, she couldn't speak, but did try to find ways to show her affection. Eutropios at first did try to resist, trying to concentrate on his many projects, but at the end he fell for her. After spending several months together, mostly in secret from the herd, they conceived a child, and later she gave birth to a daughter. Not long after the daughter was weaned, the kentauride's herd came for her, and the mother couldn't stay behind. Eutropios was left with the daughter, and he named her Sophia.
Sophia never found out much about her mother, and Eutropios would rarely mention her, mostly trying to concentrate on his projects again. To him it seems that Sophia had inherited her mother's beauty, and even some of her wildness. It seemed initially that Sophia was an unwanted centaur girl. Although while Sophia was still young, Eutropios would spend most of his time with her, almost as soon as she was confident at reading her father returned to his projects, and any time spent with Sophia was more of acting as a teacher than a father. The projects, for the most part, were done in private, keeping them secret from Sophia.
Fortunately for her there was a lot of space around the house to roam around in. Although there was a limit, she was mostly left to wander the fields surrounding the home, including the nearly woodland. She loved running through the long grass, developing a fast gallop over time, splashing about in the stream and even trotting through the woods. Her father, however, preferred that she would spend more time inside, reading in the library within the home.
The library of the house contained many books that Eutropios collected over the years, including a couple that he wrote over the years. Several of them contained stories of the history and deeds of centaurs, often used as research for his definitive work on centaurs, and were the ones that he wanted Sophia to read. However, as Sophia was mostly learning about her race from her father, especially talking about their greatness compared to other races, and through this Sophia had inherited a strong sense of pride for her race from him, but not quite as strong. The books in the library that interested Sophia were stories of adventure, exploration in strange lands and romance. After reading these stories Sophia would go outside and imagine that she is a part of the story, often acting out scenes as her favourite characters, or sometimes as how she imagined herself if she was in the story. Eventually she would make up her own stories of adventure, and act them outside, usually in the woods that she began to love and spend more of her time within. Later she took up archery, inspired by the stories that she read. It was taken up as a sport, firing at targets from both a distance and while galloping, and from reading in her books, made her own longbow. She never intended to use her longbow for combat or even hunting, only for target shooting. If she ever needed to defend herself, she began to develop her kick, both with her front legs and her hind legs. Eutropios never took an interest in her activities, unless it involves something he taught her, or if it's a good example of centaur behaviour.
Being in the woods did help Sophia learn that perhaps centaurs aren't as great as her father made them out to be. Spending time there helped to make her more agile than a regular centaur, but learned through trying things like climbing and trying to fit through small gaps that, despite what her father thinks, other races could do things that a centaur will find hard.
Growing up at the home, most of the time it was just her and Eutropios, and as she got older he spent more time on his projects. Sometimes, usually once a month, a visitor may come to the home. These visitors were usually post couriers, carrying a letter or package for Eutropios. They were not always a courier, but always something to do with him, like an emissary from someone's court asking to employ him as an advisor, or one of his acquaintances. These guests were a curiosity to the growing Sophia. Like his work, any discussions between them and her father were done in private, away from her, which probably helped fuel her curiosity. Never knowing the reasonings behind their visits, she would often imagine why they came, or if it's a letter of package, what it contained within.
One thing that she never had when growing up was friends. Being by herself most of the time, especially as she got older, she often longed for a companion, or someone to play with. The various guests over the years didn't help, they were much older than her and only concerned with her father, so she wasn't involved with them. She often wondered what it would be like to know someone her own age, or even just other centaurs. Reading her books never helped. Many of the books, that she read dealt with centaurs and their culture, including traditions, sports and festivals. All it did was make her want to join in and meet other centaurs more.
She often wanted to visit a centaur settlement to meet other centaurs. Her father never let her, even though he would often promise to take her. This did seem strange to the growing Sophia, considering how much her father thought of their race. and began wandering what other reasons there are for not letting her visit any settlements, even the small ones. She wasn't allowed to travel far from the home. All of the lands that belonged to her father's home she could roam, including the nearby woodland, but she wasn't allowed to go any further. Her father never left the home, any important business went to him Maybe her father never liked to travel, despite that it seemed like a centaur thing to travel.
Most of her childhood was spent by herself, with Eutropios' primary role as a teacher and then as a father. She grew up to become a beautiful kentauride, often dreaming in some sort of romantic adventure or as a wild kentauride living in the woods. As time passed the visitors began to change, maybe because of more peaceful times. At first the visitors were centaurs, but as the years passed people from other races came to visit. Before these new guests came to visit Sophia only encountered other races when reading about them in books, or what Eutropios told her about them. From his descriptions she expected them to be lesser creatures,
The first non centaur visitor was a human, an envoy coming from a the court in Wesorte, who came riding on a horse. At first from a distance Sophia though she saw another centaur, but as he came closer she could see he was a human rider on a horse. She read about humans in books, but never expected to see one, thinking that the existence of other races was almost a fantasy. The previous centaur visitors she mostly left alone, but this with this new human visitor, being of a different race, was a curiosity to her and wanted to know more about his kind. The human was surprised when he first saw Sophia, wondering how a centaur could have such beauty and grace and look so natural. Even though his purpose there was because of Eutropios, Sophia attempted to talk with the human after visiting her father to find out more about them and the outside world. Although he was told by her father not to say his reasonings for coming, he did try to describe his kind as much as he could, the land where he came from and his travels. One thing she found interesting was the horse. Centaurs do feel a certain closeness to horses, perhaps closer to any other creature. Sophia was fascinated by them, but unusually for a centaur, wondering what it would be like to carry a rider on her back like a horse would. The human guest didn't stay for long, less than a day before returning to his homeland.
Most of the guests were still centaurs, but as time passed an increasing number of them were of different races, usually human but even individuals of rarely seen races came to see Eutropios. Sophia would ask some of them about themselves and where they came from, especially if they're from a race she hasn't encountered before. It seems like she has inherited some of her father's pride for their race, not necessarily feeling superior, but feeling sorry for them for not being a centaur. One race that she found more interesting than others was the satyr race, as they appeared to be closer to centaurs, although not as close in her mind as horses, and liked their pointy horse ears. Many of the visitors often commented about Sophia to her father, usually about her appearance and behaviour. An occasional one will question why Eutropios decided to keep Sophia isolated from others in a remote land.
Not every visitor did talk to Sophia, as she was spending an increasing amount of time outside, running through the fields surrounding the home, and inside the woods. She often dreamed of herself being a wild kentauride, or at least in a more romantic form, and began to behave more like one. While in the woods she would try to frolic with the other animals, often feeling that she herself is one. She liked spending time with the animals of the woods, and believed the animals thought the same about her. Occasionally she wanted to sleep in the woods, but her father wouldn't allow it.
Eutropios didn't like that she was beginning to behave more like a wild kentauride, probably thinking she inherited more from her mother than he thought previously. He expected her to follow a path similar to his own, involving a need for a high intelligence and what a good example of what a centaur should be like, and believed that centaurs have gone beyond their wild origins. Despite what he thought he never did intervene with what she did, only limiting the extent that she could roam, and spent most of his time on his projects.
There was one unexpected surprise awaiting Sophia in the woods. By the time she was out of her mid teens teens she had explored all of the fields and the woods of her father's home and thought she knew every corner of it. However, one time while playing by herself in the woods, something unexpected happened. Within the woods there is a pool fed by a waterfall and flows into the stream, and Sophia often bathes in the pool. This time, while bathing in the pool, she was greeted by a shadow elf.
Being greeted shocked her, especially while in the pool. She never expected anyone else to be in the woods. From what she knew about shadow elves, he could've been living in the woods for years, hidden out of sight. Why he didn't introduce himself before she didn't know. Although still young by elf standards, she guessed him to be probably much older than her father, and the elf never spoke of his age. The elf never said much about himself, only that his name is Valandil, and that he watched Sophia enter the woods over the years. He never said anything about why he lived in the woods or his occupation, although Sophia guessed he might be some kind of trapper or a thief, and seemed to be planning something for a long time. She never told her father about Valandil.
