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Fantasy Four Suits Vol. 3 Characters

Main
Here
Lore
Here

TPBx

Simpin for Witch Tea
Appearance:
Name:
Age:
Gender:
Race: ( Human, Elf, Dwarf, etc.)
Rank:
Affiliation ( Suit, Jokers, Argossian):
Personality (optional) :
Biography:
Abilities:
Gear:

Notes:
- Keep your rank in mind. No 2 is a god and Aces should be ridiculously strong.
- Argossians are now playable so players must have an army or naval rank with their character. Same with the Jokers other than the Leader and Commander roles.
 
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Appearance: She is a fair brunette with curly hair. Her eyes are deep green and she is fair-skinned. She generally wears dignifying clothes that symbolize her group.
image0.jpg
Name: Alexandra Denise Valmore
Age: she is in her late 20s. So around 25-29. She looks fairly young like she is still 18 or early 20s.
Gender: female
Rank: [queen]
Affiliation ( Suit, Jokers, Argossian): Suit/ Clubs kingdom
Personality (optional): Alexandra is a very strange queen. She has a hyper-excited side then the side where she will want to club you over the head. Don’t be fooled her bite is worse than this ladies bark. It would be good to stay on her hyper loving side than her angry clubber side that would drive anyone nutty seeing.
Biography:
During the Mad Queens rule, she was studying and strengthening her magic. She grew up with a family of 5 her father was a sorcerer and her mother was half sorcerer half-human so Alexandra is obviously more sorcerer. Her grandmother was human but had studied with her grandmother with runes as her grandmother specialized with them as she gained the ability to use them at her grasp as a backup. After the mad Queens passing which is unknown how Alexandra took on the challenge to the position Queen. She battled with her most powerful spells proving her capability of being the queen of clubs. She now wields the specter of clubs and bonks any idiot she wants with it.
Abilities:
The Allusion Of Aphrodite
-the spell gives the ability to spew purple smoke/fog that toys with one's feelings. It is more of a mental attack than a physical one. She can use this attack multiple times.
Blood of The club
-this is a healing spell that only heals the user 20% of health multiple times until full health
The Rocky lullaby
-She summons the rock/sediment from the ground to become her club-shaped golem army to outnumber her opponent. She can summon around 400.
Gear:

The scepter of clubs- a short scepter with a clubs symbol where magic is output. The scepter blasts rapid-fire blasts.
 
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05a9268620f7fc5a96ad1a6c22b0bbb6.png


General Information
Name

Mortemiah (no surname)

Nickname(s)
Emia

Age
583 years old

Gender
Female

Sexuality
Pansexual

Species
Elf

Title
Lady Pallas, Bringer of Justice, Hidden Killer

Rank
Queen of Spades

Appearance Description
Hair Style

Normally let down; long and straight.

Hair Colour
Platinum Blonde

Eye Colour
Pale Silver

Skin Colour
Creamy Pale

Height
5 feet 9 inches; 175 centimeters

Weight
139 pounds; 63 kilograms

Tattoos/Scars
Emia has only one tattoo on her body: a beautifully intricate spade on her upper back, which covers the many scars that litter the area. She got the tattoo to swear her devotion to the Spades, and it is as beautiful and elegant as she hopes to be, with her scars hidden beneath. The scars that cover almost her entire body (none on her face, neck, or feet) consist of burns, bullet wounds, blade wounds, etc., plenty of which she cannot recall their origins.

Outfit
When it comes to combat, Emia combines armor with furs and leather, making her outfit as easy to move in as possible, while still having the proper protection needed. Her armor is a combination of silver armor and black cloth, leather, and furs, once again keeping most of her skin concealed from view. She wears silver decorations in her hair and on her head, a fur cloak to keep her warm, and a belt for her weapons and many other sheaths are hidden all over her person to conceal more weapons.

For her royal duties or conferences, the Queen of Spades wears an elegant black gown with a spade cutout in the back, the fabrics of the dress cascading down to the ground with feathers, scales, or a combination of the two woven into the materials. She wears the headdress in the character photograph to conceal her ears and protect them from loud noises and extreme temperatures, and the rest of her outfit conceals her skin appropriately. She wears a red cloak to cover her back from view, and the dress itself has long sleeves that she wears gloves with to cover her hands.

When she is trying to be inconspicuous and stay under the radar, Emia dons "commoner clothes" consisting of a breathable, long, cotton dress that goes down to her feet and has long sleeves, with a corset over it, gloves on her hands, and a cloak to conceal any other revealing portions of her outfit. However, since her face is rather easy to recognize, as well as her beauty, the outfit doesn't do her much good in regard to hiding in plain sight.

Other
N/A

Personal Details
Personality

Cold, calculating, and showing no mercy is the facade that is shown to everyone on a regular basis. Emia keeps herself hidden away for a multitude of reasons, making her appear apathetic, distant, and somewhat sociopathic to those she first encounters. Those who have been around her longer would notice snippets of emotion here and there, but very little. Only people who grow close to her witness more than a microexpression of anger or sadness. She does not allow emotions to influence her duties as a Queen, maintaining a just and honorable position when doing her job. She highly respects those above her sheerly for their aptitudes and responsible natures, rather than whether or not she likes the person. She treats all royalty with the same respect she desires and remains as professional as she can be in every situation.

Likes
Moonlight
Balance
Rain
Elegance
Calm Behavior

Dislikes
Rowdiness
Vulgarity
Unnecessary Violence
Too Much Emotion
Loud Sounds

Goal(s)
The betterment of the Spade Kingdom.

Fear(s)
Death, needles.

Backstory
Mortemiah spent the majority of her life fighting. Fighting to stay alive as a child, when her parents abandoned her in a hamlet of a town and went their separate ways. Clinging to life, as her orphan status caused her to grow up with no food, water, or shelter, making her steal to survive just as anyone else would, which of course led to multiple arrests. Teaching her the hard way that nothing in existence is fair, after being attacked and beaten within an inch of her life by other thieves and hooligans, only regaining consciousness after days of torture and pain for their sadistic pleasures. Teaching her that no one can be there to help you if you have nothing to offer, reminding her that the world is a horrible place for those of low status...

All of her past experiences made her open her eyes to the world around her and witness the ugliness that was ever-present, the things that she wished to change. It was during the Argossian Crusades that she endured that history, fighting to help the other Suits push back the enemy's advances and divide their numbers when she finally became strong enough to join the fight. It was a war unlike any other, with weapons that were new to the Four Suits, causing wounds of all kinds and bringing back horrible memories when mentioned in the present. She traveled up the ranks of numbers for the Spades before and during the war, becoming stronger and more capable of providing the kind of changes she wished to see, especially after the damage done by the Argossians.

Soon Emia became known as the Hidden Killer, her attacks recognized by her foes shortly before their deaths and her apparel recognized since she does not show any part of her body aside from her eyes and fingertips in order to cover her fresh scars and wounds. She became a hired assassin that would only kill wrongdoers, gaining coin and popularity through her jobs (although there are only a few people know much about since she's meant to be silent and hidden as an assassin). Eventually, as a 10 of Spades, she challenged one of the previous Queens of Spades, successfully overcoming her and gaining the new title. Emia served as Queen of the Spades for a couple of decades before a letter from her home town arrived one day and made her pause in her queenly duties - it was from a little girl named Rebia who admired Emia and was talking about how everything was going wrong similarly to how Emia's childhood turned out. Choosing to go and help rebuild the town both literally and figuratively, Emia resigned her role to a woman named Lyvia, who would be the Queen for the next several years. After Emia finished with her home town, she returned to Baefel and took up a student to tutor solely because she saw herself in him, in regard to his behavior, aspirations, etc. This student, who famously became the Ace of Spades, was tutored by Emia for a total of ten years, up until she convinced him to become the Ace of Spades. Two years after his success, Queen Lyvia resigned out of embarrassment and shame, giving Emia the role once more.

Emia is unsure as to how many years she has been Queen total, but over the course of her time as royalty, she has made a big deal to be fair and just to all within the kingdom keeping her emotions hidden behind a strong fortress so that her mentality did not affect her role. She has been fought many times by those attempting to be Queen but has never successfully been usurped. Until she is, she will continue to help protect the Spades country and ensure their safety from the Argossians.

Affiliations
Spades; TBD

Relationships
Seria Sylvainne, Ace of Spades
TBD

King of Spades
TBD

Jack of Spades
TBD

Skills/Abilities
Powers

Corrosion - anything touched by the bare hands of Emia (which is under her control) will instantly begin to disintegrate or corrode, depending on the material she comes in contact with. For example, when she touches someone, the corrosion behaves similarly to flesh-eating diseases, but at a much faster rate and with plenty of visible necrosis. The spreading of corrosion can only be stopped if the affected areas are removed from the whole (aka remove the arm if the hand is corroding).

Enhanced Decomposition - when she encounters the dead body of an animal or enemy, Emia has the ability to touch their corpse and absorb the remaining flesh in the form of Mana or Dysidia (depending on when/how they died), speeding up the decomposition process of the cadavers so that only skeletons remain. She may do this to replenish her own energy or remove any evidence of identity from corpses so that the enemy cannot retrieve information from an ally's dead body. It cannot be used on living beings.

Marionette - Emia manifests strings in the air that can control unanimated corpses to do her bidding, giving them enhanced strength and defense with her charms, or she can use them to manipulate those with no motor control (anyone that's unconscious/asleep/etc.). Her puppets have no enhanced intelligence, since they are merely used as puppets, but they provide a good distraction for Emia and can also defend her if necessary. While she can manage their strings mentally, a break in her concentration will end the ability.

Skills
Dancing
Communication
Assassination

Strengths
Agility/Speed
High Intelligence
Heightened Senses (Hearing/Smell)

Weaknesses
Loud Sounds/Strong Smells (they cause headaches that can become too distracting)
Raynaud's Disease/Phenomenon
Little Empathy

Gear
Armor/Outfit
Two Main Daggers
Ten Throwing Knives
Three Small, Hidden Daggers (1 hidden in her hair, 2 in her boots)
Elegant Longbow w/ Quiver (x25 arrows)

Miscellaneous
Theme

"Mirror Haus" by Lindsey Stirling



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[CENTER][IMG]https://fontmeme.com/permalink/190308/05a9268620f7fc5a96ad1a6c22b0bbb6.png[/IMG][/CENTER]

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[CENTER][FONT=Lobster Two][COLOR=#440000][SIZE=5][B][U]General Information[/U]
Name[/B]
Mortemiah (no surname)

[B]Nickname(s)[/B]
Emia

[B]Age[/B]
583 years old

[B]Gender[/B]
Female

[B]Sexuality[/B]
Pansexual

[B]Species[/B]
Elf

[B]Title[/B]
Lady Pallas, Bringer of Justice, Hidden Killer

[B]Rank[/B]
Queen of Spades

[B][U]Appearance Description[/U]
Hair Style[/B]
Normally let down; long and straight.

[B]Hair Colour[/B]
Platinum Blonde

[B]Eye Colour[/B]
Pale Silver

[B]Skin Colour[/B]
Creamy Pale

[B]Height[/B]
5 feet 9 inches; 175 centimeters

[B]Weight[/B]
139 pounds; 63 kilograms

[B]Tattoos/Scars[/B]
Emia has only one tattoo on her body: a beautifully intricate [URL='http://designoftattoos.com/wp-content/uploads/2015/03/beautiful-and-feminine-spade-tattoo.jpg']spade[/URL] on her upper back, which covers the many scars that litter the area. She got the tattoo to swear her devotion to the Spades, and it is as beautiful and elegant as she hopes to be, with her scars hidden beneath. The scars that cover almost her entire body (none on her face, neck, or feet) consist of burns, bullet wounds, blade wounds, etc., plenty of which she cannot recall their origins.

[B]Outfit[/B]
When it comes to combat, Emia combines armor with furs and leather, making her outfit as easy to move in as possible, while still having the proper protection needed. Her armor is a [URL='https://artfiles.alphacoders.com/115/thumb-115210.jpg']combination of silver armor and black cloth, leather, and furs[/URL], once again keeping most of her skin concealed from view. She wears silver decorations in her hair and on her head, a fur cloak to keep her warm, and a belt for her weapons and many other sheaths are hidden all over her person to conceal more weapons.

For her royal duties or conferences, the Queen of Spades wears an elegant [URL='https://i.pinimg.com/originals/34/ff/34/34ff341e91a4a9fe030b4f4728fc1a73.jpg']black gown[/URL] with a spade cutout in the back, the fabrics of the dress cascading down to the ground with feathers, scales, or a combination of the two woven into the materials. She wears the headdress in the character photograph to conceal her ears and protect them from loud noises and extreme temperatures, and the rest of her outfit conceals her skin appropriately. She wears a red cloak to cover her back from view, and the dress itself has long sleeves that she wears gloves with to cover her hands. 

When she is trying to be inconspicuous and stay under the radar, Emia dons [URL='http://th09.deviantart.net/fs45/PRE/f/2009/157/3/d/Flowers_For_Sale_by_artsangel.jpg']"commoner clothes"[/URL] consisting of a breathable, long, cotton dress that goes down to her feet and has long sleeves, with a corset over it, gloves on her hands, and a cloak to conceal any other revealing portions of her outfit. However, since her face is rather easy to recognize, as well as her beauty, the outfit doesn't do her much good in regard to hiding in plain sight.

[B]Other[/B]
N/A

[B][U]Personal Details[/U]
Personality[/B]
Cold, calculating, and showing no mercy is the facade that is shown to everyone on a regular basis. Emia keeps herself hidden away for a multitude of reasons, making her appear apathetic, distant, and somewhat sociopathic to those she first encounters. Those who have been around her longer would notice snippets of emotion here and there, but very little. Only people who grow close to her witness more than a microexpression of anger or sadness. She does not allow emotions to influence her duties as a Queen, maintaining a just and honorable position when doing her job. She highly respects those above her sheerly for their aptitudes and responsible natures, rather than whether or not she likes the person. She treats all royalty with the same respect she desires and remains as professional as she can be in every situation.

[B]Likes[/B]
Moonlight
Balance
Rain
Elegance
Calm Behavior

[B]Dislikes[/B]
Rowdiness
Vulgarity
Unnecessary Violence
Too Much Emotion
Loud Sounds

[B]Goal(s)[/B]
The betterment of the Spade Kingdom.

[B]Fear(s)[/B]
Death, needles.

[B]Backstory[/B]
Mortemiah spent the majority of her life fighting. Fighting to stay alive as a child, when her parents abandoned her in a hamlet of a town and went their separate ways. Clinging to life, as her orphan status caused her to grow up with no food, water, or shelter, making her steal to survive just as anyone else would, which of course led to multiple arrests. Teaching her the hard way that nothing in existence is fair, after being attacked and beaten within an inch of her life by other thieves and hooligans, only regaining consciousness after days of torture and pain for their sadistic pleasures. Teaching her that no one can be there to help you if you have nothing to offer, reminding her that the world is a horrible place for those of low status...

All of her past experiences made her open her eyes to the world around her and witness the ugliness that was ever-present, the things that she wished to change. It was during the Argossian Crusades that she endured that history, fighting to help the other Suits push back the enemy's advances and divide their numbers when she finally became strong enough to join the fight. It was a war unlike any other, with weapons that were new to the Four Suits, causing wounds of all kinds and bringing back horrible memories when mentioned in the present. She traveled up the ranks of numbers for the Spades before and during the war, becoming stronger and more capable of providing the kind of changes she wished to see, especially after the damage done by the Argossians.

Soon Emia became known as the Hidden Killer, her attacks recognized by her foes shortly before their deaths and her apparel recognized since she does not show any part of her body aside from her eyes and fingertips in order to cover her fresh scars and wounds. She became a hired assassin that would only kill wrongdoers, gaining coin and popularity through her jobs (although there are only a few people know much about since she's meant to be silent and hidden as an assassin). Eventually, as a 10 of Spades, she challenged one of the previous Queens of Spades, successfully overcoming her and gaining the new title. Emia served as Queen of the Spades for a couple of decades before a letter from her home town arrived one day and made her pause in her queenly duties - it was from a little girl named Rebia who admired Emia and was talking about how everything was going wrong similarly to how Emia's childhood turned out. Choosing to go and help rebuild the town both literally and figuratively, Emia resigned her role to a woman named Lyvia, who would be the Queen for the next several years. After Emia finished with her home town, she returned to Baefel and took up a student to tutor solely because she saw herself in him, in regard to his behavior, aspirations, etc. This student, who famously became the Ace of Spades, was tutored by Emia for a total of ten years, up until she convinced him to become the Ace of Spades. Two years after his success, Queen Lyvia resigned out of embarrassment and shame, giving Emia the role once more.

Emia is unsure as to how many years she has been Queen total, but over the course of her time as royalty, she has made a big deal to be fair and just to all within the kingdom keeping her emotions hidden behind a strong fortress so that her mentality did not affect her role. She has been fought many times by those attempting to be Queen but has never successfully been usurped. Until she is, she will continue to help protect the Spades country and ensure their safety from the Argossians.

[B]Affiliations[/B]
Spades; TBD

[B]Relationships[/B]
[I]Seria Sylvainne, Ace of Spades[/I]
TBD

[I]King of Spades[/I]
TBD

[I]Jack of Spades[/I]
TBD

[B][U]Skills/Abilities[/U]
Powers[/B]
Corrosion - anything touched by the bare hands of Emia (which is under her control) will instantly begin to disintegrate or corrode, depending on the material she comes in contact with. For example, when she touches someone, the corrosion behaves similarly to flesh-eating diseases, but at a much faster rate and with plenty of visible necrosis. The spreading of corrosion can only be stopped if the affected areas are removed from the whole (aka remove the arm if the hand is corroding).

Enhanced Decomposition - when she encounters the dead body of an animal or enemy, Emia has the ability to touch their corpse and absorb the remaining flesh in the form of Mana or Dysidia (depending on when/how they died), speeding up the decomposition process of the cadavers so that only skeletons remain. She may do this to replenish her own energy or remove any evidence of identity from corpses so that the enemy cannot retrieve information from an ally's dead body. It cannot be used on living beings.

Marionette - Emia manifests strings in the air that can control unanimated corpses to do her bidding, giving them enhanced strength and defense with her charms, or she can use them to manipulate those with no motor control (anyone that's unconscious/asleep/etc.). Her puppets have no enhanced intelligence, since they are merely used as puppets, but they provide a good distraction for Emia and can also defend her if necessary. While she can manage their strings mentally, a break in her concentration will end the ability.