Over the next few years she began to see more of this elf. At first Valandil kept to himself, seeming to plan something. As they saw more of each other Valandil began to open himself to Sophia, accompanying her wherever she came into the woods, and it led to her first friendship, or at least as she thought. She was already quite skilled at using the longbow, but Valandil began to teach her how to use a crossbow, including how to make one of her own. Valandil never spoke of himself much, but did speak of his many adventures he had throughout the different lands. He seemed like someone from the stories that Sophia read when she was younger, and she did like hearing about them. Sophia told Valandil of her desires to go on adventures, and to live in the woods as a wild kentauride. She even told him about how she wanted to know what it's like to carry someone on her back like a horse, and wondered if he would try. Valandil, thinking of it as a strange request, agreed, and at first it was awkward, Sophia enjoyed having a rider on her back, and wondered why most centaurs don't let riders mount them.
By the time she reached the age of 21, Sophia spent more time in the woods and try to get closer to Valandil, and when travelling through the woods together, he would ride on Sophia. He told Sophia that she should leave her father and go off on some adventure, like in the stories she read. Sophia was unsure if she could leave her home she lived in all her life, despite wanting to explore the outside world, because of what her father would think of it. She asked Valandil if he was going on an adventure, and that she could join him. All Valandil said was that he had be planning something and that he wasn't finished yet. That night, Valandil managed to convince Sophia to sleep in the woods. It was something she wanted to do for a long time, and now that there was someone else with her that she can trust, felt she could finally do it.
When she woke up the next morning, she found herself alone in the woods. Valandil had disappeared. After searching the woods for him it seemed he finally left the woods, possibly finishing whatever he was planning. After spending a while by herself in the woods, Sophia returned to her father's home. To her surprise she found that Eutropios wasn't there. His study was empty, nothing of what he worked on all of those years, except for a note. The note never revealed much, not even where he went or what happened to his projects, but it told her that the stable now belonged to her and there would be no more visitors to see him. Now without her father, but curious as to what happened to him and Valandil, it seemed she can finally leave and explore the world.
History - Sly was a pilot for the Sol Alliance during the war, since retired and reverted to a life of dealing various narcotics with his small passenger ship. All of his previous crew killed, Sly finds himself unable to trust anyone, even fellow humans.
Goals and Dreams - Make enough credits to survive, but deep down wishing for humankind to again become united.
Strengths - Very talented pilot with an affinity for hand to hand combat, clever.
Weaknesses - Mortal, untrusting.
Vital Statistics - 5''6, 180 lbs.
Appearance - Typically wears his old pilot uniform unless he is dealing narcotics in which case he dresses incognito, blonde hair blue eyes, stocky, with a permanently "sly look" on his face, hence the nickname.
Personality - Extremely sarcastic and brash, untrusting of all he sees although very formal and kind to those who served in the war for the humans.
Location:I have been where I have been, I am where I am, and I shall be where I shall be.
Gender:Male
Posted 02 July 2010 - 01:14 AM
Original Characters
~ * ~ Lunar Fall
Alexander "Alek" Y. Lunokhod
Spoiler
Nationality: Lunarian
Appearance: Thin, almost scrawny stature. Skin, hair, and eye color seem to lack proper pigmentation, with pale complexion, gray hair, and gray eyes. White, unremovable devices encapsulate the areas where his ears would be.
Attire: Dressed in a dark gray jumpsuit, bearing a white patch on the left side side of the chest with the symbol of Mare Serenitatis, an all-seeing eye within a crescent. Blue and white colored gravity braces are located on various points of his body, notably at the feet, hips, collar and wrists.
Weapon of choice: Alek's weapon is a specially equipped pistol. Over-sized for the average pistol, it comes equipped a camera, sensor suite, and targeting software that would normally be used in remote-controlled, unmanned weapon platforms.
Strengths: Alek has a strong affinity for machines, capable of figuring out how most work within a short time of encountering them. The presence of cybernetic ports within his ear pieces and near his wrists allow him to efficiently and directly access computers without need of a interface. His skill with cybernetics equipped weapons is extraordinary, his pistol being of particular use. Due to his experience with such weapons that allow him to see things from multiple visual perspectives, he is an effective multitasker and data-sorter.
Weaknesses: Alek is not a man for fistfights. If he keeps his wits, and moves fast, he might be able to knock out a man before running away, but he cannot withstand hits well. His notbale weak points include the gravity braces that he wears. The braces do not withstand impacts well, and require a little time to self recalibrate before allowing Alek to move normally. If they are damaged by something like weapons fire, then Alek is in more trouble, and he will effectively move as though weighted down until the braces are repaired or replaced. In addition, Alek does not suffer electrical shocks well, as they affect both his cybernetic augmentations and gravity braces to the point of crippling him for awhile. Lastly, while he is proficient with cybernetics equipped firearms, Alek is reliant on their equipment and software to allow him to be effective in battle. When given a regular firearm, his performance in battle goes down dramatically.
Bio: Alek was born within the technocracy of Mare Serenitatis, one of the larger city-state nations found on Luna, Earth's moon. Since birth, Alek's body has been subject to cybernetic augmentation, and was brought up to believe that he was superior to other humans outside of Mare Serenitatis because of this. As he grew up, he followed the philosophy of serving the city and working for the betterment of everyone within the city. As he reached his adult years however, he began to question the relevancy of some of the work he was doing. He began to see problems with projects that were being mandated by the city, and when he questioned them he was met with a passive hostility from his superiors.
At the age of 24, Alek was called out to leave Mare Serenitatis for a temporary joint assignment in the Solar System Navy as an engineering specialist. Alek accepted the assignment with reservations—he had had heard rumors of people who had left the city and never returned.
As Alek progressed through his assignment, he discovered that he was not as superior to other humans as he thought. As he discovered through experience and observation, the various cybernetic grafts and augmentations he possessed made him no more stronger than others—he was actually rather frail. In fact, he had such a hard time acclimating to the standard gravity that he had to wear braces on key points of his body to function properly. The only real advantage he seemed to possess was the ability to connect to machines through ports on his body. Realizing this, Alek began to send messages back to Mare Serenitatis expressing his thoughts and concerns.
At the end of his tour of duty, Alek received a notice that due to "irreparable cultural contamination", he was forbidden to ever re-enter Mare Serenitatis. No longer required to hold Alek, the ship he had been working on dropped him off at Mars. A few people he had been working with, probably the closest he had to friends, pitied him and left him with a small sum of credits to live on for about a week.
Though frustrated with his state of affairs, Alek still harbors a desire to return home to his loved ones. Eking out an existence, he lives in a state a denial, feeling that he is being tested in some manner, that he needs to somehow prove he is worthy of returning home.
~ * ~
Hogwarts RPG
Lucas L. Sheridan
Spoiler
Nationality: UK (Welsh), Wizard
Age: 15
Appearance: 5' 6" tall, average weight. Amber eyes, shoulder length reddish-brown auburn hair. Possesses an average, though well exercised body shape.
Family: Cypha Meredith (Mother, half-blooded witch with respectable DDA skills. Underground supporter of muggle-born wizards and other downtrodden during the Second Wizarding War) Cyril Sheridan (Father, formerly Cyril Cadwalader. Pure-blooded wizard who was disowned by his family when he contracted lyncanthropy during the Second Wizarding War)
Strengths: Lucas has an unusually relaxed disposition, capable of acting calm when others would not. He also possesses a talent for interacting with magical creatures.
Weaknesses: Lucas has a difficulty with words that could possibly be described as dyslexic. It is not impossible for him to read, write, etc, but he tends to take awhile longer to mentally process words compared to others. Besides the normal troubles this would cause, it also leaves him at something of a disadvantage in a world of worded magic spells.
Born of wizard parents, Lucas was raised aware of the existence of the wizarding world. Unfortunately, he has had some difficulty since childhood. His father, Cyril, was a werewolf. Fortunately, Lucas only inherited some superficial traits of lycanthropy (including an unusually yellowed eye color, a preference for undercooked meat, etc.). Unfortunately, like his father, he is still required to be listed in the Werewolf Registry and must regularly check in for examinations. The underlying prejudice against lycanthropes has made it difficult for his father to maintain a job which leaves Cypha, Lucas's mother, to pull in most of the family's income. Despite their efforts, the Sheridan household has wound up less financially fortunate than most others.
Lucas could in some ways be described as slow. His "gift" for magic did not manifest until well past his seventh birthday, a great source of worry for his parents. His academic career has also been rocky. After a questionable first year at Hogwarts, he had a dreadful second year, and so had to repeat it. Things began to change during his third year though, when the Care of Magical Creatures class caught his attention. The subject seemed to instill some passion in him, and as he did well in the class, his grades in other classes went from borderline failing to more acceptably average. Coming back to Hogwarts for his fourth official year, he appears to finally be on the right track .
Lucas' "slowness" seems to be tied to his difficulty with language. While he is perfectly capable of reading body language and knowing when he is in danger, he tends to take a while to process actual words. This tendency to take awhile to think about what he is hearing or saying has lent him to a more ponderous mindset, being slow to panic or anger. It is perhaps because of such a personality that Care of Magical Creatures has become such an appealing subject.
Edited by Ken the Wandering Soul, 22 June 2011 - 09:48 PM.
Prince Longinus Quin’Tynos (Lon-ji-nus quin-tie-noss)
Original: Yes
Origin: n/a
For Dragon Lords.
Race/Nationality: Human (with Royal Blood), Quinian.
Age: 20
Height: 6’2”
Weight: about 76 Kgs
Build: Tall, Lithe.
Hair: Straight and thick, coloured a very dark but rich red, an ancient trait of the Tynosthenes line.
Eyes: A deep blue, often mistaken for those of someone innocent and honest.
Typical Attire: Longinus is the only true son of the existing Royal family of Quin. (he has many half-brothers and sisters) Being heir to the throne, the prince of Quin dons only royal and extravagant attire. His dress, (when not in disguise) is a combination of fashionable, sharp and elegant, and almost always fiercely compliments his shape and dominant personality. When participating in a battle or war, Longinus will wear high-ranking Quin battle armour that protects him from most long range gunfire. When in disguise, Longinus employs well fitting travelling clothes and a cloak. He will often wear a cowl in these times to avoid being recognised, or standing out of the crowd. Fashionable items such as flight goggles and aiming eye glasses are also among his travelling equipment.
Facial Appearance and other distinguishing features: Most people would call Longinus “handsome”, or even “beautiful”, just by seeing him from afar. It’s when you get close, however, that you really see the truth in these statements. Longinus’ face is smooth and proportioned, with a well shaped jaw-line and balanced features. His youthful appearance is accurate to his age but a very deceiving judge of his emotional and mental capacity.
Weapon: Longinus almost carries the Quinian Royal Blade at his side, a symbol of his status. A finely crafted sabre, it was made by the Dwarves centuries ago for the royal family, and has been passed down the Tynosthenian line ever since. Being royalty, he also has access to a variety of finely crafted guns, the type of firearm he uses depending on the situation.
Religion: With Quin having no official religion, Longinus was raised with no guidance in this area. Familiar with the histories of the religions of Panak, Longinus has a peculiar belief in the existence of all the major religions and their deities, thinking that they all serve under one power; a power which he seeks to identify someday.
Strengths: Longinus’ dominant and most obvious strength is his influence and brilliant political mind. His father, King Archias, once said, “Longinus could charm a Dragon Knight into eating his own heart.” Though this may be an exaggeration, it is not far off the truth. A master of public oration and rhetoric, Longinus’s persuasive abilities are almost flawless, which is only enhanced by his charming manner and stunning good looks. An extremely strong mental will is the basis of this, and gives the Prince an incredible aptitude for speechcraft and the art of politics. Whether he wants to charm them, intimidate them, sleep with them or just use them, Longinus has a certain power over almost anyone he meets that is weaker mentally than he is. (which is almost everyone.) Longinus, though he doesn’t know it, has certain abilities in Psichoran magic which only strengthens this natural talent in influencing others. Longinus, growing up in a rich family, has had the privilege of being trained in marksmanship for most of his life, and has moderate abilities thereof, especially with a long range rifle. His skinny, lithe frame also gives him speed in battle to avoid attacks or to retreat. High intelligence and strategic ability come naturally to Longinus, his heavy schooling in the arts, culture and history of Panak (and especially Quin) only aiding this. He is well spoken, observant and always has control of himself and his emotions. Reading others desires and weaknesses come naturally to him, and he is extremely adept at determining how a person thinks or feels in a short period of time. Greatly familiar with culture and the arts, he is also very talented musically, and is an accomplished tenor, and piper. Longinus is also a master in the art of love, having had much practice in pleasuring the many beautiful ladies (both young and old) of the Quinian court.
Weaknesses: Longinus, is in a word, weak. Being trained in fencing and hand to hand combat as he was growing up did nothing really to improve this, as his heart was never really in it. His lithe body is not conducive to taking any major amount of damage, and growing up in a palace where he was bathed and well fed did nothing to improve this. This weak constitution makes him easy to capture, and even easier to kill, a fact that makes him constantly alert. Though he carries a sabre, he is an extremely average fencer, and only uses it as a symbol of his status as the crown prince of Quin. He is rather unfit and could be easily outrun (long distance) by any common farm girl. Though he is very good at hiding it, Longinus becomes very anxious at the prospect of fighting anyone close range. In this way, he is a coward, and will always revert to dirty tactics where he can in such a fight. Longinus easily becomes sick, and has allergic reactions to a moderate amount of the flora and fauna of Panak. He has a horrible stomach for alcohol and will almost always end up extremely drunk after just a few drinks. Extremely arrogant, Longinus will often gravely underestimate his enemies’ intelligence, a fact which will usually come back to bite him. This being said, Longinus has great potential to being a master user in Psichoran, but is prevented by his great hatred of magic, thinking it a travesty of the natural order used by primitive folk. This combined with his arrogant denial of ever using it himself, inhibit some of the Prince’s latent abilities in magic from developing any further. Also, because of his unintentional use of Psichoran, Longinus often leaves his own mind completely open and vulnerable to mental attacks by other magic users.
Bio: To know the history of crown prince Longinus Quin’Tynosthenes, you also must have a basic understanding of the history of Quin, and its royal line.