[B]Skills[/B]
Dancing
Communication
Assassination

[B]Strengths[/B]
Agility/Speed
High Intelligence
Heightened Senses (Hearing/Smell)

[B]Weaknesses[/B]
Loud Sounds/Strong Smells (they cause headaches that can become too distracting)
[URL='https://medlineplus.gov/raynaudsdisease.html']Raynaud's Disease/Phenomenon[/URL]
Little Empathy

[B]Gear[/B]
Armor/Outfit
Two [URL='https://mcishop.azureedge.net/mciassets/0061462_fantasy-unique-daggers_300.png']Main Daggers[/URL]
Ten [URL='https://cdn2.bigcommerce.com/server300/aed40/products/7578/images/12573/NT-A6303-BK__61767.1388801822.1280.1280.jpg?c=2']Throwing Knives[/URL]
Three [URL='https://acc-cdn.azureedge.net/mrl-live-media-file/0005332_damascus-dragons-tooth-dagger_550.jpeg']Small, Hidden Daggers[/URL] (1 hidden in her hair, 2 in her boots)
Elegant [URL='https://i.pinimg.com/originals/b5/12/58/b51258d5f59626270894bed1e56afe30.png']Longbow[/URL] w/ Quiver (x25 arrows)

[B][U]Miscellaneous[/U]
Theme[/B]
[URL='https://www.youtube.com/watch?v=8eQMVyld8AQ']"Mirror Haus"[/URL] by Lindsey Stirling[/SIZE][/COLOR][/FONT][/CENTER]
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1570340378068.png
Zephyr _Twig_ Terwilliger.png
Also Known As: Twig, The White Plague (Joker Persona)

Age: 23

Gender: Male

Rank: Jack

Affiliation: Suits, Hearts, Jokers

Personality:
Twig is usually soft-spoken and doesn't like to raise his voice particularly much. He still manages to drive his point through since his soft voice has a strange ability to project across loud places. However, the problem with this is that he is easily drowned out by some extremely aggressive, adn when that happens, Twig gets easily frustrated. When with strangers, Twig is extremely polite and almost stiff. With more knowledge about the people he is talking with, Twig ends up becoming much more social. He is generally extremely forgiving to mistakes and is extremely kind and willing to help. He is also unusually calm. Only when things are exceptionally bad does he ever panic.

Twig has a strong doctor moral code that he upholds. This moral code makes it so that if someone asks him for help, he provides what he can. It also means that if someone needs to confide in him with something, he would keep their secret. This moral code is also what might influence him to assist the enemy with their wounded, which could be seen as a sign of weakness and betrayal. But the urge to help almost overpowers Twig.

Twig likes to chew mint leaves, whenever out in public or when he is studying. He loves books for the knowledge they bring. He dislikes the taste of seafood.

Although he still has his positive demeanor, when Twig fights alongside the Jokers, he does his best to avoid talking as much as possible, and try to imitate the "silent swordsman" sort of vibe. Although he tries hard with this, he frequently cannot stop himself from falling into a gigle fit in regards to how silly he thinks he is. Twig has a slightly more serious outlook at war, although he is not willing to kill someone still.

Appearance (Hearts): Twig stands at 5 ft 8 inches with a weight of 120 lbs. He has fair skin and would describe himself as skinny. His bronze colored hair reflects easily in the sun in a gold hue. He has brown eyes that are deep and kind in nature. He prefers to wear trousers that are in a deep brown color, a tattered coat that he buttons up, and a collared shirt. To finish this off, he wears a bright cobalt blue ribbon as a tie. Usually he wears shoes that are suitable for the occasion, which would be boots. His ornate smallsword is carried on his hip.

Appearance (Jokers): Twig abandons his Pemulihan and his attire, instead opting to wear a white jacket with a high collar, where underneath he wears a simple shirt and chainmail armor. His legs are donned with close-fitting white pants with protective leather pads. And he wears white Argossian boots, smuggled in from Argossia itself. His Dysidia amulet rests on his neck just under his white jacket, and with the way that Twig wears his jacket, this is usually visible. His smallsword is put against his left hip in a scabbard. Pemulihan is never carried. Since this is during missions where Twig is primarily fighting, he wears his plague doctor mask.

Biography (Pre-timeskip):
Twig grew up in a large household with four children, with Twig being the second oldest. He lived a quiet life in a town where everyone knew each other. It was a place where everyone had what they needed. Everyone were twos or threes, except for Twig's family, which was filled with 6s since there was powerful wind magic that ran through everyone's veins. There was food on the table. Twice a week Twig was able to eat eggs. There wasn't a normal "school" though.

Starting when he was eight, Twig had an interest in the field of medicine. So he took every opportunity he had to be with the local healer at and learn the trade. It was probably due to the fact that he wasn't the oldest child that he was able to sneak out and learn from the healer.

When he was ten he had already gained a small but significant amount of knowledge in the practice of healing. He was able to further it more through tomes the local healer had.

The local healer, who was extremely old, died when Twig was 13. Due to his early interest in healing, he ended up the most knowledgeable in the matter. Because of this, he ended up taking the position as the local healer, which he performed at adequately but not exceptionally.

It was around this time that Twig became distanced from his family. He had more or less moved into the vacant house of the late healer. However, he became much more connected with the people of the town, especially the boys around his age that had a predilection to get themselves hurt. He was even willing to accompany the boys once to drive out a group of anarchists. It was from the boys that he gained the nickname Twig, partially from his last name and partially from Terwilliger's fragility and skinniness, quite like a twig.

By 14, he had already taught another member of the town enough for them to take the role as a temporary healer. Twig took this opportunity to travel to an academy where they specialized in medicine. There he furthered his understanding of healing to an extreme degree. Alongside that, he also took a few years of business, for several reasons. First of all it was because Twig knew he would need to know some level of business if he was going to run a hospital. The second reason was because he needed a backup profession in the case that medicine wouldn't be able to earn enough money to feed himself. The third was because Twig only forecasted for medicine based classes-- and so the school randomly put Twig into some semi-useless business classes (he was also shoved into a magic conditioning class, which Twig managed to cheat in by making his inherit magic much weaker and slowly putting more energy into things as the year went on).

It was only when he graduated that Twig realized that he had the qualifications necessary to take on a government position in the Hearts kingdom. In all honesty, Twig didn't think too much about it, but the thought of being a part of the government didn't really interest him. But later on, when he realized that he disliked the current Jack of Heart's economic decisions, he decided to challenge him.

The Jack of Hearts was a tall, burly man who relied on fire magic, a greatsword, and a dozen crossbows that he carried in a barrel. Twig knew that this battle wouldn't be as easy as fighting the anarchists, but he readied himself.

But to be frank, Twig wasn't prepared at all. The first crossbow bolt went shooting through Twig's chest. Fortunately, this missed any vital body parts, and Twig was able to pull out the bolt and heal himself. This went on for quite some while as the Jack of Hearts shot through half of his crossbows (Twig literally had to use some painkillers to soften the blow of each crossbow bolt) until Twig decided to send a gust of wind magic at the barrel full of crossbows, scattering it everywhere. Without any crossbows to fire, the Jack of Hearts charged forward with his sword in hand.

Twig honestly wasn't a very good combatant. His wind magic along with his staff were barely enough to stop each of the sword swings. Most of them managed to hit Twig, and it took all of his healing magic to heal those wounds and fight at full power.

It took a while, but Twig was able to wear down the Jack of Hearts to exhaustion. Then all it took was a well-aimed wind blade to injure the Jack of Hearts and another gust to knock him out.

Immediately, Twig's first concern was the wellbeing of the former Jack of Hearts, and he used whatever remaining healing magic he had to make sure the former Jack of Hearts was okay. And then he took the vacated government position -- and he partnered himself with the local doctor, naturally.

Post-Timeskip Biography:
Three years after his inauguration as Jack of Hearts, Twig still holds his position, although with more experience. Being involved in the war has caused Twig to carry more burden on himself in terms of responsibility and workload, and as we all know, practice makes perfect.

When not involved with his job as Jack of Hearts, Twig took the position of a Joker, fighting alongside Cassius and Jake on the battlefield, under his own insistence. During this time, he developed his new persona that he assumed in the battlefield, the White Plague, known for his plague doctor mask and flaming green sword. In Twig's opinion, his acceptance of the Jokers meant that he needed to partake in what they did as well as making sure that they commit as little casualties as possible. Twig made it a policy to avoid killing anyone while out on his missions. Throughout the past three years, Twig hasn't talked to anybody but Cass and Guin about his Joker associations.

So of course, Twig had to learn these new skills that he used as a Joker, which he did in general secrecy. After an agreement with Guin, Twig learned a lot of dysidia magic through her library's books, as well as with her tutorship and a dysidia infused gem. And as for swordplay, Twig couldn't keep his study of swordsmanship a secret, so he begrudgingly did it in the presence of as little people as possible.

That is the situation. Now the present is upon us.

Abilities:
  • Clean Slate: Twig can only cast this on himself, but he can wipe away all "changes" to himself, such as curses, injuries, and illnesses. This has to be done as a ritual though, and takes at least a minute, making it unsuitable for the midst of battle, and can only be done once without some rest. Additionally, he can't stop fatal bleeding or revert surgery.
  • Healer's Magic: Twig's most powerful asset, being his ability to speed up and improve the body's self-healing process. This allows him to heal himself and others in the midst of battle. The healing is more effective the closer he is to the target. Unfortunately, this relies on his stamina, which slowly depletes itself as he heals people. This, however, will take at least ten minutes when he is actively battling, and much longer in a supportive environment (ex: He has a shit ton of apple cider). This additionally can't save Twig from well-aimed fatal hits, such as a stab to the heart. If Twig is disarmed, then this healing is severely impeded (meaning if he doesn't have access to Pemulihan). If this is the case, then Twig can only heal at full power when he is able to touch the person being healed.
  • Wind Magic: Twig has an inherent affinity to wind magic. This magic is incredibly unrefined and unstable, as the line of wind magic the Terwilligers are born with require extensive training to use appropriately (and Twig didn't have any of that). He is still able to draw on a weaker, more controlled version of the magic that is on par with 7s. This magic could be manifested in any way Twig chooses, such as a shield, a blade, or a gust of wind. When Twig forsakes control for power, this magic becomes as powerful as a tiny cyclone and destroys everything in its path-- Twig himself included. Even if it doesn't kill Twig, the stress of creating a cyclone would cripple both Twig's wind and his healing magic.
  • Dysidia Paralysis: Dysidia based paralysis magic that affects the victim's nerves and renders them fried so that they can't move. The effects disappear within a day. The presence of this magic can be seen from dark green flames and an aftertrail wherever the flame goes. Twig has not completely mastered this ability, and he channels this into his smallsword. This was taught to Twig by Guin through one of her books.
  • Drain/Kloud's Blessing: The ability to absorb mana and stamina. Stolen mana and stamina can be used by Twig or transported into his amulet. Taught to Twig by Guin in a rudimentary fashion so that he can absorb dysidia from his surroundings to collect into his amulet. Twig focused evenly on direct and area drain. Twig cannot actually use Kloud's Blessing, the amulet is just the result of prior practice, like knowing a piano piece without knowing how to play the piano.
  • Yi Fenca (Kite Form): A simple yet deadly form of swordplay created by the Argossians. Twig learned the Kite form, which allows him to fight opportunistically as well as gain an affinity to quick parries and dodges while sneaking in to strike at weak points

Gear:
  • Pemulihan: A staff that is integral to Twig's magic, as it amplifies it incredibly. It is a gnarled wooden staff that has a deep blue spherical gem nestled in the wood at the top. The wood is solid enough to use as a combat staff. Never usually used when Twig is with the Jokers
  • Doctor's Tools: This gigantic bag of tools is summonable through a neat little conjuration spell Twig learned while at the Medicine Academy. In it are all things a doctor might need, such as bandages, ointments, and small knives. And it also contains things a doctor definitely doesn't need, such as an abundance of rope. A lot of rope. Why the hell does a doctor need so much rope?
  • Pewter hip flask filled with apple cider for refreshment during battle
  • Smallsword: At the medicine school, dueling was offered as an elective. While Twig wasn't fantastic at it, ever since his conversation with Guin, Twig has been brushing up on his skills and improving them. He does augment his sword skills with wind magic to make controlling it easier as well as his newly learned dysidia magic. In order to both maximize efficiency and keep his Joker identity a secret, Twig has two pairs of smallswords:
    • Argossian smallsword: A smallsword made from Argossian alloy, a superior mix of metals that can withstand blows most Suits weaponry cannot, this was provided to Twig by an unknown person
    • Royal smallsword: An ornate smallsword from the Hearts armory. Parts of it are gilded with a gold/silver mixture and there is a red paste gem in the cross-section of the hilt and blade. In the center of the red paste gem is a jagged dysidia gem that acts as "decoration" (although often times this tiny gem is charged, can be used for several quick jolts of magic, but isn't efficient enough to use in a fight)
  • Plague Doctor Mask: A white plague doctor mask that acts as Twig's Joker mask.
  • Dysidia Gem: A round pink/red gemstone attached to a silver chain that stores Twig's stock of dysidia. Can be refilled with either Twig or Guin's Drain ability. Worn underneath the shirt in his normal attire and exposed when in Joker attire.
  • Magic Hand Mirror: One of Samael's magic mirrors for tossing paperwork through when abroad. The mirror linked at the other side is a hidden room in his house, which also means that the room is a mess of papers

Relationships: (Will be updated depending on how other character sheets change.)
  • Leolin "Leo" Hravart III (Ace of Hearts) - Twig thinks that Leo is a paragon Ace and has enjoyed his company for many years, including his occasional flirts. He respects Leo and would do his best to protect him. Twig feels incredibly guilty that he's unable to tell Leo that he's conspiring with the Jokers along with Guin.
  • Guineverre "Guin" Victoria y Blanca (Queen of Hearts) - Twig remains on friendly terms with the Queen of Hearts, even after discovering her true intentions and nature. Of course, Twig severely disagrees with her philosophy, however, Twig knows that he would need to tolerate this if the Hearts-Joker alliance would go anywhere, so Twig generally turns a blind eye to her actions. In fact, Twig might argue that they've bonded further since Guin taught Twig some Dysidia based magic.
  • Jake "Silvern" Parkinson (7 of Jokers) - Twig met Jake in the Diamonds prison, and quickly fell to his charms and good looks. Needless to say, Twig considers Jake his boyfriend. His status as a Joker doesn't bother Twig one slight bit, and on the contrary, Twig likes fighting by his side.
  • Samael Nicks (10 of Clubs) - Twig is okay with Samael's general nature. If he doesn't care about other people, so be it. However, Twig is grateful for his mirror magic and his helpfulness.
  • Alaric Westguard (9 of Hearts) - Twig does not know Alaric too well.
  • Cassius Bellarmont (10 of Hearts) - Twig doesn't dislike Cassius's passion and fervor to help Guin, and he usually smiles about it, since it's such a positive sort of protectiveness. Working together as Jokers also gave Twig the feeling of comradeship between the two of them.
  • Marillys Argossia: ???
 
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    Name: Guineverre Victoria y Blanca

    Nickname: Guin

    Title: Queen of Hearts, True Queen

    Age: 33 (Post time-skip)

    Gender: Female

    Race: Human

    Affliation: Hearts / Jokers

 
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Name: Maxwell Jacob

Title: He uses the pen name "M. J." for his books.

Age: 37

Race: Orc

Sex: Male

Personality: Maxwell was raised to be an upstanding gentleman, which has gone very well. Maxwell treats others with the respect he believes they deserve. He always uses proper mannerisms in his sentences to show respect to others unless they asked him not to. He also very studiest, commonly found reading or buying books for inspiration for his next book or just for own enjoyment. Though as much as he prefers to have a calm life with his books and his writing there is the course the problem that many people like him deal with, discrimination for not being human. While Maxwell can keep his anger in check for the most part for many things, picking on others for not being purely human is a sure-fire way to get Maxwell to mad. He's won't go into an outright rage but he will get involved physically. And while he acts like a gentleman, his fighting style is more brutish like his orc ancestors.

Backstory: Thirty-seven years ago a researcher named Charles Jacob was out in the woods researching the fauna. This is when Charles stumbled on what left of a small encampment of orcs. It seemed like the kingdom's forces came in stopped them before they could cause any trouble. Exploring the camp Charles began to hearing crying coming from a tent. The source of the crying was a young orc baby... next to the body of its mother. Feeling pity for the child Charles adopted the orc and even named him after his father.

Charles took the newly named Maxwell home, to the surprise of the staff of Charles's manor. Even with the looks, he got from others Charles went about raising Maxwell like he was his own son. This, of course, meant Maxwell was taught from a young age to be gentleman and scholar, with some combat training mixed in to allow him means to protect himself from those who would mean him harm for being none human. While it was somewhat difficult at first to teach an orc child to be a gentleman, he did take fast to combat training early on. Interesting though is as he got older, Maxwell began preferring his studies of books to his studies of the sword, though he still enjoyed it.

Once he was at an acceptable age Charles had Maxwell go to off to university to get a higher education then what he could provide at home. Maxwell went to the university for economics, where he excelled in his studies. Though while he learned a great deal there, there were still many hiccups as many people tried to pick fights with Maxwell and subtle way of showing disapproval of him being an orc. Happily though after showing his magic and combat skills in one fight, people picking a fight stopped quickly and it was subtle discrimination happen to him. After his time at the university Maxwell went home to his aging father and helped him do his research and began picking up a hobby that has become his passion and his main source of income, writing. Maxwell took to pen happily, writing a variety of books and novels. Maxwell lived mainly a calm life at his father's manor where he writes his novels and helps with his father's researcher from time to time, until a few years ago.

Three years ago the war began and Maxwell had to stand up and do his part. This was first facing off with a giant Dryad as it attack the main city when the royalty was away but as time passed the royalty of the kingdom fell. So Maxwell again stepped up and entered the tournament for the position of Jack of clubs. After some hard-fought battles, Maxwell became the Jack and went to work doing his best to help his kingdom through the now troubled times...

Rank: Jack

Affiliation: Club

Abilities:

Grow and Shrink- Maxwell can increase his size as well as other people and things. To increase other people and things sizes (up to 10x it regular size) he has to touch them to do so. As well as growing objects and people, he can instead shrink them (down to 1/10 it regular size). The size changes only last for a limited amount of time depending on how much bigger or smaller the object became... or when Maxwell decided to have to go back to normal which he can from any distance

Electric generator- Maxwell learned more recently to use his magic to generate electricity. He not well-practiced in this form of magic yet so he mainly can use for time being to electrify his blade or his body to shock his opponents. It also gives him resistance to electrical attacks. Maxwell can also fire out the electricity he generated. This has two main ways of working, one just firing a straight electrical bolt and hitting one person with it or two if a group of enemies is close together with metal items Maxwell can use his bolt to hit one in the middle and shock everyone around them.

Gear:

Winged Boots- Boots that just Maxwell hover or fly a short distance.

Dryad Crystal Hooked Blade- Maxwell implanted a piece of a Dryad core in the hilt of his hooked bladed (see picture above) and it allows him to control plants to a minor degree, to entangle others with them.

Other than that he has his journal and hand crossbow.