A history Schpiel: <span onClick="this.nextSibling.style.display=((this.nextSibling.style.display=='none')?'':'none');" onclick="this.nextSibling.style.display='';"><div class='quotetop' >Spoiler : click to show/hide</div></span><span style='display:none;'><div class='quotemain' >Quin is actually one of the oldest nations on Panak, predating even the Kinaani Empire. Once among the great First Lands from the days of old, Quin, (or Quintarfin as it was called in legend) was established along with an unknown number of other nations by the great Powers of ancient Panak. Along with this great building of nations was the appointing of special leaders to rule them. These leaders or “Kings” as they came to be called, we’re granted a special Gift by the Powers, originating down to their physical blood. The effects of the Gift on a specific level was unknown, and remains so. But overall the Kings seemed to gain a new strength in it, a hungering fire in their souls which could not be quelled, giving them the unstoppable will of gods. The citizens of the First Lands followed them willingly and with all their hearts, enthralled by these new and powerful figures of greatness, and inspired by their strength. The gift, of course, was passed down from generation to generation, coming to be known as “Royal Blood” or just “the King’s Blood”. With the blood, came that overwhelming will to power, from father to son, mother to daughter, from king to greater king. Under these powerful Royal lines, Quintarfin and the other First Lands prospered and thrived, it was a true golden age. But as the millennia passed, the twilight of the golden age finally came to a close, and the lands of Panak were changed. New gods arose and old ones perished, giving rise to a new order. The Forests died and new ones grew, and the seas and mountains themselves we’re shifted. But it was not the end for many of the more hearty races, including mankind, and they survived. For the most part, new countries and nations were established, but an echo of the great Quintarfin, the land of Quin, remained. And surviving with it, by some miracle, was the royal bloodline. For Millenia, Quin endured the test of time, continuing as best it could its ancient traditions of culture and philosophy, and of course, its royal customs. With the Onset of the Kinaani Empire, the royal family of Quin bent under the military pressure and surrendered the Fenti plains to Emperor Kilanad, eventually becoming a high-ranking royal family in the Empire of Kinaan. When the Kinaani Empire finally crumbled, the true people of Quin seized their chance for independence, and took back the Fenti plains, ruling from their capitol, Qi. This was short lived however and through many conflicts spanning a century, the nation of Quin was reduced to the tiny territory it is now, the smallest nation in Panak. Land was scarce, but national pride was not, and the stubborn Quinians to this day fiercely retain what they have left of their rich culture and royal customs. The bloodline remains in the royal family, and the royal family remain in power, a testament to the strength of the Gift of the King’s Blood.</div></span>
It was into this world of relative peace that Longinus was born. King Archias Quin’Tynos finally took a Queen in his old age, and a shortly after, an heir was born. Longinus, supposedly named after the first King of Quintarfin, was not born without a cost. After the rigours of childbirth, the fragile body of Queen Tyrsii was racked and broken, reducing her to a vegetable for the remainder of her days. The King, greatly affected by this, was never the same. Though the people still loved him, he grew odder and odder, and began to give out insane declarations of war and execution. His closest advisors began to quietly rule the kingdom in his stead, ignoring his commands, but ensuring him that they were carried out. To the people, all was well. The young Prince was the fresh new hope for the kingdom, and the advisors raised him accordingly, educating him, and filling him with the knowledge that comes with power. The Royal Blood flowed strongly in Longinus, and all around him could tell something was different, even as a child. When he was 18, and already exhibiting his political brilliance, the advisors secretly gave him rule of the kingdom after he convinced them he was ready. Longinus ruled secretly for two years, but made himself well known as the beloved Prince of Quin. The people loved him, and couldn’t be more thrilled about his coming succession. But law was law, and he could not become King until Archias was dead. But Longinus had secret desires; desires that no one but him knew or would ever know; desires for power. Longinus knew he could rule Panak. He could unite this land of petty conflicts and small wars, and it became his only and overarching goal. His right to the throne of Quin was only a stepping stone to this ultimate goal, and he would use it. Every ounce of it. As he ruled Quin, he began to hatch plans… millions of plans. In his secret room in the palace, he would spend days at a time making giant charts and graphs of plans. He made thousands of them, and when he made one that he thought would work, he would commit it to memory, and burn it. No one must know. Between all this, he played the part of Crown Prince: enjoying himself where he could, going to balls, seducing women and winning the love of the people.
How He Became Lord of Drojok Schpiel: <span onClick="this.nextSibling.style.display=((this.nextSibling.style.display=='none')?'':'none');" onclick="this.nextSibling.style.display='';"><div class='quotetop' >Spoiler : click to show/hide</div></span><span style='display:none;'><div class='quotemain' >It was on his 20th birthday that Prince Longinus put his first plan into action. It involved Kilord, a division of Quin and her neighbouring nation. Kilord was one of the strongest military nations of the Fenti plains, and because of its strong alliance with the metal-rich (especially gold) nation of Drojok, (just next door) was able to afford countless mercenary power on top of its existing military. Weeks before the day of the plan, the royal spy network of Quin informed Longinus that the Lord of Drojok, the merchant Fin-Baltar, would be visiting Kilord for their annual trade festivities. The Prince saw his chance, and formulated a plan that would not endanger Quin whatsoever, but would finally gain it the influence it deserved. The first stage was the construction of a flyer by the Royal aviation engineer. It was designed to look exactly like a Flyer’s Guild messenger flyer, only having the capacity for one passenger. The plan involved flying a fake message of panic into Drojok’s capitol, Dirik, claiming that Fin-Baltar had been assassinated by the Kilordans. So on his 20th birthday Longinus sent his fake messenger into Dirik, and the nation was thrown into a state of panic. As predicted, Drojok’s second in command acted before even considering the validity of the message, and declared war on Kilord. Kilord, shocked and outraged, imprisoned Baltar, and in traditional Kilord fashion, tortured him incessantly. By the time Drojok’s forces reached Sed, (capitol of Kilord) they found their Lord not dead, but imprisoned and tortured, an act even more enraging to them, and they renewed their attacks. Kilord, predictably, held them off, and with their superior military might, planned a counter attack. Just a month after his plan was initiated, Prince Longinus received a message (two weeks earlier than expected) from Kilord, requesting military help and the honouring of the old debt. (Kilord aided Quin in a battle a century before) Longinus sent back a message (as the king) that Quin agreed, but had a plan that did not involve military involvement, and would be sending Prince Longinus as a war delegate. Just a day later, a delegate also arrived from Drojok, requesting military aid from Quin. The Prince had also expected this, and sent a message saying they would carry out an independent assault from the north on Kilord and in the confusion attempt to recover Fin-Baltar. If Quin succeeded, Drojok had a war debt to them from then on. The delegate was more than pleased with the arrangement and took the message back to Dirik.
Longinus travelled to Sed, and from there outlined his plan to the nobles of Kilord. They would poison Fin-Baltar with a slow poison, and then Longinus himself, as promised, would deliver him back to Drojok, under the assumption that Quin had invaded Kilord to do so. Because Drojok had dropped back to regroup from their attacks on Kilord, they would not know that it never happened. Through this, Quin would gain power over Drojok, and renew the alliance. Kilord agreed to Longinus’ proposal and the plan was carried out.
Once in Dirik, (Drojok’s capitol) Longinus returned with Baltar and was hailed a hero. Because of the poison, Fin-Baltar was insufferably sick, and Longinus began to to give the impression of an exclusive connection and deep bond between the now “sick” and abused Lord of Drojok, and his valiant hero, Prince of Quin. Staying by his side at all times, as if he was the only real carer of Baltar, Longinus stayed in Dirik for weeks, while their lord slowly died. Soon Longinus was the only one admitted to Lord Baltar’s chambers during his sickness, and began to be seen as the Merchant Lord’s right hand man, and confidant. He spoke for him, delivering Baltar’s orders and speeches to the people. As Baltar’s new “mouth”, and chief advisor by proxy during his time of sickness, Longinus slowly began to ease his way into governance of Drojok. More and more the people of Drojok began to love this noble young hero who spoke for their beloved Lord. Soon enough, cries of “Long live Longinus” were mingled along with “Long live Drojok!” and “Up Baltar!” in the street. Finally, as planned, Baltar died, and having no children, Longinus was unanimously named his successor. Again, he had won the heart of a people. Now in control of Drojok, Longinus fulfilled his end of the bargain with Kilord and once again forged the gold/mercenary alliance. Now ruler of two nations, and a great influence over another, Prince Longinus could finally begin his plans.</div></span>
So now Lord of Drojok, and heir to the Quinian throne, Prince Longinus travels to the imperial city. What new adventures await him there? What will he learn? Who will he meet along the way? What other cheesy catchphrases have I missed?
Note: Spoiler tags have been added for the general reader's convenience in skipping over some rather descriptive passages. I encourage you to to still read them if you want the full understanding of this character.
Spook Doggard: (Lunar Fall)
Spoiler
Spook Doggard Weapon’s specialist and a-list black market merchant
Nationality: human/unknown
Appearance Height: 6”1 Weight: 85 Kg Aprox Hair: Darkish brown that is typically wild and unkempt at a shortish length. Showers do not appear to be a common activity.
Build: Body appears to have been excellently looked after at some point in the owner’s life, but has been allowed to go completely out of shape. Broad shoulders and medium weighted chest with a signs of a pot belly beginning to develop.
Facial Appearance: A defined jawline, heavy brow, and thick stubble make for a rough, seasoned appearance. Wrinkles around his mouth however show that Spook is no stranger to smiling, and smiling often.
Typical Attire: In an attempt to look more professional, Spook often dons old, fitted two piece suits complete with a large array of similarly fitted button down shirts (which he usually rolls up to the sleeve) and suspenders. When in combat, Spook will wear standard military or adventuring attire common to these types of adventures.
Weapon Proficiencies: Skilled with most types of firearms, especially rifles or anything long-range. Extremely knowledgeable of any sort of weaponry or weapon technology. Spook is great with a lighter.
Strengths: An ex-black ops marksman, Spook was at one point in his life a disciplined soldier. Oftentimes In tough situations, his instincts from the old days will kick in, showing his many skills in field operations and strategy. As a black market trader specialising in weaponry, Spook’s knowledge of this field knows no bounds, and he would bet anyone a hundred credits that he could assemble any gun, activate any bomb, or name any bullet type that they could show him from here to the other side of the galaxy with ease. Lastly because of his esteemed position among his competitors, Spook has a huge network of connections and contacts across the cosmos, many of whom owe him a lot of money.
Weaknesses: Firstly, Spook owes a lot of people money. As result of this, there are a lot of people who want him and his flourishing business, dead. Also a bit of problem gambler, Spook enjoys any game of chance or strategy as long as money is at stake. As result of this he often finds himself blowing much of his revenue pointlessly, and is one of the main contributing factors to his many unpaid debts. Physically, Spook has grown unfit and lazy from years of inaction and delegation, making him an easy target for someone younger or fitter then him. Years of heavy smoking only adds to that shortcoming, making it much easier for Spook to get short of breath.
Personality: Known by many of his friends and customers as the “cleverest motherfucker out”, Spook Doggard is one of the cleverest mother fuckers out. Having run an illegal but successful black market weapon business for years, Spook is proficient in mercantile and knows his way around money. Although, ruthless in his dealings, Spook manages to maintain a fairly light-hearted spirit, enjoying classic novels and good conversation with people he considers as intelligent as him. Despite being a high profile criminal, Spook does not believe that what he does is at all immoral. Instead, he thinks of it as beating the system, and sticking it to the large corporations. For Spook, the only problem one should have with breaking the law is if you get caught afterwards. In general, this anti-establishment attitude spreads to all areas of his life, prompting intense hatred for established governments and large corporations, and the impractical belief in any wild conspiracy theory he hears about. Overall, Spook is in it for personal gain, but doesn’t mind a few friends while he’s at it, as long as they don’t get in his way.
Bio: Drafted to the military at a ludicrously young age, Spook has no memory of where he was born. Nostalgic feelings of home for Spook mean the cold, damp space station where he was posted, lived and fought for 5 long years in those teenage days. After a long haul at the station where he saw little or no combat, a glimmer of hope appeared for Spook. Showing exceptional talent in marksmanship, he was deported back to the Sol System to be trained extensively as a special operations sniper, and eventually, put into a small strike team. When they were first deployed, Spook thought they would be fighting Scarecrows like everyone else; perhaps attacking key areas or assassinating war leaders. Naturally he was excited. They were going to make a difference. Be key players in stopping this war once and for all.
However on his first mission when he was commanded to shoot and kill a high ranking executive through his office window, Spook realised he was on an entirely different bus. They hadn’t been trained to kill scarecrows, no, his special strike team existed to covertly kill other humans, and only other humans. Anyone or anything the governments of earth needed to make disappear, it was their job to do it. Over the following years Spook and his team eliminated zealous radicals, troublesome politicians and defective military personnel, all apparently hindering the human race from moving forward, all standing in the way of mankind’s ultimate goals. It was only years later when Spook realised how much he despised his work, and despised himself for doing it. Standing naked in the face of an external, galactic enemy, the human race insisted on eating itself from the inside out, and he was the teeth. He had to get out.
Finally on the anniversary of his fifteenth year in the military, Spook touted his long service credentials to his superior and quit, leaving the army behind him once and for all. During the remainder of the war, Spook Doggard seemed to just disappear from civilization, fading out of mind and memory.
Years later, rare and innovative new weapons began to appear on the black market on Mars and Pluto from an unknown source. Gangsters, bounty hunters, mercenaries and governments alike were the customers to these purchases and soon enough the name Spook began to be once again whispered and talked about in the dark corners of society. Objections of illegal, rare or unobtainable began to be only answered back with Spook’s name, and customers from all over Sol, Orion and beyond would travel to seek his services.
Spook Doggard’s empire had begun.
Okereke Fathom: (Tournament)
Spoiler
Okereke Fathom Half Japanese Brazillian foot warrior Original: Yes
Age: 26 Race/Nationality: Brazilian Height: 174 cm Weight: 72 kg Build: On the gaunt/lean side Hair: Deep brown, semi curly, longish and kinda swept to the side. Eyes: Brown Attire: Okereke will always wear his lucky pants in a fight. Appearance: A youthful appearance giving off the illusion of naivety. A large mole resides on the left side of his chin.
Bio: Okereke was raised in a small village in Brazil by his crazy old grandfather, who was all Okereke had left after his parents and older brother died trying to stop a forest fire a few years after he was born. His grandfather, a pureblood Brazilian, thought he was Japanese. Their small grass house was inlaid with Japanese culture and decoration, and anything else that the old coot could get his hands on. They would celebrate Japanese holidays, and the eccentric old man would practice ancient Japanese religion, using an old Buddhist alter that he had bartered from a peddler at a rip-off price. Okereke’s childhood was a solitary affair, as most of the village wanted nothing to do with him or his grandfather because of his strange customs. Other children shunned Wesley most of his childhood, but he didn’t seem to mind, his grandfather might be crazy, but he sure was interesting to play with. As Okereke, or “Reke” (pronounced “Ree-keh”) as he was known to be called, grew into his teenage years, he showed increasing interest in the sport Capoeira, a Brazilian martial arts style that was a popular contest for young men. As he got better at the sport he showed growing potential and trained hard. Soon no one in the village could even get a strike on him and he became the undefeated champion, finally earning the respect of his fellow villagers. When he was19, Reke’s grandfather died of old age, or a hard attack, either way leaving Reke all alone. After that he saw no other purpose in staying in the village, and began travelling Brazil, participating in Capoeira battles and tournaments. Soon enough, his name was well known as a vicious combatant, and he was distinguished by many for his strategy in battle as opposed to the common attribute of brute strength. Finally at the age of 25, Okereke won the national Capoiera tournament held in São Paulo, winning by only two strikes in a fierce battle lasting several hours. Afterwards, Okereke was satisfied with his Brazilian career, and was itching to try out Capoiera against other more developed fighting styles and martial arts.
Strengths: Okereke has a particular knack for reasoning and strategy in the heat of battle, and likes to analyse his opponents thoroughly before deciding his strategy. He will draw out his opponents weaknesses as best he can and use that to his advantage. Having trained in a large amount of Capoeira, Okereke’s main physical strength is in striking moves using his legs and head, and he will use both of these to attack whenever possible. Knife fighting is also a skill that Wesley has been practicing of late, which he hopes to use to his greater advantage and make up for the lack of strength in his arms. Okereke is quite adept at pacing himself, and though he may not have the fitness to last full strength for a whole battle, he will utilise his energy levels as effectively as possible. Okereke has a pair of lucky pants, which he says makes him lucky.