Relationships:

Charles Jacob: Adopted father and mentor. Charles raised Maxwell from child to man and has been there for him whenever he needed him.
 
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Image/Appearance:
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Name:
Samael Nicks

Title:
The See-through Demon

Age:
Looks 16, however is closer to 26

Race:
Human

Sex:
Male but is one of those guys that wears all types of clothing

Personality:
Samael is meticulous in any matter he is. Always trying to gain the upper-hand in the matter, with little to no morals stopping his approach to the problem at hand. In reality, Samael has little attachment for people for some unknown reason to even him. He has only shown “attachment” one time, and that was towards his savior. Samael has a habit of think aloud, which confuses anyone around him but it helps him sort out his struggles while pacing around in whatever room he is located in.

Backstory:
Growing up, Samael lived in a family that was well off. With his father in the lumber business, and his mother working sometimes doing runes, Samael also grew up alone. This, along with his major defiance against most authority, caused Samael to be away from most people his age.
At the age of 16, Samael took off running. for no apparent reason. Eventually, he reached a household which happened to hold someone practicing the arts of bringing the dead back to life. Wishing Samael to be a test subject, Samael was grabbed and kept. Eventually, someone saved him from the man who would have used Samael for his own discovery. Seeing this person, but as they disappeared before knowing their name, Samael vowed to stay the way he was looking until he found his mysterious savior. Ever since that event, Samael went to Military school to become an asset to his country. However, as his magic was not seen as a useful ability combat wise he was never put into a position that would allow Samael a nice life after the military. Therefore, after his numerous years of training and a year in combat itself, Samael "retired" from the frontlines and worked as a nurse for the doctors in the military. The learning of how to fix some minor problems was a thing Samael gained but never was put higher than a nurse because of his magic not catered to the idea of saving lives.

Rank:
10

Affiliation:
Clubs, Hearts

Abilities:
Mirror Magic
-He can levitate magic mirrors and use large mirrors for his spells
-Once activated, People must walk or be forced in physically to go into the mirror dimension.
-Samael is able to “store” people inside of mirrors. Consenting to go in allows instantaneous travel, while not requires the spell to be activated and be pushed in. One person per piece of glass. If the mirror is broken, then the person will be let out at that location. Magic is allowed to be used inside of the mirror dimension, however no magic can destroy the mirror from the outside
-Some mirrors can be set up as gateways from Location A to Location B. Both mirrors must be enchanted in order for the teleportation to work. Other people can travel with these mirrors, provided they know about it, however are limited to that one gateway while Samael can fluently travel through his entire “network” of mirrors. The distance traveled is a max of 5 miles.
-He can summon 2 mirrors out of his own mana, lasting around 5 mins before disappearing.
Clairvoyance
-Using a magic mirror, Samael can become an eye in the sky and look around in the area, spanning a max of 5 miles.
-He can see closer to an intended target with high accuracy
-He can slip past slightly strong anti-magic barriers
-Lastly, Samael is able to find people or items if he has a part of it and a mirror that is available. After finding it, the mirror is shattered and the item goes to that location.
Glass-kenesis
-Samael can levitate all types of glass
-Glass can be morphed to Samael’s wishes as well, in resizing and reshaping.
Shapeshifting
-Samael is able to change his shape based upon how one sees him. This can be shown to be fake via mirrors, unless it is enchanted by Samael already.
-This can be used to change his clothing and body appearance, but overall shape does not change.
-It is easier to achieve more accuracy when shapeshifting depending on a person's perception of the original appearance you mimic
-He can maintain his appearance more safely around those with slightly stronger perception
Gear:
Samael has a handheld mirror (one that you hold up to your face), and a few flip mirrors (similar to ones for quick touch ups on the go) on his persons at all times.
Samael also has a decent understanding in overall swordsmanship, although he prefers not to use one. If he uses one, however, it is this one made of glass.
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Relationships:
Jake Parkinson: An acquaintance at work, Samael agrees with his motives however the extremity the actions are taken at are something Samael wouldn't dare agree with unless he was reasoned with.
Guineverre Victoria y Blanca: His savior from being sold off into slavery. Samael will follow her every command, normally before she even speaks of it.
The Rest of the Heart Royals: Samael isn't super close to any of them, due to him mainly out and about for his quests, but he knows that they will follow his Master and that's all he truly needs from them.
 
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XIXIX VALENTINE

(Z-eye-zix )
THEME SONG: (TINTS)

Title(s):
X
Name given for obvious reasons. So many X's in his name so people settled for one

Weapon X
Due to his vast knowledge of weaponry and his ability to wield all kinds of weapons, he himself is now considered to be one among many inside and even outside the kingdom.

Slothful King
He is lazy.

Age: 27
Race:Human
Sex: Male
Height: 6' 3"
Weight: 194lbs

Appearance:
Xixix is a fairly tall man. Standing at about 6ft 3 inches. He has a pretty solid, yet lean build although one would see that underneath his everyday clothes he is pretty ripped despite his unassuming appearance. He usually carries a blank expression that seems to have just a hint of sadness; moreover, this blank canvas is accessorized by the mask he always wears which makes it pretty difficult to get a read on his true feelings. He has been told that he has an annoying face. Almost as if he is mocking your existence through your gaze alone. One of his most prominent facial features are the two scars/markings underneath his eyes. He has yet to divulge their meaning.



PERSONALITY:

Xixix doesn't take too many things seriously, including himself, and is always seeking ways to avoid any type of work. Despite his rank he prefers to leave problems to others and will often portray himself as a coward, preferring to give others credit for his work although you can never tell if he is joking or not. Hanging out with Xixix you will realize there is such a thing as being too carefree. Xixix will often say things in a matter of fact manner and can be pretty tactless at times even though it is usually coming from a good place. His laziness does not always extend to the physical realm. Xixix will often arrive at conclusions, or statements without saying the important parts in between. This can leave people confused as his speech might seem fragmented while his actual thought process is anything but.

He is pretty casual at all times. Speaking to most as if they are equals in despite their position in society. For clarification, he is equally kind and equally a pain in the arse for all parties involved.

In battle...a serious battle....a serious life threatening battle, he is almost a different person. While he maintains his blank canvas he is far more ruthless and cunning. He would resort to almost any strategy to assure victory making him a fearsome foe. This works both ways as he is usually good at controlling his emotions even if his peers meet their end on the battlefield. Because of this many might view him as cold-blooded; however, he remembers every single person who has died on his watch.

BACKSTORY:

Xixix was an orphan since birth. That no doubt played into his psychology, but don't play that violin just yet because he actually doesn't mind it. Obligations are taxing, or at least that is what he told himself to deal with the circumstance. He couldn't understand why his peers at the orphanage made such a big deal about being adopted. How could random people love you if the people who are supposed to love you by default break their own rules? He should have known he was different from most children by that thought process alone, nevertheless he did his best to fit in as long as it did not involve him being adopted. Xixix would constantly misbehave, especially when there were visitors, just so he would not get adopted. He didn't feel like forming a life long contract where he had to play the role of someone's son....it would be too taxing. The person who ran the orphanage thought he might be bi-polar since he was well behaved and lethargic for most of his stay there. Although he didn't like to work, he admired the Ace and the royals, often training in secret, dreaming about becoming an Ace one day. They were cool, and being awesome had its benefits. For instance, if you were at the top you could just tell others what to do and live an easy life.
One time while the head of the orphanage was out, he took care of three would be kidnappers on his own. He didn't think it was a big deal; however, it set the wheels of fate in motion. Because of his attitude toward adoption, and his discovered abilities, the orphanage contacted the mages in order to evaluate Xixix. He went along with this since he could get out of the orphanage and become a mage at the same time. This was when he started hiding his face at a young age just in case he became one of those feel good stories where he accidently ran into his birth parents. Reunions are....taxing. As he went through the evaluations he showed promising skill and he learned what roles the Jack, Queen, and King ranks entailed...as well as the Ace. Long story short, there was no way in hell he was doing all that. He aimed for at least rank 5, constantly sabotaging himself and acting inept. However, due to the nature of his magic he accidently rolled a 10 and summoned Alexander. Although he destroyed the training facility, and would later have to rebuild it, he achieved the 10th rank much to his dismay. Xixix continues to live his life, trying to maintain the respect he has garnered over the years while not getting too much respect lest there be talks of him moving up.

Royal Tournament
A tournament was held worldwide to decide what mages would end up being royalty. Of course, X did his best to get out of it since they were targeting those who were ranked at a 10 as the prime candidates for this tournament. Being ranked at a 10 was perfectly fine. Very little responsibility besides protecting the people. If people asked you a question you could always pull the "Speak to the manager" routine and refer them to royalty, or even another 10. You were famous...but not too famous. Important, but not too important. It was everything he could have hoped for; but somehow he got dragged into this sideshow. He was famous enough in his own kingdom that they wouldn't let him get away without competing. Plus, he realized that some incompetent hot head could end up gaining an important position...but that's what the Ace is for...unless they are also incompetent. After weighing the pros and cons he decided he would put up a good fight and then throw the match toward the end. Out of all the positions the King seemed to suit him best so he would through his lot there. During the tournament, by some misfortune...or fortune if you consider what happened next, X accidently got his canister of water mixed up with an alcoholic canister of a nervous contestant. After getting drunk he rolled a 9, gaining access to one of his more powerful weapons, and went buck wild. Not even he could tell you what exactly happened. He woke up the next day as King of the Club Kingdom much to his dismay and for some odd reason people seemed terrified of him.

Post Time Skip
Despite having reservations about being in such a position X has fulfilled his roles dutifully. It wasn't the most orthodox reign, nor was he the most orthodox King, but he was there for his country when they needed him most. Although he was not weak by any measure it was his mind that helped him out the most. He avoided conflict as best he could since their kingdom had a considerable turnover; however, he has poured focus on intel and relations with the other kingdoms. Being a King wasn't so bad after all...especially since he rarely acts like one. With a new responsibility to live up to he has trained to get stronger and meet the expectations of his title.


Rank: King (Previously a 10)

Affiliation: Clubs

ABILITIES:

Lady Luck's Armory-The collective name of 10 weapons that have different capabilities. It is a versatile, yet troublesome ability. You see Xixix Valentine has the ability to throw a magical die that summons 1 of 10 weapons from a mythical armory. Below are the 10 weapons, their corresponding number, and their abilities.

1. Eclipse-Eclipse is the collective name of two chakrams. (Circular bladed object primarily meant for throwing, but can be used in close quarters.)These are tethered to himself with a magical, invisible string that he uses to control them like lethal yo yo's. One special ability of these magical chakram is the ability to expand and shrink on command which increases their lethal capabilities and can surprise the enemy. They can expand to the point that they have a 4 foot diameter and shrink to as little as tea cup without losing their deadly cutting capabilities. The special ability is the Iron Cyclone in which the expanded chakrams rotate violently and produce cutting shockwaves due to their speed of rotation.
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2.Oathbreaker-6 ft sword that can cut through most things. While it is massive in size and weight, Xixix can swing it as if it was made of air due to his magical connection. Covers a great range. Special ability-Mirage blade-The user can perform multiple strikes within a single swing. Consecutive swings acts as a multiplier. Others will see this is afterimages.
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3. Asura-summons two pairs of gauntlets that float about the user. Essentially they act as extra limbs for the user which makes him dangerous in close combat. They have other uses, such as touching harmful substances/energy and multitasking. Special Ability-Hand of God, the gauntlets form one gauntlet that he wears on his right hand with visible energy flowing through it. He then snaps and that's half the population (lol jk). The user has the ability to disassemble and reassemble anything he touches with that hand. Touching living things won't kill them, it will only have them unable to function, however, creatures with strong magical/physical disposition will have a proportionate resistance to the effect. (Some might go minutes without being affected at all if they are strong enough) He can only disassemble a single object at a time. Once this ability runs out anything that was disassembled is reassembled; however, it does not have to be reassembled in its original composition.
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4. Incantations of Madness--(IOM) IOM is a book that fills itself out as Xixix continues to live his life. The ability of this book is to summon infinite weapons...or at least as much as his mana will allow. If Xixix has seen it, he can summon it out of the book as long as he understands its workings. This includes weapons of the Agrossian Empire. Unlike the weapons he sees in everyday life, these are marked with the special insignia so that only he may use them; however, they are more or less ordinary weapons outside of that fact. The Trump Card of this book is Steel Rain. Like its name suggest, a large amount of weapons will rain down from the sky and damage the battlefield. Everyone take cover! It is said the amount of weapons falling total to around 100.
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5. Aegis-Xixix summons a large shield. It's main use is for defensive purposes. Being able to block physical and magical attacks while dealing blunt force damage in combat. A strange ability is that Xixix can also ride the shield like a hover board which offers him great mobility on the battlefield. The special ability of this weapon is that he can Erect a barrier around himself and allies in close proximity.
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6. Gonieg-A long steel chain with a heavy blunt instrument on the end that is shaped like the head of a dragon. Xixix has complete control of the chain and can make it take paths and directions that are physical impossible. It is more dangerous in closed spaces where he can reflect it off surfaces to increase its speed. If he captures you with the chain your energy will be drained to weaken resistance; however, this effect is slow and to drain someone at the same strength as X would require 5 minutes. The special ability of this weapon is Iron Dragon. The chain increases in mass and becomes a chained Dragon intent on decimating it’s enemies.
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7. Virtue and Vertdict-Dual arrow launchers. Great for ranged battles. The arrows are made out of concentrated mana and will last as long as Xixix has mana which favors him in most cases. Special Ability-True Spear Cannon-Shoots a concentrated arrow that is capable of traveling long distances. This attack can be launched from at least a mile away. (He can't see as far as a mile but theoretically if it was a large target, or a general area to be targeted he could shoot from that distance.) Unlike the arrows he normally shoots this arrow creates an explosion upon impact.
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8. Preix-A large scythe that was supposedly owned by a reaper (this is more or less a rumor to spook others) is summoned. This attack grants Xixix the ability to phase through solid objects although high energy based attacks can still effect him.
(Fire, lighting, light etc.)


The phasing can only last for a total of 2 seconds, and a 5 second cooldown is required before he can use it again. Also he can’t attack while phasing. The trump card of this scythe is rebirth. One time and one time only can he regenerate from a lethal blow but this is only if the attack does not automatically kill him. Furthermore, the regeneration begins 5 seconds after he activates the ability. After using this ability he can no longer phase through objects, essentially losing his ability until the next dice role.
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9. Purgatory-A unique and powerful armor that was said to belong to a strong warrior of the past. When clad in this armor all of Xixix physical skills are sharply enhanced. (Half his mana total is added to his physical stats). He is particularly resistant to dark magic in this form as well. The trump card of this armor is Overdrive. For a second stats increase (The remaining mana total is added to his physical stats) Xixix breaks his physical limit by pouring more energy into the armor. A white aura will surround his body (cosmetic effect only) as this allows for a second stats increase; however, Xixix will also suffer considerable recoil and damage from his attacks and can only maintain this form for 5 minutes. Afterward he will be sore and considerably fatigued.
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10. Castle Alexandria-When summoned the user is shackled to a chair resembling a throne and a fortress is summoned to defend and attack on the their behalf. The chair can move via mental command; however, it is fairly slow in speed. The fortress is comprised of 10 giant iron rooks. They are embedded with cannons that shoot down compressed mana/energy at the enemy and erect defensive barriers nearby. The trump card for this ability is Guardian Alexander-The Rooks will combine and transform into a giant humanoid structure that is roughly two stories tall with the user in the center which boasts great offense and defense. The physical stats are the same as the user; however, the durability is highly increased. With all else being equal this is arguably his strongest weapon. After using Alexander's final form he is unable to use mana for an extended period of time.
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HOUSE RULES
(Laws his magic is governed by)

BARRED
He cannot use weapons that are not marked with the insignia of Lady Luck's armory. Using such weapons causes him great pain to the point he has to release them immediately. The opposite holds true as well. No one else may use or manipulate the weapons in X's magical armory; however, Telekemtics and others with the power to move physical objects by any means may use them.

ALL OR NOTHING
Xixix cannot roll again until the next day. Whatever weapon is chosen by the dice is active for that entire day.

JACKPOT
If his last 3 rolls have all been the same number, he can then choose his weapon without having to roll.

General Abilites:
Physical aptitude, close combat prowress, strategic.

Weaknesses/Drawbacks:
It is a strange ability to say the least. One could argue that he could have the potential to be Ace...that is if he was able to access all of his abilities whenever he wanted. The most glaring drawback is that he can't use more than one ability at one time. Even if he has an ability that fits perfectly for the situation he is in, he only has a 1/10 chance of getting it. Second the weapons have, for the most part, one essential function. Most relying on his own natural aptitude in combat while other enemies have multiple ways to take you down. In other words his abilities are more spread out even though he has many to choose from. Moreover he has to be more strategic, creative, adaptable and skilled to bring out the best of his ability despite of its drawbacks.

GEAR: N/A

Relationships:
Will add later. Have to discuss it with the peeps!

Other:
Messy Eater-X eats pretty much everything with his hands because for some reason his magical ability has determined that spoons and forks are weapons.

The Best Bad Liar-X is a horrible liar, but he is capable of saying the most absurd things with a straight face. It almost makes you wonder if he is telling the truth.

Souless-X hasn't cried since birth.

 
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Appearance:1570467585949.jpeg1570467623372.jpeg

Name: Sirius

Age: 67 ( appearance of 19)

Gender: human-elf Male

Rank: Jack

Affiliation ( Suit, Jokers, Argossian): Spades ♠

Personality (optional) : mostly objective minded individual who aims to achieve his objectives and not return empty handed ( until he dies, wounded, or captured). He suppresses his thoughts of a happy civil life in hopes that his name would become legendary for fame and glory for thousands of years to come.
Biography:
Abilities:
3) Leadership: Passive ability that strengthens the morale, armor and damage of nearby friendly units.
4) Second Wind: Determined to not die so easily, upon being downed and defeated the first time Sirius is able to recover half health and wake up in a second wind hours later from his first defeat. It will only be reset after seeing a medic or healer to become fully healed.
6) Slayer of Kings: An active ability that deals 2x damage to the opponent + poison that for under 5 minutes kills under lvl 10, in 15 minutes can kill a royal, and in an hour or ( may not be effective) the poison would kill an ace. Used only for high target units such as 10 to Aces in assassination missions. Recharges once a battle/skirmish so cannot be used 2 times in the duration of one conflict.

Gear: stealthy hooded cloak, leather chest armor, very light chain mail underneath, leather wrist guards ( with hidden wrist knives in them), leather shin guards, face mask, Recurve bow, Falcon, Swift Horse, Black steel barbed spade arrows, Nordic sword.
 
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Image/Appearance:

572441



Alaric is scarred from the wounds that he has taken for others over the years. They cover his whole body, there are so many that they cover each other, and a few ghastly ones cover his face. Few who knew him in his early years would recognize him now, with only his abilities and the forlorn look in his eyes remain unchanged.