Weaknesses: Okereke’s main weakness is probably lack of brute strength and muscle mass. This attribute applies most furiously to his arms, where he has barely any power at all. Meaning a punch from him to any hardened fighter would just bounce off in any direction like an arrow into a dam… or an arrow into Jean-Claude Van Damme. Your choice. Okereke also tires easily, and too much physical strain for too long will make his attacks gradually fewer and more sluggish, even in his legs. In battle Okereke will usually wait for his opponent to strike first and make the first few attacks. This can be used to his advantage mostly, but if he is faced with a particular quick and brutal enemy, he is easily finished off if he doesn’t have the chance to adapt to his opponent or carry out battle plans. Okereke is predominantly used to fighting opponents using the same fighting style as him, meaning he will have no basically no idea what he’s up against with most opponents.
Weapons: Okereke’s weapon of choice is a pair of apparently ancient Japanese daggers that he inherited from his “Samurai” grandfather, which are most likely another rip-off from the old peddler. He also likes to carry a roll of fishing line everywhere he goes.
Name: Bugotastic arrowlistic marrowishtic (BAM - for short)
Gender: Male
Age: 45
Species: Venitian/human
Build
Big. 6ft 4, built like a saturn-tank.
Bulky
Strong
But old, so not as strong.
Bio:
Bam! Pow! Bang!
They were close as brothers, There were the three of them, and they made their money by dressing up in lyrca and pretending to fight each other, while really just throwing each other around a square ring. Easy money. The humans loved it. Occasionally one of them would "feud" with another, and the pay checks would double. Till Bang slept with Pows mother, followed by his sister, on a drunken night. Bang snapped and shot the man, stealing his credits and going on the run, then when hounded by the Sol Police force, he shot himself.
That left Bam. By himself.
He didn't know how to be by himself. The others were the ones that would make his mind for him, and he'd happily do as they said.
So he did what he knew how, but didn't get paid as much, because the novelty of the three wasn't there any more. He grew older, and before he knew it, he was an old man living a poor existence. He had become a beggar. Just a bloody big one.
He saw a ship. The Scor - he couldn't make out the other letters, reading was something he'd never mastered. Nobody was out the front of it. Unlocked. He walked in, He couldn't see nobody, so he went and laid down on a bed. Fell asleep.
Appearance: avg height and build. Straight long dark brown hair and blue eyes. Overall she looks pretty avg.
Strengths: For the most part pretty unknown. She has a little bit more book smarts then street smarts. Since she is only 11 years old there isn't to much to known. Previous to her schooling at Hogwarts she was home schooled and did pretty well. Since she was doted on by her parents she had to by force achieve pretty good grades (though their could have been some over scoring on her parents part).
Weaknesses: Since she was home schooled she never really had an oppurtunity to make friends. Even though she was born from two wizard parents she only met other kids her own age at social gatherings. Her home schooling life was pretty easy so she really has no idea where she stands on a sense of comparsion of abilities. She also has no real knowledge on how to study. Has absolutely NO street smarts whats so ever. Picking on her is very easy since she really has no real knowledge if you are serious or joking.
Bio:
Jesserien was born as the third child of a family of "pure blood" wizards. Her parents called her a "miracle birth" due to the fact that her two older siblings had been born as "squibs." Her parents had been attempting to have a wizarding child for many years. The twins were born with high expectations on them as they were the first set of babies her Mom had been able to carry to term. After about five years of waiting it was apparent the twins would never manifest the "gift" of magic. This left Jessi's parents with a void. They dreamed of having a child that could really continue to carry on the family line. When Jessi was born and her gift was apparent her parents had what they always dreamed of.
After the death of her father soon after Jessi's birth her mother doted on her like no end. Jessi ended living in a little plastic bubble. Her mother never let her out of her sight. She was home schooled, never got to on any sort of play date, and of course was never was allowed to believe she was anything but special. When she was 11 and her letter to go to Hogwarts came in her mother could never be so proud. In one way she hated the fact that she wouldn't be able to guard over her daughter but in another way she had never been so proud. After raising 2 squibs she felt it was nice to finally have proof that her daughter was a real wizard.
Jessi believed in doing everything in her power to make her mother proud. She grew up believing that she was a perfect daughter with a perfect life. She herself was perfect. Going to Hogwarts was the ultimate gift to her Mom. She was going to grow up to be everything her mother always wanted. She couldn't wait to meet the other kids i mean how could they not like her? Nobody hated her even her own brothers.
Colton Cleavley (Harry Potter)
Spoiler
Nationality: English/Wizard
Age: 14
Appearance: He is around 6'2 with a large athletic build. He has hair that the ladies would call "raven black" with piercing blue eyes. He grew up knowing he was "gifted" in the looks department. He doesn't really seem to understand why men would have any problems landing a date to any sort of dances.
Strengths: Sports. Colton has never had a hard time landing a role on his schools Quidditch team as a keeper. He really isn't any sort of fighter when it comes to any other physical activies. He has never really got into any sort of fights with or without magic. He does however have some abilities in memorizing spells and potions.
Weaknesses: He is a little concieted in the looks department. He has yet to be rejected for any dates and wouldn't deal so well with rejection. He also lacks any strength in defenses spells. He never really understood the need to know how to protect himself after all who would attack him? He does however know the spells by name but has yet to really put them to any use.
Bio:
Colton is a little special to the Hogwarts world as he is a transfer student. He began his first three years attending another school. His parents felt that Hogwarts wasn't fit to train a boy at his level. The reasons why they changed their mind is a little unclear. Most of his life before attending Hogwarts is a unknown. If anyone tries to ask him of his past he simply clams up and says that all that matters is his present.
(Sorry that this is semi short but i want to have him remain a little mysterious, I will update it as info is announced)
All that we see or seem, is but a dream within a dream...
Members
1,518 posts
Location:San Marcos, Texas
Gender:Female
Posted 28 June 2011 - 12:21 AM
Original Character: Hogwarts: An RPG
Hotaru Tatsuhiro
Spoiler
Nationality: Asian
Age: 11
Appearance: 4'6", 75lbs (average athletic build), Long straight black hair, light skin, crystal grey eyes.
Strengths: creative, resourceful, witty, good friend
Weaknesses: slightly shy at first, curious, impulsive
Bio: Hotaru is the youngest child in a pure blood family. She doesn't really know her parents too well, since they are always gone on business trips. So she lives with her older sister, who runs a bookstore on Diagon Alley.
DJ will be so proud of me
Name: Vincent Valentine
Origin: Final Fantasy 7
Spoiler
Age: 27 (looks only)
Height: 6"
Weight: N/A
Hair Color: Long Black
Eye Color: Crimson Red (due to some genetic testing)
Skin Tone: Pale (due to some genetic testing)
Clothing: He wears a red band over his head with his fringe emerging over it. Vincent's most distinctive feature is his tattered red cape, held in place over his shoulders and lower face by several buckles. Underneath his cape Vincent's attire is black with several straps and buckles. Vincent wears a holster for his gun against his right leg, and pointed sabatons on his feet. He also wears a golden gauntlet on his left arm.
Weaponry: Different types of guns and rifles (whatever he feels like carrying at the time). The weapon of choice is the Cerberus, a three-barreled revolver.
Personality: Moody and stays by himself. Still the same but a few changes has been made since meeting up with Cloud and the others.
Goals/Dreams: He is still an evolving character. Lets see where the tide takes him, majorithy of the time its always back to where he started.
Strengths : A very great gunslinger and combantant due to training as a Turk. Due to gentic testing he has above normal speed and strength.
Weaknesses : He dwells in the past 24/7 sometimes that can lead to a distraction when he tries to concentrate on certain matters at hand.