Name:
Alaric Westguard

Title:
The Wanderer

Age:
Appearance: 47 Age:30

Race:
Human

Sex:
Male

Personality:
Alaric is honest, he does what he says hes going to do and expects others to follow suit. Broken promises haunt him, and he does everything he can to keep his word. He's also honorable, and does his best to do what is right, but life isn't black and white, its grey, and he's made some mistakes along the way. He also tends to be self-sacrificing, with his abilities he feels like its his duty to keep those alive that he can protect from death. This has caused him immense amounts of pain, whether the person lives or dies. If they live, he experiences the pain of their tragic demise, but if they die, he blames himself. With his abilities he should be able to protect them, so why wasn't he able to. As history would have it, Alaric's control over his Life-Link ability hasn't always been as stable as it is now, and when he needed it the most, it wasn't there.

Backstory:
Alaric grew up in a small hamlet, deep in Heart territory. It was quiet there all his life, and he would have continued his simple life there, if not for his Life-Link ability. At the young age of five, Alaric's younger brother was trampled by horses. It had been an accident, the herd had gotten spooked. By what, nobody knew. But the crazy thing was, the boy was fine. Sure he was scared, but physically he was fine. Then everyone noticed the broken form of Alaric, lying beside the fence he had been perched on where he had watched the whole thing happen. He had passed out from the pain, a multitude of his bones broken. He hadn't known yet that he had the ability, he had only wanted so desperately to protect his younger brother. His parents feared for him, tried to convince him that he had been the one trampled, and for awhile he believed them.

But as the boy aged, more accidents happened to people, and more injuries happened to him. It was easy for the young boy to make the connection. At the tender age of thirteen another incident happened, his brother had been playing in the barn when it caught fire and trapped him inside. Without hesitation, Alaric dove into the flames, fighting the terrible pain and pulled his younger brother from the doomed building. His brother was again, miraculously, fine. But, Alaric had suffered yet again, his body burned beneath his clothing, and he spent many weeks in critical condition recovering. Again his parents tried to convince him that he had been the one caught in the fire, even the village was in on it now, doing what they could to convince him of the lie. He wasn't sure he believed it at the time, but everyone wanted him to believe them, so he did. It wasn't until he was seventeen that he confronted his parents about the lie they had told him. A rabid wolf had ripped through the village, and left a young girl bloodied and dying. Alaric had put the beast down but the damage was done and she didn't last through the night. Alaric had known the young girl well, they were roughly the same age, and they got along well enough. Their parents hoped they would marry, Alaric had hoped for it too. How many people in the village could have been saved if only he had known. How many people didn't have to die. But like all good parents they didn't want to see their child in pain, and they knew that the ability would only bring him pain. So out of selfishness they had hid it from him, and they told him this. Looking back, he shouldn't have raised his voice. He shouldn't have slammed the door behind him as he took off into the woods that night only to come back to a burnt out village the next day. His family was gone, his home was gone, and he hadn't been there.

Alaric's other abilities were discovered around the same time as his Life-Link ability. His parents didn't deem it necessary to hide these abilities from him because having magical abilities is normal. So they taught him how to use his other abilities, all the while drawing his attention away from his life-link ability. He wields his other abilities with deadly proficiency and believes in honorable combat and is willing to limit himself to produce a fair fight.

Its been ten years since that day now, and Alaric has been spending those years trying to make up for his mistake. He wanders the Heart territory protecting those that he can, all the while hoping that one day he will be able to forgive himself for leaving the village on that fateful night. Because of this he has been dubbed The Wanderer by those that have encountered him. Oftentimes a village will ask him to stay, they tell him that he could be happy in there quaint little town. But he cannot be happy, not yet, there are still people out there that need him.

After the attack on Atria by the Royal Flushe, Alaric went about the Heart countryside quelling terrorist attacks and looking for clues as to where the Royal Flushe had disappeared to. Albeit unsuccessful, he was able to keep the common man safe in his home while the elite of the heart army were away fighting the Argossian threat with the rest of the Suite armies. The constant fighting and protecting of the people has done nothing to slow his accelerated aging and while he continues to try to push through his limits he fears that one day he will start to decline. And, with his decline he fears he will not be able to protect those that would rely on him for protection.

Rank:
10
Affiliation:
Hearts

Abilities:
Life-Link: Can absorb damage dealt to those around him, at the cost of having said damage inflicted upon himself. Damage that would have been inflicted to said persons is instead directly transferred to Alaric. So if a person is slashed with a sword, said slash would appear on his body, though as a rank 9 a mere sword slash would do little actual damage to him. Those of a higher rank than him can dismiss his Life-Link, though he is known to take a dismissal of his powers personal, as if he uses his Life-Link ability on someone, it usually means he is ready to die for that person. A side effect of his ability is that he feels the pain from every wound as it would have been dealt to the person he protected. So if the attack would have killed someone of a lower rank, he feels the pain of dying, which, along with the toll on his body, has lead to his increased aging.

Mutated Life-Link: A weaponized version of his Life-Link ability. Damage dealt to himself is reflected onto others. Does not currently have the ability to do so and will require an RP reason for said mutation.

Increased Durability: Alaric is tougher than most at his rank, being able to take more hits than other rank 10's, though some might attest this to his constant use of his Life-Link ability, which has left his body broken on multiple occasions throughout his life.

Weapon Summoning & Manipulation: Alaric can summon a multitude of weapons to his person, anything he understands is fair game. Along with the summoning he can manipulate four additional weapons perfectly, adding additional weapons over four causes him to lose precision and control over said weapons. He wields the additional weapons from a distance as if held. Alaric loses control over the weapons once they travel five meters from his body, but remain up to five minutes after leaving his control, allowing him to telepathically throw weapons across the battlefield. Alaric tends to favor a sword and shield in his hands and four long swords in the air as he sees it as his most noble set of armaments though he isn't inflexible in his weapon choices though and will pick what suits the situation.

Gravity: Having recently come into this magic over the past 3 years, Alaric has taken to training it above honing his other magics. With a touch Alaric can increase or decrease the effect of gravity upon a person or object. He has taken to using this to immobilize those who he wishes to capture to interrogate later by increasing gravity on them or blasting opponents away by decreasing the effect of gravity on them while striking them. The effect only lasts as long as he remains in contact with the object or individual he is affecting.

Gear:
Wields a long sword etched in runes, the runes describe the history of the blades owner and are magically enchanted to add to the story as his life goes on.

Relationships:
Alaric thinks little of the nobility and current Ace as he has spent little time with them during his travels, though he will heed the call if asked to serve.

Other:
Heterosexual
 
Appearance:
68615051e16a08ffff2024ea068d06e3.jpg



Name:
Cassius Bellarmont


Title:
Captain of the Palace Guard and Master Sergeant in the Heart army.



Age:
24


Race:
Human


Sex:
Male


Personality:
Youthful, Energetic, Naive, and with a permanent, genuine smile on his features, Cassius can best be described as an enthusiastic young man, eager to take in all life has to offer and then some more. He has a very adventurous side, and this often shows as he takes not the safest or most direct route to a problem, but instead opts for the riskier route, if only for being more exciting. Additionally, he has an extreme curiosity and often experiments with both his magic and the occasional piece of tech that he happens by. Despite his life as a soldier, guard, and Joker, he is a truly compassionate and kind-hearted man, and the only traits that drive him to occasional violence are his ideals... Or his friends.

Backstory:
Cassius was born into the Bellarmont family, a rather prestigious and rich family, renowned for having supplied the Kingdom of Hearts with elite soldiers for the past dozen generations. Being the fourth son, Cassius had no real claim to the land or the riches of his family. The life that awaited him was the drab life of a soldier. And while he showed extreme promise in his combat prowess and training regiments, his heart really wasn't in it: He witnessed the suffering of the weak all around him, and he saw how much this militaristic caste system was costing the realm, a realm that was constantly threatened by the Argossians. He wanted to be out there, where he could do some good: Not locked up in some keep fighting petty civil wars between the Kingdoms!

Cass heard about the jokers and very soon found himself wholly supportive of their cause: However, any and all attempts he made to trace a Joker and have him initiate him into the organization failed miserably. This search of his was cut short upon his promotion as Queensguard, since he could no longer so freely move about the Cities. Thankfully, his job turned out to be not as dull as he had originally thought, for the Queen of hearts herself saw promise in Cass and his affinity with Dysidia, and they have been spending much time together, with her teaching him how to improve his runes with this dark element. Try to hide it as he may, he can't lie to himself: He has found himself thinking of Queen Guineverre far more often than he'd care to admit. Now, he fights for a new cause: His Queen, though he is still very supportive of the Ideals preached by the Jokers

Rank:
10


Affiliation:
Fiercely loyal to the Queen of Hearts, and a secret member of the Jokers

Abilities:
Cassius was trained as a "Slayer", a fighter specifically trained to adapt his fighting style to whatever would best allow him to defeat his foes. To this end he has trained extensively with daggers and rapiers, and has reached the pinnacle of Non-superhuman speed. He also possesses great stamina and endurance, deceivingly good strength, and is a prodigy at stealth and sleight of hand. Finnally, he has a very keen strategic mind that allows him to accurately predict the opponent's actions and act accordingly. All of these traits were obviously amped up as he climbed through the ranks. His magic style also revolves around this principle: Instead of relying on a couple of powerful moves, he instead made sure to have a versatile selction of decent cards at his disposal, so as to allow him to apply many different strategies.

His magic is very unique in that it revolves around him summoning razor-edged playing cards, which he then telekinettically throws at opponents. The cards themselves are magically enhanced, much stronger than their nonmagical counterparts and fly at greater speeds than if thrown with just force. The cards can be empowered with runes markings in order to empower them, and certain combinations of cards empower their effects even harder. During the three years of training and combat experience, All of the base cards have been empowered, and he has acquired many more rune designs. Some examples are(although he is not limited to these):

3-card: For a short while, Cassius can fire 3 cards in a very short span amount of time. The cards can be fired in a straight line or in an arc.
4-card: For a short amount of time, Cassius can arc or ricochet his cards off of surfaces. There are limits to the possible arc. The damage of the cards is also increased.
5-Card: A few of Cassius's card become empowered. The empowered cards fly somewhat slower but cause explosions similar to large shaped charges upon impact or on a timer. The ones on a timer cause more damage relative to how long said timer was.
Minor Read: This enchantment affects a single card, dropped on the ground or attached to a surface. The card immediately gains the same coloration as the surface it is on, meaning. When someone walks nearby, The card silently activates, warning Cassius of his exact location and position for as long as he's in range and for a few seconds afterwards.
Parry: A very durable shield surrounds him, but for a very brief period of time. If he manages to succesfully block an attack with it, some of his attributes get empowered for a while
"Warlord's due" Card: This card is instead thrown in an area. A small apparition of a skull surrounds it, so as to distinguish it from his other setup-based cards. It absorbs the life force and mana of enemies that get injured or die within it's radius. Cass can recall it at any time to absorb the energy it has collected, gaining the sum as either mana, a buff, or health. If the Leech card is fully gorged it will automatically be recalled, giving him some bonus mana/ health on top of what it would already give him. Since this is a Dysidia card, he doesn't use it very often. He commonly refers to it as "Leech"
"The Queen's reach" Card: This card enables him to teleport to it after a brief delay. He can choose to keep his momentum at the end of the teleport. To distinguish it from his other setup-based cards, this one continuously spins in place. He usually just calls it "tele-card".

Gear:
The Stacked Deck: A magically replenishing deck of cards, a bizarre item that he came upon while traveling . Most of his power comes from it, and that is why it has several runes to protect and conceal it. It's most notable and powerful property is it's capacity to "understand" any magic it comes across, eventually giving Cass an accurate rundown of the abilities of the individual studied. He may then incorporate these abilities into a card, creating either a perfect replication of the ability for personal use, or, more often than not, a variant card based on that ability's theme. As with all his items, the concealements and barriers are now even stronger on it, and destroying it while he's alive is now a task very few can achieve.

A pair of finely-crafted daggers, to be used in Melee range. They are enchanted to be somewhat stronger than regular blades. As with all his items, his promotions have also empowered them, and they now also possess enchantments that link them to his cards

Bellarmont's Legacy: Minor Family heirloom, given to all sons upon completion of their training. Slightly boosts agility and strength and moderately boosts Stamina and Stamina regeneration

Relationships:
Guineverre, the Queen of Hearts- Cass cannot deny that he is head-over-heels in love with the Queen. He is more than willing to lay down his life for her and she is the primary reason he is still a Heart. Her duties and his prevent them from spending too much time together, but he tries to make the most out of it at any given time. Is currently under the illusion that the Queen loves him as much as he loves her, and it would be best for his sanity if it were to remain that way.

Chesh, the King of Hearts- Admittedly, when the shadow-fox-demon won the tournament, Cass was seriously considering trying to undermine her authority. She was paranoid, secretive, a schemer, had defeated an honorable man he had thought perfect for the position, and dishonorably discharged his cousin. However, her impressive self-sacrifice during the war with the Argossians and her actions as a whole have made him more amiable towards her. Since he's her runner, they've spent a good amount of time together, and he likes to think they're friends, although it is unlikely the King shares the sentiment. He's still a little scared of her, but he obviously will not admit it.

Zephyr Terwilliger, Jack of Hearts- Cass respects the Jack's kindness and well-mannered nature. As they often do Joker missions together, he considers him a brother-in-arms.


Other:
He stands at a decent 6"2

Often likes to fidget and practice his sleight of hand with coins, cards or daggers when idle or thinking.

Has a habit of losing his train of thought with ease.

Is actually quite skilled at playing the Lute, and also a good singer.

When on Joker missions, he uses the nickname Harlequin.
 
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[div class=fyuriwrapper][div class=topper][div class=charactername]Queen of Diamonds
Syrakusa[/div][/div][div class=wrappertwo]
[div class=left][div class=faceclaim]
[/div][div class=textarea][div class=subheader]General[/div]

Name: Syrakusa

Age: 27

Race: Human

Gender: Female

Rank: Queen of Diamonds

Affiliations:
Quadrumvirate Council of Diamonds ♦
Coalition of the Four Suits ♦♥♠♣

Physical Appearances:
Syrakusa is a slender, average-height lady of her age, who fairs a pale complexion that glows pinkishly during hot or wintry seasons. She possesses long, silver-gray hair that is usually fashioned by a pair of twin-tails, accompanied by her nonchalant crimson eyes. Syrakusa is usually seen in her traditional two-tone Venelian dress with frills, ribbons and white pantyhose. Her outfit emphasizes an ample amount of cleavage.

Other notable features include a diamond-shaped tattoo upon Syrakusa's back, and a distinctive cherry aroma when approaching her.

[div class=subheader]Personality[/div]
Hm8uEnw.png
Syrakusa is a generally courteous personnel of interest, whose tranquil facade conceals her inner thoughts. At times, Syrakusa may riddle others, or recite poetry for her own entertainment. While she is not exactly a distant, cold-shoulder type of person, her aloof visage can be intimidating to some at times - deeming her as a non-approachable lady. While her non-conforming expressions keep others at bay, Syra is a generally amiable person, whose well-spoken words weaves with purpose.

Syra believes in an individual's ordained rights. As such, she perceives those around her with respect and caution. While this makes her a somewhat rigid figure, it solidifies her ideal state of mind - to never take things for what they appear on the surface. Despite this, Syra possesses a certain soft spot for minor details that brings her joy - botany. Accompanied by her elegant conducts towards her peers, the graceful doll prefers to execute her schemes subtly with purpose, rather than diving head straight into a situation. While Syra is subtle with her words, she is an unrelenting lady with her disciplinary attitude and firm aspirations.

While it is rare to see Syra angered, there are cases that will prompt her to display erratic emotions while under duress. She also retains a certain possessive personality, of which is driven by her personal insecurities when they are addressed.

[div class=subheader]Backstory[/div]
eP5ixGa.jpg
A contender for the Rank of Queen of Diamonds, Syrakusa led a mostly gray life behind the curtains, at least, before the fall of the late Queen. While no stranger to a life of politics, Syrakusa have yet to solidify her new position ever since her ascendancy. An orphan of a bygone tragedy, Syrakusa hailed from the small province of Venelia, relying on herself for most of her life. As time went on, this would harden her resolve to pursue a multitude of professions pertaining to scholarly work and communal affairs within the Kingdom.

During her teenage years, Syra had taken upon herself a series of jobs that would eventually set her on the path to become a civil servant. Spending some time at the Venelian Institute of Civil Service, Syrakusa earned a name for herself when she wrote and discoursed several reforms and state policies. However, as the war was brought to the shores of her homeland, the scholarly lady faded into the chaos that followed. While her mysterious disappearance remains a mystery until this day, rumors has it that Syrakusa's awakened abilities coincided with this period.

Syrakusa's name resurfaced some time during the ongoing conflict, where she now became a Diamond mage. The young Venelian talents for metallic conjuration quickly gained the attention of Arimand, of whom the had offered Syra a place in the kingdom's research and development branch. It was here, that Syrakusa drew knowledge from their concurrent researches on Argossian technologies, furthering her capabilities as a mage.

When the late Queen of Diamonds fell, Syrakusa would take it upon herself to secure the position, having spent her time gathering support as a civil servant, all the while proving herself on the field against others vying for the same position. Utilizing her established connections and deeds, Syrakusa is keen on bringing peace and order to her Kingdom, no matter the cost. Having seen her brethren's suffering during the war, Syrakusa's resolve only furthered. As ardent as she was patriotic, Syrakusa believes in the Four Suits' common cause, and have little to no ambitions regarding the other realm's affairs. While this is the case, she will neither relinquish nor dismantle her kingdom's liberties to unjust initiatives.

[div class=subheader]Abilities/Gears[/div]

Abilities Sub-Stats / Rankings: 1400/600

Abilities:
[Bastion of Brittle Refraction]
Syrakusa deploys a series of crystal-clear, diamond-like, orbiting shields around her that absorbs incoming attacks. While formidable against small-arms and medium encounters, the shields' integrity will wear away under sustained attack. When a shield shatters, it will unleash a hail of concentrated shrapnel that is reciprocal of the damage absorbed. The more damage it absorbs, the more potent the detonation. As such, this ability is considered both offensive and defensive.

[Iron Maiden]
Syrakusa is able to conjure or manipulate metal in general. This feat is accomplished by direct contact with a metallic object for maximum efficiency, or simply being within a certain radius where she is able to draw power from anything metallic. Applications of Iron Maiden includes, but are not limited to: projectiles, armament constructs, transmutation, magnetism, granular formation, or conjuring a familiar made of metal.

[Second Sun]
Syra is able to craft an enchanted crystal that acts as a energy-surged grenade when deployed. This grenade radiates a strong electromagnetic pulse that is able to fry and decommission most electronics within a certain radius, as well as emitting a blinding light that can disorient most individuals within the blast radius.

[Wildcard Pair]
A contract is formed between Syra and a Suit of any Kingdom. This ability allows Syrakusa to enhance her partner's ability and is able to mutate an ability randomly (notably an additional affinity to their existing abilities, elemental immunity, minor buffs, ability fusion, or simply magnifying it - to be determined by GM). This ability also gives Syrakusa's partner access to her mana reserve, furthering the magnitude of their abilities. However, both Syrakusa and her partner shares the same effects when one is wounded, and must remain within 200 meters in respect to one another for maximum effectiveness. This ability is applicable for any of the Four Suits' ranks.

Gears / Equipment:
1. Forsythia Rossa
A book that compiles select poetry and plays. While on the surface it is just a compilation of pages, the book is embedded with a loremaster's enchantment. The pages may absorb and keep any bound items as inventory within the book. This allows Syrakusa to take inventory certain bound objects or practice discretion with ease. As a mana-woven gear, the book is soul-bound to Syra, and may be conjured up at her command.

2. Silver Ribbon
An enchanted ribbon wrapped around her wrist that can be deployed as a malleable and sturdy whip. Used in conjunction with her Iron Maiden ability for offensive movements.

3. Ballistic Parasol
Reversed-engineered Argossian bolt-action carbine in the form of a compact parasol. Used in relation with Iron Maiden skill to produce ammunition for personal ranged combat.

4. Venelian Mana Dress
Woven with magic and other enchanted fabrics, Syrakusa's dress is an elegantly fashioned body armor that can withstand most close-encounter attacks or small-arms fire. A specialized armor-piercing round, however, will be able to punch through her dress with ease.

uhJzv4g.jpg

[div class=subheader]Relationships[/div]
(open for interactions / backstory collab, DM me if you're interested!)

William Rundell Haus Code (Ace of Diamonds):
Syrakusa holds a certain resolute respect for William, of whom had offered the prior certain wisdom and experience. Aside from the politics of the court, Syrakusa views William as a very acute person, albeit very strict personnel of interest. Despite this, their times spent together have had a firm impact on Syra's intrigues, all the while refining her abilities in combat. Outside of court, Syra often invites William and Arimand for tea and respite, as they partake in the realm's affairs.

Arimand Argus Dornwell (King of Diamonds):
From her early days as a mage to her current state as the Queen of Diamonds, Arimand has always been there. Syra looks up to Arimand as her mentor and respects him as a competent ally on the battlefield. At times, they would dwell in research and training with one another, paving ways to synchronize their abilities - particularly Syra's "Iron Maiden" and Arimand's "Metal Shaping". The two are responsible for the formation of auxiliary fighting automatons and other amalgamation of their shared abilities. All in all, Arimand and Syrakusa's relations are amiable for most, albeit strictly formal as members of the Quadrumvirate of Diamonds.

○ Declan Sarmiento (Operative Confidant):
When Syra fell into the ploys of conservative nobles that sought to discredit her popularity in the political spectrum, Declan was one of the few notable individuals that brought about her return to the stage of the kingdom's limelight and eventual rise as a mage. For a time, Declan was her eyes and ears, and in return for his particular set of skills, the man was given shelter by Syra. A mutual understanding between the two was established ever since. Declan is currently remaining in her service as a shadow operative who dwells in advanced espionage, field surveillance and high-risk stealth operations. In addition to this, Declan's telepathic ability is also a factor of their association. His identity and operational integrity are maintained and covered by Syrakusa.




[div class=subheader]Extras[/div]
Syrakusa is fanatically devoted to sweet pastries and confections. A very passionate sweet-toothed figure.

Syrakusa's parasol was designed and crafted by Arimand and herself, a byproduct of their attempts to study and reverse-engineer Argossian technologies.

[div class=subheader]Theme[/div]




[/div][/div] [/div][/div][div class=fyuricredit]code/design by @Fyuri[/div]
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Done (Still subject to edits cause thats just the kinda man I am)

Appearance:
B1FFAEE8-D83C-4B81-BF5E-476E3841A159.jpeg
Name: Typhus Vont
Age: 22
Gender: Male
Rank: 10
Affiliation ( Suit, Jokers, Argossian): Diamond (Himself)

Personality (optional {how is this optional}) : Typhus is a man obsessed with obtaining the most powerful artifacts and creatures. He cares not for who it is that stands against him, if someone attempts to stop him in his pursuit of power he will attempt to cut them down regardless of who they are. Now he isn't mad in his pursuit of power, he doesn't chase it blindly. He is very aware that there are individuals with the power to stop him if they feel reason to interfere in his affairs. So he attempts to keep a low profile, but when his goal comes into view he tends to take rash and dangerous risks to obtain his goal. Because only through power will people want him again. Only through absolute power will nobody betray him again.

Biography: Typhus was born with the ability to see the magical essence of magical beings and items, allowing him to follow these trails to the source. After he told his parents of his ability they quickly put it to use, having him tell which magical items were fraudulent when heading to the marketplace. For his parents were traders, and while it might sound like they had used him to keep merchants honest it was quiet the opposite. They used him to stage cons and sell fake merchandise at exorbitant prices while pocketing the genuine items for pennies. But a child, he watched his parents use him for little more than their con, and continued to watch as they gained status and wealth. Because of the way his parents treated him, he began to associate worth with power. His parents only played with him because he was powerful enough to make them money. So he honed his power to the extreme, devoting all his free time to it. The con could not last though, and finally the authorities came knocking. His parents were taken away and he was deposited in an orphanage. His parents had been taken away because he wasn't powerful enough. This is what he believed. His inherent magic power was made public by the orphanage, but the story of his upbringing and what had happened with his parents along with his temperament kept any interested in adopting him away.

All but one.

The man he would only know as Master, after hearing about his power, came from across the country to adopt him. The man was not looking to become a parent, but was instead a very powerful summoner who specialized in magical beasts. And again Typhus was taken in by someone who only wished to use him for his power. When they arrived at the Master's dwellings he made Typhus a deal. In exchange for his services in tracking magical beasts and artifacts, the Master would house, feed, and teach him the ways of the summoner. Typhus accepted. He had worth again, someone recognized his power and wanted him, and they were willing to make him stronger. So the pair would go on outing across the land, taking to treacherous jungles and cavernous ruins in search of summons and magic items to enhance the strength of the Master. For the Master had one goal, and it was to become a royal. While out on these excursions, Typhus would study and practice the lessons the Master had taught him without rest in an attempt to become more useful to the Master.

At the age of sixteen Typhus had grown his magics far surpass what the Master had expected, having surpassed the Master but the year prior. That and their were now three apprentices. Lucas and Remi were the other two. Of similar age to Typhus but nowhere near as skilled, he had trouble connecting with them. Typhus just couldn't understand why the Master kept them around when he had Typhus. Together they his equal, and since he had recently surpassed the Master, the Master need only rely on him. Typhus would give the Master the royal position he wanted. He would get it because he was powerful, and because he was powerful the Master would pay him attention and care for him.

But it wasn't meant to be. Having just returned from a solo excursion to obtain the Spear of Siphoning to further boost his power, he stumbled upon a secret meeting between the Master and the other apprentices. The Master was speaking horrible lies about him, how he was planning to steal the Master's plan of becoming a royal. How Typhus had used the Master solely for his own ambitions and would surely kill the Master to ensure he would have no trouble when fighting for a Royal position. And because of how Typhus had been with the other apprentices, they believed the Master. The three made a plan, as it was the only one that stood to survive a battle between the four was the Master or Typhus. So they would head off to do extensive training without Typhus, and devise a trap to catch and kill him, similarly to the way they caught magical beasts.

Typhus was destroyed, after everything he had done to show the Master his worth, he was being cast aside. Even worse, the Master wanted to kill him. So all he could do was kill him first. Summoning the Deathclaw Scorpion he had caught in secret for the Master, he gave it a target and let it go to work. That night the Master was stung, but only the Master. He had caught the scorpion to ensure the Master's ascension to Royal, it was supposed to be a surprise. What a surprise the apprentices would find when the venom reached its climax. But that was many months away, and the Master was a powerful mage. So while the venom slowly took hold, the apprentices trained while Typhus returned to the ruin he had obtained the Spear of Siphoning. For within its ruins there was a dark knowledge that had been hidden from the world. Upon first finding it he had ignored it because the Master had spoke about how 'dysidia' magics were dark and shouldn't be played with. But the Master had betrayed him and the walls told of a powerful magic that could infect and weaken, spreading between individuals and killing indiscriminately. A plague to be unleashed. So while he waited for the Master to pass, he studied and trained this new magic within the confines of the ruins.

Finally the day came, they had all returned to the Masters dwelling the week before and they had prepared the morning meal like they had done a hundred times. But this time would be different, for the Master had not woken. Then Remi came running back into the kitchen in tears, mentioning how the Master seemed to have passed in his sleep. It was Lucas who seemed to realize what had happened first. But it was already too late, the floor was swirling with a noxious fog filled with a plague far deadlier than any magic either of the two young mages had at their disposal. With a laugh the room filled and Typhus watched as the two young apprentices were brought to their knees in a fit of coughing, their skin breaking out in pustules and their vomit flaked with blood as their bodies were riddled with disease. Through the fog Typhus searched the house for anything of value before walking out the front door.

Afterwards Typhus continued to pursue power above all else. He would continue to grow his magic's until he reached a place where nobody was his equal, and everyone wanted him. Everyone would have need for his strength then. Nobody would want to cast him aside or throw him away.

Abilities: Magical Beast Capture/Summoning: Typhus can capture the magical creatures in magical soul stones that he keeps on his person. Depending on the strength of the beast, he will have to weaken or trap it physically before casting the Capture spell. Once captured he can summon the beasts to fight with him in battle. Currently limited to summons up to his rank, with the rank of the beast correlating to the amount of summons he can field at one time.

3 Headed Pit Viper x2
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A favorite of Typhus's many pets, he prizes the rare magical viper for its paralyzing venom that it inflicts with its three heads. It lengths only five feet, being similar in size and behavior to normal snakes of it's size. It's strikes are lightning quick, and Typhus enjoys fighting with it coiled around the length of his spear, so as to inflict paralyzing venom and mana draining wounds with deadly efficiency. Having obtained one from his masters collection of beasts after his master passed, he quickly became fascinated with its powerful venom. Upon stumbling upon its magical essence while exploring a lost ruin, he had to track it down and add another to his collection.

3 Clawed Raven
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A valuable summon of Typhus's although it carries no combat potential. A know-er of all languages, the 3 Clawed Raven is instead used to confer messages and translate lost languages Typhus comes across in ruins. Thought to have been his first summon, he obtained it from his master as gift upon completing his training. While he thought little of the man who trained him in the ways of beast summoning, he cherishes the Raven for its many practical applications.

Deathclaw Scorpion
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Arguable the least used summon in his arsenal, the Deathclaw Scorpion is used for assassination purposes only. Able to accurately track its target across a bustling city, it can operate independently from Typhus after receiving its target. It's venom is slower than would be expected from a tool used to assassinate powerful figures, taking months to kill its target. But it kills silently, slowly spreading throughout the inflicted's body without any outward signs that anything was amiss. Finally after the venom has worked its way into every part of the victims body, it kills them. Silently and painlessly, as if they went in there sleep. The first summon he every obtained, he obtained it in secret and only ever used it once to silently remove his master to help solidify himself as one of the most powerful summoners in the land.

Dromaeolupus x4
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Of middling strength, Typhus prizes the Dromaeolupus for pack mentality and high intellect. Always summoned in at least a pair, they use their intellect to herd prey into a killbox to be easily disposed of with minimal risk to themselves. Though typically only used to restrict his opponents movements, Typhus has found out very personally that the Dromaeolupus can use its back Sickle claws to deadly effect, having been caught off guard and wounded while tracking them when he originally captured them. Luckily he had prepared his gravity formation beforehand and with the scent of blood to draw them in, lured them into the formation for an easy capture.

Leogriff
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The King of his collection, the almighty Leogriff excels in its size, speed, and power. Large enough to seat two riders comfortable, and able to destroy a building with a swipe of its massive clawed paw, it is currently his most powerful and destructive summon. But with its strength comes a drain to his mana that Typhus rarely likes to experience, putting him in a weakened state where summoning anything else could push him beyond his current limits and damage himself. Capturing the Leogriff was no easy task, and admittedly a cruel and underhanded tactic, Typhus resorted to infecting the beast with a multitude of potent diseases after paralyzing it with his 3 Headed Viper. After inflicting both of these effects in tandem, Typhus tracked the beast from a safe distance and waited for it to weaken from its ailments enough to be captured.

Magical Tracking: Bits and pieces of magical essence leave a trail that Typhus can follow. It appears to him as a floating trail of magical essence that he can see and interact with. Having honed this ability to track magical beasts and items through treacherous terrain and ruins, Typhus can track specific peoples magical signatures through crowded cities. Though he finds this use of his magic as a waste as most people don't interest him enough to warrant tracking them. Being his first magic, he has honed it over his entire life. Able to track long dead trails many would have given up on. He has developed it to this extent for the sheer purpose of hunting down those magical beasts that have secluded themselves from the world over the years and are not laying any fresh trails to follow.

Plague-bearer: Typhus can cast a smog of dysidia magic that infects those that inhale it with a multitude of debilitating illnesses, these illnesses are fast acting and are meant to quickly weaken the target until death. He can also with a touch infuse dysidia magic into the body to cause a more direct and individual disease attack that is more potent and debilitating. In both cases, the diseases spread throughout the body rapidly, infecting every part in a short period of time. Typhus can also choose as to what type of illnesses are present in his magic when cast, though he typically throws them all at his opponent, finding little reason to be so picky with how he kills his targets.

Gear: Spear of Syphoning - A mana siphoning spear that sucks the mana from those cut by it. The mana is then transferred to the wielder, replenishing there mana reserves and restoring their strength. Was found in a deep ruin underground, the same ruin he learned his dysidia magic from.

A bag of dice - A bag of seemingly normal dice, but when laid out in a formation create a surprisingly strong gravity field used to trap beings in place. Used against many stronger beasts that were too much for him to handle, Typhus has never used it on a person for he has never seen the need to trap people. The formation requires prep beforehand to setup and cannot be used in the middle of combat.

A bag of soul stones - A bag of empty soul stones of varying purity, used in the capture and summoning of magical beasts.
 
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Appearance:
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(1.90 m tall male human, slender, black hair, brown eyes,

Wears long, blue, formal robes)


Name:

Arimand Argus Dornwell

„The cold“

„The calculating“

„The Iron Heart“


Age: 36


Gender: male


Rank: King of Diamonds


Affiliation ( Suit, Jokers, Argossian): Suit, Diamonds


Personality:

Cold, calculated, arrogant, annoyed, distant, intelligent and analytical
Arimand is not good at smalltalk, as he likes to speak formally all the time. He does not have a great interest in romantic relationships, as he views them as a weakness.

He respects people with power and intellect, as long as they are using it responsively.


Biography:

Raised in a noble household by kind and loving parents, it was discovered early on that Arimand was a genius. He learned and understood things faster than anybody else, only accelerated as his first magic ability manifested itself: Advanced Analysis. Using his intellect and his ability, he completed standard education and economical studies at a very young age and in record time.

His Metalshaping magic was discovered not long after his first ability. One day he and his 10 years younger sister innocently played with their abilities. Throwing molten metal balls around, Arimand accidentally hit a servant in the face with it, severely burning and scarring the man. After that day, Arimand would only use this ability alone and only to make golems and other constructs, never again wanting to hurt someone with it.

After some time studying various subjects in his personal library, Arimand began his military training. He hired several private tutors allowing him to complete his military degree two years earlier than required. When he had his military degree, he joined the army as a military advisor, planning and overseeing various battles over the years. He was mocked in the beginning, due to his lack of offensive spells. But they quickly learned to respect him when his tactics demolished all opponents. In particularly nasty cases of disrespect, Bob would step in, "discouraging" anyone from messing with Arimand.


In the first year of the Argossian invasion, he visited his family, who were now residing in the eastern part of the kingdom. Arimand wanted to check if they were ok, and how badly the invasion really was. It was during his visit, that the Argossian army attacked the city brutally. He first saw his mother, then his father and lastly his sister getting butchered in front of him. He only survived because Bob dragged him into safety and out of the city. He blames himself to this day for not being strong enough to protect his family and memories of them dying are haunting his dreams.

It was this event that triggered Arimands fear of his offensive spells to be overcome by rage. He then began training as a military caster, quickly mastering his newfound spells and rising through the ranks. After Syrakusa joined the Diamond casters, she quickly gained the interest of Arimand. He was impressed by her potential, her ability to manipulate metal and she reminded him of his sister. Arimand offered his help in improving her abilities, and when he became King she joined the kingdom's research and development branch, by his request. When Arimand recruited his own, personal research team, she was the first member.

As a caster, Arimand slowly saw his Kingdom turned to ash around him. He witnessed command utterly fail to protect his people and he saw Diamonds join the Jokers, turning their backs on their homeland. Witnessing these things only increased his ambition to become King. He is completely convinced that if he would have been the King at the start of the Invasion, his Kingdom wouldn't have been destroyed. That is also the reason why he blames himself for the fall of his Kingdom.

When the old King fell, he joined the tournament as one of the only remaining Diamond 10s. There he demonstrated not only his expertise in magic, but also his tactical mind, resulting in him utterly dominating every battle and claiming the position of King for himself.


Arimand has had a hate for Argossian Technology, because he could not understand it and because it's the reason they're losing the war. He is now researching it, as he wants to use their own technology against them.

At the start of the war, after his family died, Arimand quickly moved his personal library and wealth into safety, always moving with him.


Abilities:

Sub-stats: Magical 2500 / Physical 400

Metalshaping:

Metalmanipulation and control. In order for him to manipulate metal, Arimand first needs to melt it.
He does this by focusing on any amount of metal for milliseconds, seconds or minutes (depending on the metal and the amount), exponentially heating up the metal and putting it under his control. This is quite painful for any opponent with metallic weapons or armor, but the molten metal can't harm Arimand in any way. Once the metal is molten, he can manipulate it with his thoughts.

He uses the ability to melt weapons of opponents, rendering them useless, melting vehicles, construction of defenses, conjuring of (sharpened) weapons, throwing molten metal and many more things.
Perhaps most importantly, he uses it to construct metal constructs, preferably by hand. These will then be equipped with weapons and “awakened” with his other magical ability.


Advanced analysis (magical):

If active, he can understand and apply any information given to him almost instantaneously. This allows him to analyze tactics and learn new knowledge insanely fast.

If he touches another willing person, he can transfer an idea/concept/thought to them, but doing so causes headaches, which are stronger, the more information he transfers.