History: About twenty five to thirty years before Final Fantasy VII, Vincent was a member of the Turks, then known as Shinra Electric Power Company "Department of Administrative Research". When he was assigned to supervise the Jenova Project in Nibelheim, he fell in love with a scientist named Lucrecia Crescent, an assistant to Gast Faremis. When he discovered her link to his deceased father, Grimoire Valentine, Lucrecia distanced herself from Vincent, ultimately entering a relationship with her associate, Professor Hojo, instead. Lucrecia became pregnant and Hojo planned to use the fetus as a test subject for the Jenova Project.
Vincent objected to the use of humans — especially Lucrecia — as test subjects. Even so, in the interest of science, Lucrecia proceeded with the treatment and became very sick as a result. Outraged, Vincent confronted Hojo in the Shinra Mansion's underground laboratory and a heated argument ensued. Hojo ended it with treachery, pulling a gun from his lab coat and shooting Vincent in the chest. He proceeded to use Vincent's half-dead body as the subject for experiments involving strengthening the endurance of the human body, and metamorphosis, enabling the body to transform into various monstrous forms. While Hojo did succeed in making Vincent's body stronger, the experiments were a failure because Vincent, though still living, remained in a death-like state.
As a last resort to rehabilitate him, Lucrecia infused the Chaos-tainted Mako into his broken-down body. The procedure worked, as Vincent's body, due to Hojo's previous experiments, was strong enough to become a vessel for Chaos; however, Chaos was completely uncontrollable and was only stopped when the Protomateria had a reaction to Chaos. The Protomateria, discovered by Grimoire alongside Chaos, was theorized by Lucrecia to have been created by the Planet "out of necessity as a means to control Chaos and prolong its own inevitable fate", and was put in Lucrecia's laboratory. She put it inside Vincent's chest, and thus Vincent was able to control Chaos to a degree. As a result of the combination with the entity and the experiments made by Hojo, Vincent acquired superhuman abilities such as increased physical strength, speed, endurance, agility, regeneration, shape-shifting and other powers. Vincent later awakened on the operating table and responded to his modified body with both anguish and rage.
Believing himself responsible for Lucrecia's illness after Sephiroth's birth, Vincent locked himself within a coffin in the Shinra Mansion basement, where he slept mostly undisturbed for twenty-three years to atone for his "sins". He constantly relived his "nightmare" as a punishment for his inability to stop Lucrecia from submitting to Hojo's experiment on her unborn baby.
Name: Chaos
Origin: FF7
Spoiler
Age: N/A
Height: 7"
Weight: N/A
Eye: Red
Hair: None
Skin: Grey
Clothing: N/A
Weaponary: Claws and magic
Personalty: He is your typically bully - and i think that all that needs to be said
Goals/Dreams: He is who he is, and nothing will change
Strength: Super human strength, agility, and is able to fly
Weaknesses: His only weakness is that he is confined inside Vincent's body
HIstory: Nothing is really know about him expect for what is mentioned in Vincent's bio.
Name: Rinoa Heartilly
Origin: FF8
Spoiler
Height: 5' 4"
Hair Color: Layered black shoulder-length with caramel streaks
Eye Color: Dark Brown
Clothing: A long, sleeveless, blue rib-knit duster sweater that has a pair of white wing designs on the back. She wears matching rib-knit arm warmers, a black halter top, a denim button up skirt, a black ribbon on her left arm, and black bike shorts that have zippers going down the front and a pair of silver buckled black boots. A silver necklace with a plain ring and a replica of Squall's Griever ring.
Weaponry: Blaster Edge
Personality: Rinoa is compassionate, warm, and friendly, although she can also act stubborn and naive.Rinoa's brave persona is also evidenced by the fact that she fights beside Squall and his group being the only one without military training.
Strengths: Despite being born to a well-to-do family and her father being an important figure in Galbadia's military, she is not spoiled and is greatly concerned by the world situation. Rinoa joins a resistance movement fighting against Galbadia in order to achieve Timber's independence, and in doing so she abandons her privileged lifestyle, family, and everything she once knew.
Weaknesses: She likes to spontanious, which gets her into trouble; and deep in the back of her mind she fears she might become an evil sorceress.
History: Rinoa Heartilly is the daughter of Galbadia's military commander Fury Caraway and idol singer Julia Heartilly. When Rinoa was five, Julia died in a car accident. After Julia's death, Rinoa and her father grew steadily apart. By the time she was seventeen, Rinoa had moved away from home and changed her surname to her mother's maiden name. To compound their problems, Rinoa joined the Forest Owls, a group of freedom fighters rebelling against the Galbadian government and its military.
Rinoa began a romantic relationship with a SeeD cadet named Seifer Almasy from whom she learned more of the mercenary-for-hire service SeeD provides. With Seifer's help she is introduced to Cid and, hearing her plight, Cid allows her the use of a group of three SeeDs despite the meager payment she offers in return and the complaints of the Garden Faculty.
The three SeeD chosen are Zell Dincht, Selphie Tilmitt, and Squall Leonhart. While disappointed that Seifer is not part of the squad, Rinoa is nonetheless elated that SeeD has come to the Owls' aid. The SeeD at first willingly assist in Rinoa's plans to kidnap Vinzer Deling, the President of Galbadia, by hijacking his train. Although the plan is successfully deployed, the President they kidnap is a fake. Rendering the operation a failure. The second attempt was also a failure because they never got the chance to put it into action.
Along with everyone, she was drawn into the Second Sorceress War. Along the way, she was used as a vessel for the Sorceress Ultimecia and was granted the powers. She still has the fears of becoming one, but with the help of Squall- her Sorceress Knight- and the others Rinoa uses those powers for good.
Name: Selina Kyle/Catwoman
Origin: DC Comics
Spoiler
Height: 5' 9"
Weight: 135 lbs (61 kg)
Hair Color: Black
Eye Color: Green
Skin Tone: Light peach
Clothing: The skintight costume features retractable razor-sharp claws in her gloves and spring-action climbing pitons in her boots. Catwoman's costume is designed to give her maximum flexibility and movement while providing her some protection, anonymity, and stealth. Her mask covers her features, keeping her from instant recognition in her civilian identity. The material is a thick insulating cloth, protecting her from cold and wet, while being fire retardant. It provides little damage protection from weapons or blows however does provide good protection from energy damage.
Weaponry: Whip and claws
Personality: She's kinda like Robin Hood, in that she stills from the rich and gives to .... herself or charity, depends on her mood at the time. She also flirts with danger and men and lead them astray.
Goals/Dreams: Who knows with Selina, she could end up anywhere her heart leads her. Lets hope its to the arms of her "mister right"
Strengths: Cat-like speed,
Peak Athlete Conditioning: Selina is a gifted and accomplished athlete, with heightened acrobatic prowess. Her feats have been so amazing, one could argue that her athletic ability is somewhat superhuman.
Feline Empathy: Catwoman has an good affinity for cats. Feline species tend to flock to her, accepting her almost immediately, recognizing somehow that she is not an enemy but a friend. This allows her to calm injured cats, train them, befriend them, and form strong bonds with them. These animals will even sometimes come to her defense when she is attacked. This has proved most beneficial, especially when it has involved big cats.
Expert Combatant: She was trained by the Armless Master in martial arts and by Wildcat in boxing and street-fighting. She is a dangerous, clever and resourceful fighter, known for precise, agile attacks and speedy getaways. Her formidable hand-to-hand combat skills are augmented by her cat-like speed, reflexes, balance, and flexibility. Catwoman has also mastered Dragon Style Kung Fu and Karate. Her skills are good enough to where she has fought off Batman, wounded him, and occasionally defeated him.
Stealth: Fittingly, Catwoman is a master thief possessed of unsurpassed stealth and cunning. An expert at both low- and high-tech heists, she is Gotham City's finest cat-burglar.
Mistress of Disguises: To pull off her many capers, Catwoman resorts to disguises and aliases.