He uses this ability to “implant” metallic constructs with basic intelligence, as well as part of his (sword)fighting skills. They can then operate completely autonomous and independent, as long as orders are given, on a level with their intelligence. Granting a construct the ability to talk can take hours, while enchanting basic intelligence, skills, and orders can take seconds.


Expert Swordfighting:

Nothing magical about it. He learnt expert sword-fighting skills during his military training and in combat.


Gear:

Armor of protection:
A piece of magical armor he wears underneath his robes. Upon sensing danger/incoming attack the armor automatically conjures a magical bubble-shield around him, protecting him. The shield is relatively strong and needs some time recharging once it has been burst.


Staff of diamonds:
A long, silver focussing staff. On its tip is a small blue diamond embedded. Allows Arimand to concentrate his “Metalshaping” ability on a specific point, increasing the range but limiting its radius.

Heat-resistant robes:
Blue robes, that don't incinerate when he is surrounded by molten metal.


Iron Sword:
It's a sword made entirely out of metal. Arimand uses it mostly to block attacks or to throw it at people in the form of molten metal (for a pleasant surprise).


Relationships:

Bob:
His first animated golem, reprogrammed and modified over the years. His best friend and always by his side. Arimand cares deeply about him, but never openly mentions it.

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Syrakusa (Queen of Diamonds): Arimand acts as a mentor and helps her study and train her abilities. They like to have study sessions together, analyzing Argossian technologie and assisting each other in combat. Although their relationship is strictly formal, Arimand reflects parts of his sister onto her and tries to spend as much time as possible together over fear of losing her.

Their biggest synergy is Syrakusa's ability "Iron Maiden" and Arimand's ability "Metalshaping". Together they are always experimenting on new ways of using these abilities, testing combinations and building a golem army.


Macdolas (Jack of Diamonds):

Recognizing his incredible skills in mathematics, Arimand invited him into his personal research team, which he gladly accepted.


Personal research team:

Cobalt Kastabant (Rank 7): sad, depressed, bored, has nowhere else to be

How Ari recruited him: Arimand met him in his economical studies and they recognized each other's intellect and became friends. After their studies were done, they parted ways. After Arimand became King, he sought him out, only to find him broken by the war. Nevertheless, Cobalt joined his research team.
Known abilities: counter-scry (lets him know if people are scrying him/his surroundings and then allows him to change what they observe), basic earth control, super-genius


Lysandra Rikaltus (Rank 8): fairly famous artist, considers science a form of art, is rich (noble family), refuses payment and personally invests in this, here because of inspiration

How Ari recruited her: The two had a small friendship when they were young, but as they grew older, they lost touch. Arimand remembered her while he visited an art museum and subsequently requested her aid in research. Lysandra was delighted to see Arimand after all these years and joined to study this unique opportunity for creative inspiration
Known ability: moving art (If she paints something, she can animate it with her magic. These animated pictures behave as they would in the real world. This allows for special studies of all kinds, e.g. behavior of long lost things), whispers of nature (can communicate with plants as if they were living creatures)
Unknown ability: Dreamer (A magical ability that lets her control her dreams and the dreams of others. She doesn't know that she can do that)


Garland Wintergreen (Rank 8): "translator", translates the unreadable and ununderstandable stuff/notes of the team into official reports and documents (Ari helps)

How Ari recruited him: In the army the two always had an uneasy relationship. But Arimand knows, what he is capable of and despite their differences, he still recruited Garland into his team
Known ability: Short-range telepath (he can connect the minds of up to 10 people in his near vicinity, allowing them to communicate with one another)
Unknown ability: dark energy close-range blast (He learns Dysidia magic in secret and knows how to use it in a destructive blast)


Sylvain Verdigris (Rank 5): calm, wise, humorous

How Ari recruited him: formerly of one Arimands private tutors, he was now hired by Ari to assist with his massive knowledge about nature
Known ability: natures protection (a small heal spell, touch range), natural sciences expert
Unknown ability: affinity for air-magic (hasn't discovered it yet)
 
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Name: Marillys ( mah-rill-yee-uhs ) Argossia

Sex: Male

Race: Homunculus

Age: 24

Title: Iron Fist of the Empire

Rank: Captain

Kingdom: Argossian Empire

Sub-Ranking: 1000 Magic / 3000 Physical - 4000 Total

Backstory: Redacted

==== Log 721 ==== ?? \ ?? \ ??

Following his defeat at the hands of the Ace of Spades, in Parma, subject went missing in action. It appears the subject removed his tracker and went AWOL. Upon recovery of the subject, it appears as if the subject managed to learn magic through some unknown means. We will keep an eye on the subject, but it still appears he is loyal to the Empire, so the psychological team deemed that termination will not be necessary.

Personality: Redacted

Abilities:

  • Homunculus Characteristics: Marillys, being a Homunculus, comes with the distinct quality of being naturally stronger, faster, and more agile than any human could ever dream to be. This strength even eclipses some of the strongest mages with their magic augmenting their physical capabilities.
    • Superhuman Strength: Marillys has been on record for lifting incredibly heavy objects, and his striking strength is enough to break through walls in buildings with a single punch.
    • Superhuman Speed: Marillys is capable at keeping up and surpassing a horse running at full speed and has shown to be able to run at that speed for many miles.
    • Superhuman Endurance/Regeneration: He is able to tank hits and strikes that would normally incapacitate or kill a normal human. Non-fatal injuries he receives can be recovered with enough time.
    • Superhuman Perception: Marillys's Homunculus origins allow him to react at similar speeds to the Diamond Ace.
  • Master Marksman
  • Master Swordsman
  • Counter Magic - A spell that if it is activated with the right timing, parries any incoming attack, whether its physical or magical, and reflects it back at its user.

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Gear:

Anti-Magic Uniform - Argossian Science along with a twisted understanding of magic come together with the design of this uniform designed only for Marillys. It is the one of the few magical items he uses and for good reason, it uses cloth woven with a metallic lining that makes it very resistant to physical attacks, and on top of that magical attacks from anyone below the rank of 10 do not affect its user, according to Argossian research. Only a few were made, and one of these was of course passed onto Marillys.

2x PF-201 Pistols - The standard sidearm of the Argossian Military. These pistols, however, function as Marillys's primary weapons, with some modifications to the original design, given an extended magazine and a specially designed grip for greater accuracy.

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Argossian Proto-Blade: A new anti-magic blade crafted by the Argossian Magical Research Division for Marillys and other primarily sword wielding Homunculi to use in battle. It is incredibly heavy due to the new material that composes it, making it a 2 handed weapon designed for those in the Super Soldier Program. In addition to this, the scabbard also has a locking mechanism that only releases the blade when its in the hands of a verified user.
 
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Appearance:
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Name: Helmur Bellarmont

Age: 26

Gender: Male

Rank: 9

Affiliation: Hearts(?)

Personality: Upon meeting Helmur, chances are your first impression of him won't exactly be a very pleasant one. He's obnoxiously loud and rude, very often ignoring things such as basic etiquette or respect, and if you don't look particularly like a hardened soldier, you will find yourself the butt of several jokes, each one more improper than the one before it. Mockery and Belittlement is something he enjoys quite a bit. Perhaps, offended by this, you'll seek to respond in kind, but that is folly: For you see, this man's anger is immense, and it takes little provocation for him to snap into a violent frenzy. Violence and cruelty are second nature to him, and many quick-witted rogues have found their sarcasm torn from their bodies, alongside their spines. To add insult to injury he is Belligerent, Lustful and a Drunkard. Yet despite all these, one cannot deny that this is a man who follows his own code to the letter. Earning his respect is difficult, but once you do you shall see that he comes to respect you back. He is good to his soldiers, expecting nothing of them that he doesn't of himself, and dislikes using them as disposable pawns. He has a particular hatred for Ranged combatants, agile combatants and tricksters, and has made sure to modify his fighting style to enable him to maximize his effectiveness against them


Biography: They say the Gods sometimes send omens when a child is born. Omens that give a glimpse into said child's future, that can give the parents great joy...or tremendous grief. Such was also the case with Helmur. The Night his mother gave birth to him, his father was away, dealing with a Joker hideout. He was heavily wounded, but by some miracle, he claimed, he managed to continue fighting despite his great injuries. It was as if though he was granted a surge of strength from the heavens.

When news of this became widespread amongst the house, there was no doubt: The War God himself had given his father the strength to defeat his foes, so he could train his son. The suspicions about his status as chosen of the War God were reinforced soon enough: The kid's growth was tremendous, and even from an early age he showed great determination. And so, instead of being trained as a regular soldier, he was trained as a berserker, one truly able to embody the God's fury, and bring tremendous destruction down upon the enemy. Helmur himself was not thrilled by this: The training regimen was extremely strict. Physical exertion to the physical limits, Beatings, consumption of bizarre potions and wanton violence against prisoners all took their toll on the young boy's mind. Yet he always accepted his lot with a stoic resilience, instead channeling this inner turnmoil into violence.

Once this part of his training was complete, Helmur, now in his late-teens, was tutored on raiding, infiltration, and asymmetrical warfare. He soon found that such a mobile form of combat suited it's talents, and learned all there was to learn about it, making sure he both knew how to apply it with great effect, and how to counter attempts from the enemy to do the same. The reason for this training was simple, and after he had spent years mastering every element of it, his uncle, the Arch-General himself, came to him, informing him of his mission: He was to lead a band of elite shocktroopers into the Kingdom of Spades, to gather intelligence and perform acts of sabotage. He performed this duty with the utmost efficiency for quite some time... Until he got overconfident, and sought to lead the band close to the capital. Unbeknownst to him, the Queen was prowling nearby, on the trail of some Jokers. Ambushed, they stood no chance against her and her retinue. In that day, Helmur witnessed first hand the horrible penalties to failure, as many of his soldiers were turned to corroded corpses. Worst of all, his own brother had been infected by her vile touch. He was strong, and managed to resist the corruption for almost two days before he succumbed. Helmur had to witness all this, even to put him down when the suffering had become unbearable. Many claim that this event broke what little sanity was left in the man. He returned to the Kingdom of Hearts, demanding a new group, which he was given. This time, there would be no mistakes, no minor acts of sabotage. He would set the Kingdom ablaze. For his family, for his brother, for his pride. And for two years he did just that, his actions so fierce and cruel he earned the Moniker The Spade Breaker for himself.

Once again however he was thwarted, but this time, not by a foe, but by someone from his own Kingdom: Out of nowhere, the King of Hearts announced that he was to be dishonorably discharged. he was enraged by this, but his uncle could not risk an internal conflict with the Argossians at the gates. So, he instructed his son, Cassius, to give him a position in the Queensguard, wrote a very angry letter to the King, and everyone thought that was the end of it.

But Helmur isn't one to forget. And he certainly isn't one to forgive, either.

Abilities: Despite his appearance being that of an untrained brute, there is very much method to his madness. His fighting style of aggressive attacks mixed with good knowledge of grappling make him most effective when combating either groups of enemies or dueling opponents who rely on agility. As far as strategic knowledge goes, Helmur is a true prodigy in assymetrical warfare of all shapes and sizes.

His magic mainly revolves around empowering his already awe-inspiring ferocity:

Gutripper: While technically a piece of equipment and not an ability, it is so integral to his fighting style that it is mentioned here. Gutripper is a greataxe that has been buffed several times over, to both increase force applied on hit, durability and apply fire damage. Gutripper also has an added effect: It slowly builds up heat. If he damages or kills someone with it, the heat generation will increase. Once max heat is reached, he can consume it all to either perform a really powerful attack with his axe that deals tremendously increased damage, increased even further against shields and armor, or shoot out a projectile like a heatwave that damages everything in it's path. Gorier kills, or kills that demonstrate his physical might(basically, killing someone without using the axe) will award him with a bit of extra heat. The axe is surprisingly well-balanced, and as such can be used as a throwing weapon. He can recall it to his hand at any time.

Madman's Frenzy: This ability has both a passive and active component. Passively, strength, damage and heat generation speed increase the more wounded he gets. Actively, he enters a rage, gaining massively increased strength, damage and heat generation speed(stacks). The duration is not long, but is extended when he deals or takes damage, bonus on kills. If the cap is reached, then he gains a shield when the effect is over. However, if he fails to reach the halfway mark of the charge duration, he is stunned when the duration expires. Also while raging, rings of flame appear all around him, albeit in a short radius. Allies are immune to the flame waves. He automatically enters the active component when his health is critical, even if it is on cooldown. In this critical state he can even briefly survive blows that would be incapacitating for him otherwise.



Fight like a man!: With this ability, he challenges an enemy that he can see to a duel. A small ring is created from which every other creature but him and the target are expelled. No one may enter the circle. The opponent may leave the circle at any time, but if they do so then he gains a shield(stacks), gains heat, refreshes the cooldown of his rage and makes his taunt more powerful.

Taunt: With this ability, he performs a certain gesture. Depending on the gesture or the intent, different effects will be had. All of these can become more powerful based on the target's experience and his own reputation, even if technically the target isn't fully aware of it. The kinds of taunts he has so far is:

-Mark for Death, in which he points at an enemy, expressing intent to kill them and them alone. Damage against them is increased

-No Escape: Enemy's speed is reduced, while his speed when moving towards them is increased. He can also leap several additional feet into the air in order to close any gaps between them.

-You're nothing!: He and his allies(up to a limit) become resistant against a certain kind of magic type the enemy possesses

-Tremble Before me!: Enemies are overtaken by a fit of panic, and seek to flee at all costs. Of all his taunts, this is the most powerful, but the only one that can be resisted. It can also affect multiple weaker targets.


Equipment: Gutripper: Explained above.

Bellarmont's Fury: A special variation of the regular enchanted amulets the family's warriors are given upon coming of age, this one grants the user the usual modest but noticeable increases to strength and stamina, but also has special enchantments that have the following effect: Whenever he takes damage, the damage is applied across a wider area. This is further boosted by his rage, which makes the wounds spread out even more.

A special suit of enchanted armor that he can summon and un-summon at his will.

Other: He dwarfs most of his peers, standing at an astounding height of 6"11

Has a vast knowledge of marching songs.

He has a well-trained crew at his beck and call. He calls them The legion of death.

Can do minor alterations to him armor, mainly for concealing his identity
 
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Leolin Hravart III
[div class=headerTabs] [/div] [div class=gap][/div] [div class=textContainer] [div class=scrollContainer] [div class=wrapContainer]
[div class=textTitle]"You are a fire, as feared as you are respected."[/div] [div class=textbox] [div class=textLabel]Age[/div] 27

[div class=textLabel]Gender[/div] Male

[div class=textLabel]Affiliation[/div] Hearts

[div class=textLabel]Rank[/div] Ace

[div class=textLabel]Subranking[/div] 16000/3000 around noon; 4000/750 around midnight [/div] [div class=gap][/div] [div class=textTitle]personality[/div] [div class=textbox]It takes to wipe the smile off Leo’s face, though war on his soil seems to do it in a hurry. While his demeanor on a normal day seems carefree and he flirts with just about everyone, he does take his duties seriously, safeguarding the people from poor decisions made by the royalty. The burden of the people weighs heavily on him, so he shoulders it and does his best to be their white knight. On most days, he walks around in public, making merry with the common people in the capital, occasionally having beers with the men and tea with the ladies.

Leo refuses to undress unless he is bathing or sleeping. He fears what he might discover by an act as simple as walking around barefoot or handling an antique without gloves. He wishes he could live in blissful ignorance, but once he discovers something unsavory, it’s difficult for him to forget and simply mind his own business. It’s common for him to weep at funerals, since he knows most people in the capital by name, but can’t prevent death by natural causes.

Like his Diamonds counterpart, one thing incurs his wrath above all else: apathy. He is not one to hold a grudge, but failure to act when people’s livelihoods and lives are at stake is enough to provoke him. Aside from that, it’s not difficult to please him; he enjoys the little things. While he is well-learned, he feels his best decisions were based on instinct; he values intuition over logic. [/div] [div class=gap][/div] [div class=textTitle]backstory[/div] [div class=textbox]The Hravart family holds the distinction of producing three aces of hearts in a row, with Leolin III being the latest. Back when his grandfather—Leolin I—first became an ace, he performed an ancient ritual at midnight, the procedures pieced together from incomplete knowledge. The ancient, damaged scrolls had lost the part containing an important clause: the ritual would reduce the caster's power at the time of day at which it was performed, waxing and waning accordingly. From that point forth, male heirs of the Hravart bloodline have been among both the weakest and the strongest of their ranks, depending on the hour.

The callous Leolin II had his own child—whom he named after himself and his father before him—shortly after usurping Leolin I. Life was hell for the young heir, who started learning swordsmanship and magic at an early age. Expectations were high for the boy being trained to be the next Ace of Hearts. His mother, a six, instilled in him a hearty sense of humor and a carefree attitude, reminding both generations the title of Ace was nobody’s birthright. She died of illness some time later, leaving the cold father and upset son to face each other.

By then, Leolin III was 16. During a fight that got physical, his clairsentient powers awoke and he learned of the atrocities his father had performed. Armed with this knowledge, he resolved to take his practice more seriously. Five years of heavy endurance training with his friend Guineverre left him with the stamina to fight for absurd periods of time without rest. He quickly rose in rank and mustered the nerve to challenge his father at age 21. He fought his way through the royalty, and then had the final dual scheduled for six o’clock. The duel was grueling and rather dull until 11pm. Both men’s powers were diminishing in this even match of strength. The cycle of trading blows was finally broken because the cocky father didn’t count on his son’s superior stamina, and so he was killed for making a mistake as simple as underestimating the competition. The killing blow was dedicated to the Blanca family.

Even before his victory, Leo had become rather popular among the populace, a folk hero of sorts. He collapsed shortly after the duel; his wounds were severe, his regenerative abilities almost completely exhausted. Twelve hours passed until his strength reached its peak again. He awoke to several representatives of the 2’s, 3’s, and 4’s gathered around his bed. They had placed a fine scimitar by his side, a symbol of their love, admiration, and high hopes for him. His work began immediately, and since then, he has not settled for anything but the best for them, urging economic growth and provisions for the poor.

Tragedy struck at age 24, when the Argossian fleet attacked the Suits, the Jokers started an insurrection, and the previous King of Hearts was abducted by the Royal Flushe. Leo spent three years researching his only real lead: a girl by the name of Farlene Charlemagne. He worked tirelessly, traveling throughout the kingdom in search of the ghost town she once called home, so he could gain some insight into her motives and possibly find another clue. [/div] [div class=gap][/div] [div class=textTitle]abilities[/div] [div class=textbox]
[div class=textLabel]Pyromancy
Leolin’s signature magic is his pyromancy. He has full control over fire and can ignite most flammable objects—including humans—with one look. Those are the basics, however; more powerful spells can heat metal or even glass beyond its melting point, ignite gunpowder, or create earth-shaking explosions. More gentle and precise applications include cauterizing wounds, branding flesh with his insignia, and welding metal. This ability’s strength waxes and wanes with the sun’s position in the sky, reaching 100% at midday, but dropping to 25% at midnight.