Catwoman possesses the peak human strength level of a woman her age, size and weight, in addition who engages in intensive regular exercise and combat training. Catwoman is capable of press lifting up to twice her own weight and can lift 270 lbs. Her strength makes her capable of swinging uninjured with a grapple or whip.
Weaknesses: She's caring and will put her life on the line. Especially if she cares for that person deeply. True this is a strength, but its more of a weakness than a strength.
History: Selina Kyle's early life was defined by tragedy. When she was just a girl, her brutalized mother Maria committed suicide and her violent father Brian drank himself to death not long after. Separated from her younger sister Magdalena and remanded to the Sprang Hall Juvenile Detention Center, an abusive state home for orphaned or delinquent girls, she opted instead to take her chances on the streets of Gotham City. Amid the crime and corruption of the poverty-stricken East End district, she survived through petty theft. Sharp wits and an amazing natural skill as a gymnast led to her becoming the slickest cat burglar the Gotham City Police Department had ever dealt with. To protect herself, she studied martial arts. Later ex-heavyweight champ Ted Grant (Wildcat) taught her boxing. For a time, she was the most accomplished thief nobody knew. She was also one of the most generous, spreading her ill-gotten gains among the downtrodden and destitute of the East End. She would have continued to rob with impunity if not for the Batman. Spying the Caped Crusader from her window on one of his first outings, she watched him in action and was suitably inspired to take up her own costume when prowling the Gotham night.
Name: Harleen Quenzel/Harley Quinn
Origin: DC Comics
Spoiler
Height: 5'7"
Weight: 115 lbs.
Hair Color: Blonde
Eye Color: Blue
Skin Tone: Peach
Clothing: Tights that is black/red -alternating sides (left side shirt black/right side red, left side pants red/ right side black, right shoe red/left shoe black) with diamonds.
Goals/Dreams: Maybe trying to her leave the Joker, but she never will, for she is tied to him no matter where she is.
Strengths: High intelligence, Exceptional agility and strength, Immunity to most toxins, Psychologist, Skilled Gymnast
Weaknesses: Love for the Joker makes her totally insane and majorty of the time leads her to the wrong decisions. No matter what, she can't leave the Joker for very long before she goes all depressed and weepy eye.
Weaponry: A bag full of gags and props.
Personality: Quinn is a violent and unpredictable felon whose only motivation, beyond general mayhem, is achieving the Joker's approval.
History: Born Harleen Francis Quinzel, Harley grew up in Gotham City. Before she could even blink an eye, she was a student at Gotham City University, where she dreamed to one day be a pop psychologist.
She won a gymnastic scholarship but still had that burning desire to earn a degree in psychology. Harleen never really earned great grades in that field, even though she tried her hardest. Crushed by her low markings, she seduced her professor into changing her grade to a perfect score, which was the highest grade of that year's students.
Harleen chose to intern at Gotham City's Arkham Asylum for the criminally insane because she dreamed of crafting a tell-all book about criminal mystique. There she met Dr. Joan Leland, who made Harleen feel comfortable in her new environment. She taught her everything she would need to know about the building, the doctors, and more importantly, the inmates. Only one inmate had Harleen totally fixated: the Joker, Gotham's Clown Prince of Crime.
When returning back to her office after a long day at work, she found a rose on her desk addressed to her from the asylum's very own cackling menace. Shocked, Harleen approached him, asking how he brought the rose into her office. Sporting a grin, he told her that he put it there and he loved her name. It reminded him of Harlequin, the classic French clown character of Commedia dell'Arte.
She pleaded with Dr. Leland for over three months to set up a session with the Joker. Once she succeeded in her begging, she studied all his tricks and gimmicks and felt she had read all the research that was needed to analyze him. Harleen entered the room, ready to hear anything, until the Ace of Knaves hit her with something that would throw her off course. He informed her of his abusive father and also torments from Batman (and more which were lies to draw more sympathy from her). Harley had never realized all the torture that this poor soul had to endure.
As the young Dr. Quinzel checked up on him a few more times, she noticed that she had fallen in love with the Joker. When he escaped from Arkham, Harleen went insane with worry. She read up on all his capers in the local Gotham newspaper, until he had been brought back to the asylum beaten to a pulp. Harleen's mind snapped in two. Any sanity that was left had been destroyed and she ran out of the asylum frantically screaming and crying.
She rushed to a nearby costume shop and stole various supplies to make herself over to her own persona to help her the Joker escape from Arkham once again, so they could live happily together. She remade herself into Harley Quinn, the Joker's obsessed moll and playmate. Harleen Quinzel was no more and Harley Quinn had taken her place.
Harley Quinn remains the Joker's special pet and self-appointed girlfriend. She does everything in her power to protect her boss, who she believes loves her.
original characters
Name: Julia Raine Leonhart
Spoiler
Height: 5'6"
Hair Color: Brown
Eye Color: Brown
Clothing: The typical SeeD outfit nothing special, except she doesn't have the 'woman outfit' but like that of the men.
Weaponry: Gunblade
Personality: She is her fathers daughter. Julia takes after Squall in all the aspects, which gets her into trouble. Julia perfers to be by herself and not with a group unless ordered.
Strengths: Julia will fight for her friends (if you want to call them that), and is loyal to her group when the need arises.
Weaknesses: She gets angered quickly which causes her parents more trouble then she's worth. You could say that she also has a "little" bit of Rinoa in the case of being stubborn.
History: She is the daughter of Squall and Rinoa. She also made Garden history in being the only woman that can wield and has mastered the Gunblade. Julia is named after both her grandmothers: Juila Heartilly and Raine(last name unknown?). Julia is a third class cadet of SeeD and goes on some missions. Her and Squall have some "quality time" in their gunblade sparring - no incident's has happened with them like that of Squall and Seifer. So far Julia has showed no signs of sorceress powers, Rinoa is a concerned that one day she will and fears for Julia's and her life.
Name: Eclipse
Spoiler
Gender: Female
Age: 105
Height: 5'6" (human) 4.5'20" (cat)
Weight: 236lbs (human) 146lbs (cat)
Eyes: Light green
Hair/Fur: Black
Clothing: A small white tank top and shorts
Weaponry: 2 hand held light daggers
Personality: She is wellgoing and soft spoken. Eclipse gets annoyed easily, and one sign of that is the way her tail twitches.
Strength: She is good at all types of fighting, but she is best at weilding light daggers (yes you can call them lightsaber daggers if you like). Eclipse has cat speed and agility in both forms, and she is well skilled at stealth. Her sense of smell and hearing are also that of the cat. Eclipse can also semi transform - that is her hands/feet can be that of humans while keeping her tail, to make her more catlike in appearances (which she likes better then being "all human") - which she can keep her catlike reflexes as she fights.
Weakness: Her heart goes out to all slaves and if she is able she would free them all. Eclipse has to be careful that this does not get out of hand. Since she was a slave at one time, her emotions toward slave traders and the "masters" will cloud her judgement.
Goals/Dreams: That she will one day abloish slavery once and for all.
History: Eclipse is from a planet of unknown origin for she herself doesn't know where she's from. She was caught and sold into slavery at an early age, and she also learned what was asked of her or pay the price. Eclipse wasn't the only catlike species in the household, before long they became friends and almost inseparable. She fell in love with one of the males, so deeply that it made her hurt if he was punished or away from him for any length of time. When Eclipsed was in her "teenage" years, she heard a stranger talking to the masters and the words "shape shifter" and "high dollar pelts" were mentioned several times. She didn't know what they meant but something inside her told her that it was not good. Eclipse told the others what she heard and they made plans to meet and escape the next day. When the time came she was the only one that made it off planet, for something happened and no-one else showed, not even her lover.
Ever since that day, she spent years training to defend herself and others. Eclipse saved money from her different jobs to buy herself a transport shuttle. On her many travels she heard about other catlike people roaming the galaxies, and she hopes to find them and see if it might be her friends.
Edited by Vincent Valentine, 11 October 2012 - 07:22 AM.