[div class=textLabel]Cannon Jump
A special pyromancy technique devised by Leo. He creates a sort of explosion at his own feet, which can launch him into the air. Due to its volatile nature (he is still crafting it), he uses the technique sparingly, and usually to traverse great distances or scale buildings. It has also destroyed several pairs of boots, hence why he doesn’t use this technique without special equipment.

[div class=textLabel]Phoenix Renewal[/div] “If you hit me, you’d better kill me.” These are Leo’s famous words, and for good reason. The magic permeating his body grants him superhuman heat resistance, meaning he can simply burn most toxins with little consequence. He can also regenerate when wounded, making for astounding comebacks at the brink of death. The only way to to permanently kill him is to completely destroy his heart or brain.

[div class=textLabel]Thermal Vision[/div] Leolin’s eyes can alter themselves to find people and objects by their heat signatures. In this state, his eyes glow a fiery red, and he can spot a human heat signature from a distance other mages are still trying to calculate.

[div class=textLabel]Clairsentience[/div] This power makes Leolin a ‘human lie detector’ of sorts, though it has some obvious drawbacks, in his opinion. By making bare-skin contact, he can learn more about a person, a place, or an object. It is for this reason that he keeps most of his skin covered. He can gather the most information about a person, such as their emotional state, intentions, surface thoughts, and even recent memories. During the daytime, he even has a degree of precognition. [/div] [div class=gap][/div] [div class=textTitle]Gear[/div] [div class=textbox]
[div class=textLabel]Hot Poker
An enchanted rapier with a humorous name. It has a higher heat tolerance than mundane steel, so Leolin can safely heat the blade enough to sear clean through a foe.

[div class=textLabel]Amé
an ornate scimitar Leolin carries along with his rapier. There is nothing remarkable about it, aside from the beautiful engravings. It was a gift from the people to commemorate his victory over his father, the previous Ace of Hearts. He cherishes this item above all others.

[div class=textLabel]Winged Boots[/div] Enchanted footwear made to withstand the force of Leolin’s cannon jump technique. Aside from being uncannily durable, they also benefit from magic that allows him to glide or float down so he doesn’t hit the ground with a grotesque ‘splat’.

[div class=textLabel]Book of Grievances[/div] An ordinary logbook listing all the problems that haven’t been addressed by the royals. [/div][/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div]
code by RI.a
[class=Container] margin:auto;center; padding:2em; background:#000000; display:flex; flex-wrap:wrap; max-width:900px; height:auto; cursor: nw-resize; justify-content:space-evenly; [/class] [class=header] width:100%; height:auto; padding:1em; display:flex; justify-content:space-evenly; overflow:hidden; background:#222222; align-items:center; flex-wrap:wrap; [/class] [class=headerTabs] display:flex; justify-content:space-between; align-items:flex-end; flex-wrap:wrap; width:80%; height:auto; [/class] [class=textTabs] width:auto; padding:0.3em; font-family:Fondamento; font-size:0.8em; color:#2E4656; background:#FCB07E; border-radius:5px; align-self:flex-end; [/class] [class=textContainer] width:100%; height:50vh; overflow:hidden; [/class] [class=scrollContainer] width:105%; height:50vh; overflow:scroll; [/class] [class=wrapContainer] width:91.5%; height:auto; [/class] [class=textTitle] width:100%; padding:1em; background:#222222; letter-spacing:0.3em; text-transform:uppercase; color:#ff3030; border-bottom:1px solid #FCB07E; [/class] [class=textbox] width:100.8%; height:auto; background:#222222; padding:1em; text-align:justify; font-family:Quattrocento; font-size:1.1em; color:#ee7000; [/class] [class=textLabel] display:inline-block; width:auto; height:auto; padding:0.3em; font-family:Quattrocento; font-size:1.1em; color:#2E4656; background:#FCB07E; border-radius:5px; [/class] [class=gap] height:5vh; width:100%; [/class]
 
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Vivianne Frisk
[div class=headerTabs] [/div] [div class=gap][/div] [div class=textContainer] [div class=scrollContainer] [div class=wrapContainer]
[div class=textTitle]"Get ready for a showstopper!"[/div] [div class=textbox] [div class=textLabel]Age[/div] 24

[div class=textLabel]Gender[/div] Female

[div class=textLabel]Affiliation[/div] Clubs

[div class=textLabel]Rank[/div] 7

[div class=textLabel]Subranking[/div] 400/300 [/div] [div class=gap][/div] [div class=textTitle]Personality[/div] [div class=textbox]Vivianne is one of the more vocal kinds of people. She is delighted by the little things in life, and sometimes settles for less than what some people think she deserves; it’s not because she is naive or stupid, simply that she doesn’t always want the finer and fancier things. She tends to drink for fun; her alcohol tolerance is rather high for someone of her age and sex.

The one thing she wants most is power. Although she seems carefree and mildly sassy, she takes her magic studies seriously and gravitates toward more powerful people in hopes of drawing inspiration and lessons from them. Agile, resourceful, and cunning; expect a fitting companion overall. [/div] [div class=gap][/div] [div class=textTitle]Backstory[/div] [div class=textbox]Vivianne comes from a family of commoners, mostly fours and fives. She learned the trade of beer brewing, which attracted the attention of various suitors in her teenage years. She shot down every offer for marriage, spawning the claim “the brewer girl is married to her work.” That wasn’t entirely the case, as she was working with a tutor to bolster her magic powers prior to serving in the military for a brief while. Vivianne brought honor to her family, honing her abilities until she earned the rank of 7, making her the current strongest of her line.

Vivianne returned home after two years of duty, resuming her work at her family’s brewery. This time, however, she hatched a plan to deliver booze to the estates of the heavy drinkers. It is by this means that she became acquainted with the (in)famous Baron of Brawlers, Sydren. Blacksmiths working under him forged her sword, which was still a bit too expensive. To make up for it, she now caters to and does the occasional odd job for these blacksmiths and their forgemaster. It’s not always easy work, but she does it well.

After assisting in the takedown of a colossal dryad, Vivianne began moving up among the social hierarchy. She developed new techniques, got a new job planning social functions at the palace, and paid off any debts she had. [/div] [div class=gap][/div] [div class=textTitle]Abilities[/div] [div class=textbox]
[div class=textLabel]Summoned Swords
Ethereal blades that materialize, slash or pierce a target near Vivianne, then disappear. They are weaker approximations of the longsword at her side, but can be summoned four at a time. They have a pink glow.

[div class=textLabel]Dancing Sword
Vivianne can ‘breathe life’ into her sword, allowing it to levitate and strike while she keeps her hands free for more pressing matters. It can’t reach further than ten feet away from her, in this state. However, she can end the spell by launching the sword at an opponent, at velocities of roughly 45 meters per second.

[div class=textLabel]Confetti Shot[/div] A fun spell devised by Vivianne. She can fire a spread of colorful confetti, either for celebration or as a distraction. It doesn’t have much offensive value. Each shot draws from a pool of confetti she keeps in a pouch at her side. She doesn’t have to open the pouch, as a dose of the confetti is simply summoned and launched with a sound like musket fire.

[div class=textLabel]Glitter Bomb[/div] Vivianne’s way of marking obscured targets. She fires a burst of sparkling energy that clings to enemies. The “glitter” decays over the course of roughly a minute, until it disappears completely.

[div class=textLabel]Tether[/div] Vivianne can create lengths of quasireal cord, which can be cut using magic. She can create up to 20 meters of this material, though at least one end must be attached to a person or object. It used to be a simple spell for mobility, but years of refinement allow her to weave a web-like structure that can stick to and ensnare targets. [/div] [div class=gap][/div] [div class=textTitle]Gear[/div] [div class=textbox]
[div class=textLabel]Reverie
An enchanted longsword that remains at Vivianne’s side for at least 23 hours per day. It isn’t particularly fancy like some of the enchanted weapons, but she rocks this weapon in her own right. A rune matching the tattoo on the palm of her right hand is embossed on the hilt. Its pommel is also a loop for attaching a cord, so she can drive it into a solid surface and then climb up with her Tethers.

[div class=textLabel]Confetti Pouch
A leather pouch of “ammunition” for her confetti shot spell. It holds enough confetti for roughly ten castings. The leather is embossed with a magic rune matching the one on the palm of her left hand.

[div class=textLabel]Decanter Hat[/div] The strange hat Vivianne wears has a metal decanter built into its tall crown. The crooked tip flips open so she can pour booze from it. [/div][/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div]
code by RI.a
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[div class=Container] [div class=header]
Ahlmus Thorn
[div class=headerTabs] [/div] [div class=gap][/div] [div class=textContainer] [div class=scrollContainer] [div class=wrapContainer]
[div class=textTitle]"Give the devil his due: a dagger in his gut."[/div] [div class=textbox] [div class=textLabel]Age[/div] 21

[div class=textLabel]Gender[/div] Male

[div class=textLabel]Affiliation[/div] Diamonds

[div class=textLabel]Rank[/div] 10

[div class=textLabel]Subranking[/div] 950/300 [/div] [div class=gap][/div] [div class=textTitle]Personality[/div] [div class=textbox]In many ways, Ahlmus is still a child. He is impulsive, fickle, and unrealistic. He struggles to be fiercely independent, which often lands him in a heap of trouble and forces him to reluctantly ask for help. He masks a heart of gold, putting up a tough front when performing good acts. It’s easy to tell if he likes someone, as he denies harboring feelings for them more adamantly or tries to drive them away with a gruff attitude.

Despite his immaturity, Ahlmus is extremely smart and magically gifted. He isn’t afraid to flaunt that fact, though his lack of ambition leaves many wondering why someone so powerful wouldn’t strive to become a royal or even an ace. The answer is simple: he doesn’t want to be bothered with the political aspect of the positions. He isn’t savvy with law or economics, lacks the tactical expertise of Phorcis and Elin, and really doesn’t want to hear a million complaints per day.

His disfigured body is the source of his insecurities and a seething rage. He seeks to draw Argossian blood, as revenge for the other victims of the Jann massacre and for himself. He partly blames his siblings for not being in Jann to save him, and is afraid of fire. Expect him to be nervous around torches and bonfires, but terrified by larger fires, fireworks, and explosions. [/div] [div class=gap][/div] [div class=textTitle]Backstory[/div] [div class=textbox]The Thorn siblings have been plagued by misfortune. Their mother died when Ahlmus was only five, and their father went missing during an expedition to some ancient ruins six years ago. This left the eldest brother, Phorcis, to finish raising his siblings. He had no real parenting skills, and there wasn’t much money left for them to survive, so Phorcis found himself taking any job, from simple hunting and gathering to thievery.

Shortly after his father’s disappearance, Ahlmus, who had already exhibited a great affinity for magic, discovered a half-ruined, black leather-bound book on his doorstep. Something about it seemed unsettling, but the twelve-year-old boy dared to crack it open and read it. The contents were surprising: notes detailing the process of altering the fabric of time and space itself. It seemed the author, “Eibon”, had learned to manipulate time to some extent, but his knowledge of distorting space had long faded away, as the book had previously sustained water damage and the ink on those pages towards the back had faded. Still, that which remained provided Ahlmus with something to do, a strange hobby for a strange boy. Eventually, he learned to manipulate time, slowly but surely. The effects, at first, were hardly noticeable; time slowing for a second, sealing paper cuts, etc.

Six years ago, the Thorn family formed a band of bounty hunters. Ahlmus’ growing powers exceeded expectations and made him a boon for field work, though his recklessness with a throwing axe gave his siblings a hearty scare on more than one occasion. The business was rough, but overall lucrative. Track down the targets, slap them around if needed, drag them to a prison, reap the benefits—simple enough!

A recent influx of work left the Thorn siblings spread thin, meaning they had to split up to tackle all three jobs at once; Phorcis traveled towards the western borders of Diamonds, while Elin and Heibel went far south. That left Ahlmus, then 18, to comb through the city of Jann; he was given the easiest target, due to his relative inexperience and penchant for recklessness. Trouble is, he was in the right place at the wrong time...

Argossian warships made landfall that night. Bombs fell and troops set fire to Jann. With nowhere to run, Ahlmus lashed out and fought back. It was a fruitless effort; he narrowly defeated a wave of soldiers, only to be caught in the blast from a fire-bomb. He didn’t have enough time to shield himself, and he was left to wallow in agony, covered in third-degree burns. The last thing he saw before losing consciousness was the homunculus, Marillys Argossia, walking over a pile of bodies.

Ahlmus woke roughly an hour later, to the sounds of a heated battle. Seeing the buildings splinter into thousands of spears that were about to rain down upon Jann, he willed his broken body to shamble away from the scene. With nowhere left to run from the approaching Argossian warships, he could only hope for someone to get him off this island hell. That help came in the form of the Diamonds naval fleet, which evacuated him along with the few survivors and several battered royals. He wound up in the hospital for several weeks, the healers repairing the damage to the best of their abilities. However, it was too late; scar tissue formed, and the sight of his deformity in the mirror drove him mad.

Knowing a Jokers operative was imprisoned in Ariandel, Ahlmus invaded the prison in hopes of gathering information and possibly killing this target. As it turns out, the snake slipped through the Diamonds’ grasp, escaping through a mirror. Something good came from the debacle, though; Ahlmus was recruited as a student of William, the Ace of Diamonds. Their progress in deciphering the damaged Grimoire is slow, but they press forward nonetheless. [/div] [div class=gap][/div] [div class=textTitle]Abilities[/div] [div class=textbox]
[div class=textLabel]Chrono Magic
Ahlmus’ specialty is the manipulation of time. He learned it from his grimoire, but has yet to unlock all its secrets.
  • He always knows what time it is, regardless of his location and the circumstances behind his getting there.
  • He can enter a trance to catch obscure glimpses of the future. He isn’t entirely sure how this power works, but the future is always subject to change.
  • One unique spell turns back time to restore a broken object or injured person to a previous state, up to one minute prior.
  • He can slow time within five meters of himself. Projectiles and assailants that enter the zone are also slowed and have difficulty perceiving time normally.
  • The Binding of Washam recently granted him the power to shunt a target back to a previous position, allowing him to reposition a single foe to his liking.
[div class=textLabel]Binding
As the ‘field medic’ of the Thorn family, Ahlmus can summon more bandages to wrap himself or another subject. The bandages can also double as a snare of sorts, as they can restrict movement or access to weapons.

[div class=textLabel]Hand-eye Coordination[/div] Somewhat of a family ability, all Thorns excel with ranged weapons. Although Ahlmus has some trouble with depth perception now, he is still precise with his axe. [/div] [div class=gap][/div] [div class=textTitle]Gear[/div] [div class=textbox]
[div class=textLabel]Throwing Axe
A short-handled axe with a loop mounted on the pommel. Simple, for sure, but still surprisingly deadly in the hands of someone with three years’ experience.

[div class=textLabel]Grimoire of Pharol
A mysterious black-covered book that contains uncanny knowledge of time magic. The Thorns found it on their doorstep shortly after the disappearance of their father; nobody knows who sent or delivered it. Little does Ahlmus know this grimoire contains the findings of an ancient wizard who had previously consulted an eldritch entity.

[div class=textLabel]Hourglass[/div] A basic time-keeping device Ahlmus uses in his experiments to modify and improve his Time Dilation spell. [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div] [/div]
code by RI.a
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Height: 5'6" (168cm)
Weight: 126lbs (57kg)
Hair: silver
Eyes: gold

Stepping out in a favorite dress with every platinum lock and lash perfectly set, Seria Sylvainne looks not like a formidable Ace but a delicate lady out for an evening saunter. Her deceptively lithe figure with not a hint of a scar or blemish oft causes her to be underestimated or perhaps her entire title to go unnoticed. However, the pressure exerted by her focused, snake-like eyes speaks miles that she is no stranger to the battlefield. Though the blood of monsters caused her physical appearance to have aged not a day past her twenties, her ice-cold mask shows that she had not lived nearly three and a half decades without learning countless valuable lessons. [/div] [/div] [/div] [/div] [div class=right] [div class=tabcont] [div class=tabcont2] [div class=tabshift] [div class=tabcolor style="background: #5e5c5d;"]basics[/div] [div class=tabtext] basics [/div] [/div] [div class=tabshift] [div class=tabcolor style="background: #ac3747;"]history[/div] [div class=tabtext] history [/div] [/div] [div class=tabshift] [div class=tabcolor style="background: #5e5c5d;"]magic[/div] [div class=tabtext] magic [/div] [/div] [div class=tabshift] [div class=tabcolor style="background: #ac3747;"]extra[/div] [div class=tabtext] extra [/div] [/div] [/div] [/div] [div class=contentwrap] [div class="Content ContentBasics"] [div class=basicimagewrap] [div class=focuswrap2] [div class=leftfocus2] [div class=focuscolumn2]
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[div class=header] seria sylvainne;
[div class=subheader] In a blink of an eye, the seasons ran [/div] [/div] [div class=basicswrap] [div class=basicsL] [div class=tag] xbasicsx [/div] [div class=undertag] name : seria sylvainne [/div] [div class=undertag] title : child of serpents [/div] [div class=undertag] age : thirty-four [/div] [div class=undertag] gender : female [/div] [div class=undertag] race : human (snake blood) [/div] [div class=undertag] rank : ace [/div] [div class=undertag] subrank : 9k/5k (mag/phys) [/div] [div class=undertag] affiliation : spade [/div] [/div] [div class=basicsR] [div class=box] [div class=header] persona[div class=breakword][/div]lity; [/div] [div class=subheader] I cried in spring; I made a decision in the summer [/div] [div class=boxtext] Despite standing at the pinnacle of her country, the Ace of Spades is a stoic figure who continues to religiously search for the meaning behind power. Known as an extremely cold ace with a heart of steel, she is notably the unapproachable type. However, further impressions may range anywhere from exceedingly arrogant to aggravatingly slothful.

Forged from a fickle amalgam of ambition and lethargy, Seria is someone willing to go through thick and thin in the heat of the moment yet abandons all her willpower for the things which fail to meet her eyes. Coupled with her hometown’s secluded nature, her interactions are crippled by her lack of sense for most societal norms. Her face is also as thick as her snake hide, or rather she has no sense of shame whatsoever. If she believes something must be said, white lies and beating around the bush are unnecessary pretenses in her eyes: she’ll go right for the straight punch without so much of a change in expression. Unfortunately, she’s made many enemies out of those who see her words as brutish or proof of her ego. Not that she minds. In spite of her status, she is a battle maniac always in search of someone capable of dethroning her, considering her wish is to perish by mortal hands before her serpent blood robs her of her humanity. Yet after countless mishaps and some rather unsavory situations, she remains ever unrepentant. Fortunately, she isn’t one to ignore her comrade’s suggestions for her stay put or keep mouth shut, though she isn’t above asking why.

Perhaps a result of having fought against her cursed snake blood for so long, Seria is not the sort to be comfortable making her inner workings known. Even after the long battle against her inclination towards jealousy and possessiveness has come to pass, she continues to bottle up her happiness, rage, and tears behind an iron mask. What she lets out in her words are as much as anyone will get, for she firmly believes she must act on reason alone. Of course, the only exceptions to this rule is when the topic concerns cats or dragons. [/div] [/div] [/div] [/div] [/div] [div class="Content ContentHistory" style="line-height: 0;"] [div class=box] [div class=header] history; [/div] [div class=subheader] It was hidden in autumn; I found out in winter [/div] [div class=boxtext] ORIGINS

Centuries into the past, a woman by the name of Shesta Accord was one of the many who sought immortality in power. As a test of strength and a means to harvest rare materials for her dubious concoctions, the woman journeyed across the land, slaying all manners of beasts and monsters. It was only when locals pleaded for her to slay a serpent of great ferocity that her voyage came to an abrupt end.

It announced itself as a so-called dragon named Tyrnotte and spat venom so corrosive that neither bones nor ashes would remain of the corpses it preyed upon. Nonetheless, Shesta Accord drew her blade upon the wyrm and fought on for three days. With one final strike at the various nicks she had made upon the scales of the fake dragon’s neck, Tyrnotte was, at long last, cleanly beheaded. However, the long battle had exhausted Accord, leading her to be unable to avoid the spray of blood which fell upon the entirety of her body.

For days, she feverishly fought against the curse the serpent had laid against her with its final breath. When she finally roused a week later, the two had come to a standstill. Accord had won, yet the serpent’s blood remained firmly implanted in her veins. The blood curse had reforged her flesh and bones to become much stronger, but she could feel her mana being rapidly devoured by Tyrnotte’s blood.

For the next few years, Shesta settled down in a quiet village with her husband and her newborn twins to spend the last years of her life in peace. However, when the kingdoms began rallying warriors for the sake of slaying Darigaas the Destroyer, Shesta Accord took up the sword once more. She had hoped that if it were a fellow member of the Dragon Pantheon, perhaps she'd have a chance at finding a cure. But the battle was far too bloody and gruesome. Darigaas took the lives of many, and Shesta, with her body now weakened by the pain of the blood poison, was not spared. Thus, the tale of Shesta Accord came to a decisive end.

What they had not expected, however, was for one of Shesta's sons to inherit the curse, and for that twin's descendants to bear the curse of the serpent.



AMBITIONS

Some Aces are groomed for their roles. Others come from the battlefield as war heroes. However, the current Ace of Spades is a dark horse whose name was never mentioned even once in the kingdom’s accolades prior to her sudden rise.

Tucked within the eaves of mountains, a little known village named Rien is said to house those descended from the blood of monsters. Indicated by the color of their irises and the shape of their pupils passed down from the serpent Tyrnotte, one or two children of every generation would inherit the blood of the serpent, drawing great power from it. However, each child would live frightfully short lives and be cursed to a fate where their lives are ended by the very person they hold most dear.

Feeble and quick to bleed, Seria was one of the few abnormal inheritors born throughout the history of the village—a so-called dormant blood. Rather than celebrate the situation as liberation from the serpent’s grasp, she cursed her inferiority. Regardless of martial of tactical skill, the village elders unfailingly put their highest expectations on the children who most strongly inherited the power of the cursed blood. Most importantly, she would always be leagues behind Lugh Sylvainne, her elder brother, all due to an advantage which fate had allotted to him at birth.

Blinded by her sense of inferiority, her aimless ambition for power and recognition only grew the more Lugh discouraged her from rousing the influence of Tyrnotte’s blood on her body. The more he cautioned her about the “consequences of making a deal with a demon,” the more hard-headed she became. By the time she finally cast aside her ignorance to see the weight of her ambitions, it was far too late for regrets.

To be in so much pain that you lose yourself to insanity—such was the fate which awaited the inheritor’s of Tyrnotte’s blood. Lugh Sylvainne was the strongest inheritor in generations. Thus, by the time he had turned twenty years of age, the cursed blood had already poisoned his mana to the point where he was barely hanging on by a thin thread of life. Struggling against the mind-numbing pain, he asked his younger sister of the first and final request in his lifetime: to kill him before he devolves into a mindless monster like the vile serpent Tyrnotte.

Only with the blood of her brother staining her hands did she finally realize that the power of the serpent’s blood was not a blessing but a curse. It was a curse that would harm not only her but potentially many others. However, the path in which she rejected that curse had been long destroyed by none other than herself. With no choice but to march onwards, she vowed that, at the very least, she would forge her previously feeble convictions into a steadfast ambition.

If she could not conquer the cursed blood, she would harness it and aim to find the purpose behind her pursuit of power...and then await her own death. [/div] [/div] [div class="box" style="margin-top: 50px;"] [div class=header] relation[div class=breakword][/div]ships; [/div] [div class=subheader] The blue sand that feels like it’s pouring down [/div] [div class=boxtext2] [div class=triviawrap] [div class=tag] xking of spadesx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] A close comrade and Seria’s (very much unwilling) resident Paperwork Fairy. To the Ace of Spades, the King of Spades is a reliable royal whom she can trust to leave important matters to while she fools around patrols various areas. She doesn’t appear to be aware of or pretends to be unaware of the King of Spades’ frustration with Seria’s tendency to run off whenever she pleases. They also appear to have agreed to a rather morbid promise... [/div] [/div] [div class=triviawrap] [div class=tag] xmortemiah, queen of spadesx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] ??? [/div] [/div] [div class=triviawrap] [div class=tag] xsirius, jack of spadesx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] ??? [/div] [/div] [div class=triviawrap] [div class=tag] xgwyn llywelyn, ace of clubsx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] Though not friends, the two Aces can be said to be on good enough terms to share a harmless cup of tea together. As for how they met, even the Ace of Spades refuses to say a word about the matter. For good reason. Considering that a string of misunderstandings and misidentification nearly led to a semi-friendly spar turning into an inadvertent declaration of war, the two agreed that it’s best to take the secret to their graves. [/div] [/div] [/div] [/div] [/div] [div class="Content ContentMagic"] [div class=box] [div class=header] abilities; [/div] [div class=subheader] Even though I know that I can’t grab hold of it [/div] [div class=boxtext2] [div class=triviawrap] [div class=tag] xcursed bloodx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] The moment the monster Tyrnotte selected Shesta Accord to host his blood, her entire bloodline was unknowingly cursed to inherit both the power and liabilities which came with it. The one or two children selected each generation would be able to draw power from the blood of the snake, yet at the cost of their lives: the blood was a poison which would slowly and painfully convert their mana into dysidia. Eventually the blood poison would cause so much pain that many go insane during the final moments of their lives. The stronger the influence of the blood, the shorter one’s lifespan typically was, and not many inheritors surpassed the age of thirty.

Fortunately, the cursed blood in Seria awakened in an abnormally slow manner compared to the other inheritors of this power, giving her more time for her body to build a resistance to the blood poison and considerably lessening the burden on her body. However, this also made the process of strengthening her blood extremely painful, and still, her life is all but spared. During the times in which Tyrnotte’s blood suddenly rears its head, Seria’s blood feels as if it has been ignited, causing excruciating pain. Even if she has been spared from a death as early her brother’s, the pain reminds her that in due time, even she will fall prey to the serpent’s fatal gluttony far before the human age limit of 120.

With no means to fight back against the serpent’s curse, she instead chose to harness it, developing the following abilities:

I. [Territorial Blood] The inside of Seria’s body is immutable by anything other than the cursed blood and dysidia swirling chaotically through her veins. Her serpent blood is mercilessly jealous, devouring all that might attempt to cause changes in her body, whether it be poisons, curses, or even beneficial healing spells. On top of being unable to be aided by healing spells, Seria’s own self-regeneration ability is only slightly above that of an ordinary human’s (though her blood itself replenishes at an astounding rate). If she’s still moving about after someone has successfully managed to stab her in the gut, it’s due to the freakishly high pain tolerance she’s built up over the decades, and someone probably needs to tell her to go sit out in the medbay. The only plus side is that her body is naturally resilient and her blood is good at repairing things that normally will not be healed through natural means, though it still takes time, patience, and a truckload of pain.

II. [Obsidian Needle] By infusing small portions of her cursed blood into dysidia, Seria is capable of shaping it into a variety of structures made of what resembles pitch black crystal. Though she favors simple (but still sizeable) needle or thorn-like weapons, she’ll typically materialize a sword or lance for her mainhand. As the weapons are made out of the cursed blood of Tyrnotte mixed with dysidia, they are highly toxic and getting injured by them can range from a light burning sensation to the feeling that your insides are being corroded depending on the concentration and the depth of the wound. However, unlike most poisons, it does not spread throughout the body. Fortunate for her victims, considering that Seria neither possesses nor knows how to create an antidote other than waiting for the effects to painfully wear off naturally (assuming the dose was low enough).

III. [Ignite] Using Seria’s blood as a catalyst, the mana in the structures can be ignited and collapsed, causing an explosion dependent on the size and number of structures set up. If the flow of power is suddenly cut off by Seria losing consciousness, exceeding the preset distance from her structures, or anything of the like, the structures will automatically ignite, though the explosions caused will be of a lesser degree.

IV. [Serpent’s Maw] Though Seria considers her body to be the toughest material on earth, she isn’t so overconfident that she believes her natural armor to be impenetrable nor is she keen on feeling more pain than necessary. She also doesn’t enjoy having to mend her favorite clothes more than she has to. Thus, she keeps around a serpent manifested from her blood and mana, typically disguised as a black cat (because apparently people have issues with her walking around with a snake curled around her shoulders), by her side to passively bolster her defenses. Sentient and capable of its own judgement, the serpent may shift back to its original form to restrain targets or devour magical and physical projectiles at its own discretion. As for where everything it eats goes, only the serpent knows… (note: if the serpent “dies,” it can be resummoned after about three or four days of rest)
[/div] [/div] [div class=triviawrap] [div class=tag] xtyrnotte's descendantx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] The children granted Tyrnotte’s power are born with bones, muscles, and skin far harder than the average human, and the stronger inheritors are perhaps as tough as Tyrnotte himself. However, abnormalities like Seria are born with an “inferior” constitution which requires much more effort to improve. Though she currently possesses incredible strength and a body rumored to be invulnerable (mere rumors, of course), it was all a result of two decades and a half years’ worth of self-torture. Her body was tempered by countless wounds and broken bones. Each time her blood repaired the damage dealt to her body, the affected areas would become far stronger. After countless cycles of breaking and mending, Seria’s body was completely restructured to be more powerful and harder than any. Many an unsuspecting fool has broken his blade upon her “scales.” [/div] [/div] [div class=triviawrap] [div class=tag] xmartial skillx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] In the past, Seria’s magical prowess was severely lacking. Like many of her relatives who did not inherit Tyrnotte’s blood, she instead trained herself in martial arts, swordsmanship, and the like. Even after gaining access to much more powerful magic, she still favors close combat and more so uses her magic to augment it. [/div] [/div] [div class=triviawrap] [div class=tag] xeye of petrificationx [/div] [div class="undertag" style="text-align: justify; width: calc(100% - 10px);"] It was said that Tyrnotte was capable of turning those who looked into his eyes to stone. Though Seria cannot turn bodies to stone, she is capable of temporarily locking nerves and essentially freezing the movements of those whom she gazes upon while this ability is active. Though Seria’s version of this ability affects everything in her field of vision, the effect is greater when eye contact is made. As the ability is a mix between magic and pressure, the effect of the ability is also dependent on the strength and number of targets. The duration can be anywhere from until Seria blinks or loses concentration to a mere second or fraction of a second. Though it can be used as a restraint, its best use in the heat of battle is as an interrupter. [/div] [/div] [/div] [/div] [div class="box" style="margin-top: 50px;"] [div class=header] gear; [/div] [div class=subheader] I still tried extending my hand [/div] [div class=boxtext] What’s gear?

Due to the constitution of her body and the nature of her magic, Seria pays minimal attention to the armor and weapons people throw at her. On the off-chance that she equips armor, the plating is typically minimal or lightweight. She reasons that should an attack be capable of piercing her snake hide, no armor would have stood a chance, so it’s best to simply wear what’s most comfortable. As for weapons, she just finds them too troublesome to carry around.

The only notable object that Seria carries around consistently is Elin’s Charm, a four-pointed hair accessory with a purple gem set in its center. The accessory itself is not particularly special, but it functions as an important storage device for Seria’s unused dysidia and blood making up her obsidian structures. She would have much preferred to simply reabsorb everything back into her body, but it’s not only dirty to do so but taxing on her health. It also functions as a good backup for when she doesn’t wish to extract more blood from her body. [/div] [/div] [/div] [div class="Content ContentExtra"] [div class=extraimagewrap] [div class=focuswrap3] [div class=leftfocus3] [div class=focuscolumn3]
[/div] [div class=focuscolumn3]
[/div] [/div] [div class=rightfocus3] [div class=focuscolumn3]
[/div] [div class=focuscolumn3]
[/div] [/div] [/div] [div class=extraimage] [/div] [div class=triviawrap] [div class=tag] xace trialsx [/div] [div class=undertag style="text-align: justify;"] Seria's initial reason for participating in the tournament was simply due to figuring that she would meet a lot of strong mages along the way and potentially fulfill her longtime wish. After unknowingly climbing her way to the top, she figured she press on to become the Ace since then challengers would come to her instead. [/div] [/div] [div class=triviawrap] [div class=tag] xage-old tiffx [/div] [div class=undertag style="text-align: justify;"] Due to Shesta Accord's tiff with one of the former possessors of Darigaas' soul, the entire village isn't very fond of dragons. Seria herself refers to them as "stupid overgrown lizards with wings," and if there's one person whose hands she'd loath to die by, it'd be the vessel of Darigaas' soul. [/div] [/div] [div class=triviawrap] [div class=tag] xcats and snakesx [/div] [div class=undertag style="text-align: justify;"] Why a cat? She’s a cat person. On the other hand, she doesn't appear to be very fond of reptiles, ironically. [/div] [/div] [div class=triviawrap] [div class=tag] xseeking namesx [/div] [div class=undertag style="text-align: justify;"] At some point in time, Seria’s “cat” demanded a name and bugged her for three days and two nights until she relented. She cycled through Meow, Mr. Whiskers, Muru Muru, Sssteve, Lunchbox, Slug, and various other terrible names until they compromised on Grey. [/div] [/div] [div class=triviawrap] [div class=tag] xdiseasedx [/div] [div class=undertag style="text-align: justify;"] Retching up bad blood is unfortunately a norm for Seria. On another note, the rate at which this blood is replenished is near instantaneous, so she isn’t really missing it. [/div] [/div] [/div] [/div] [/div] [/div] [/div]
— code by Nano Nano
[/div]
 
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Appearance:
Name: Athania Fell Kaloronos
Age: 17
Gender: Female
Rank: 10
Affiliation: Diamond

Personality: Hot-headed and loose tempered, unlike her father who was far more reserved. This carries into her use of shadow magic which unlike her father is heavily more offense focused. Though that's not to say she doesn't inherit all the traits of her father, she is very observant and while easily prone to create conflict is also just as prone to de-escalate it.

Biography: Athania is the bastard child of the former King of Diamonds, Ethan Kaloronos. In her account of how her father and mother met, apparently the King of Diamonds and her mother were once teenage lovers, but when Ethan saw an opportunity to ascend into the ranks of the Royalty, he abandoned them without hesitation. Because of this, Athania hated the late King and father with a passion. Upon hearing the news of his death in combat against the Royal Flushe, she was elated and rejoiced thanking them for doing something that she wished she would be able to do.

Though because of her heritage, Athania realized quickly from a young age that she was unlike the other children around her. She felt comfortable with the darkness and embraced it early on, showing a similar if not greater level of adeptness with Dysidia than her father and many other mages. By the age of 10, Athania learned many of the same magical abilities that her father had learned and found herself ironically following in his footsteps. She continued to study and learn about this power, begrudgingly going over the notes Ethan had left behind to further her understanding of Dysidia and her affinity with the shadows.

War broke out and the Argossians, within the first year, mowed through the Kingdom of Diamonds. Unable to evacuate in time, Athania's mother became one of the first victims of the war, fatally wounded in the bombings of countryside following the fall of Parma and Jann. Now fueled by rage and knowing that her father's ineptitude and pride were one of the reasons why this tragedy happened. Athania then joined the Coalition military and fought in order to become strong enough to challenge her father for the throne and lead the diamonds to victory against the Argossians.

Abilities:

Shadow Magic: Unlike her father who could only manipulate the shadows and darkness around him, Athania is fully capable of generating her own shadows and using them for her spells.
  • Darkness Generation: Athania uses Dysdia to convert light into darkness that can be used for her spells.
  • Draw Darkness: Same as her father's version of this spell. Athania can use the darkness around her to create different objects from swords to tendrils to raven's wings that she can use to fly. It is one of the most versatile and used spells in the Shadow Magician's arsenal.
    • Shadow Enhance: Athania can bolster her physical capabilities by reinforcing her body with shadowy tendrils.
  • Void Burst: By channeling a great amount of Dysidia, she can deliver a strike empowered by the darkness that sends a powerful burst of energy around her.
 
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Image/Appearance:

bSR2JKsFzaRlN9rvCjMpkQ0gFiVJdvzbJ7PN7qbN_yGg5JAxmzDo6l9mlcuTRP_sqCj9Lgtn00ZjMGZIWmf9rSCHRWrg5rKtF5tasUzvzE2ccnoUP3oUjZRCtJNeeFsuYfKMh_nA



Name:

Chesh, or Shira. She answers to another name or two, but very few know them.


Title:

The Cheshire Fox, or The Devil Fox. More recently known as the Army Breaker, or the Empire Breaker amongst more foolishly optimistic types. Her more widely used titles are The Fox King, or The Heart’s Guardian


Age:

Roughly sixteen years past nineteen. She hasn’t been aging normally.


Race:

Exhuman, twisted by a Precursor Artifact


Sex:

Female


Personality:

She is most easily, if not completely, explained by her role as trickster fox. She is playful and fun, in most things she does. From fights to the death to political maneuverings to parties, she seems to never take anything seriously. Even the most dire of situations and news is met with humor. The key thing to understand is that this is not a false persona, just exaggerated. Further, while it is rarely apparent, she is ruthless, ambitious and vicious. It is worth understanding that as much as she is inhuman in physical and magical nature, she is also inhuman in mental nature. Unlike the first two however, that mental aspect is a purely human disconnection. She baseline does not, and has not ever, trusted anyone. She enters into every exchange as if dealing with an enemy, and while this leaves her well prepared, it also leaves her distant. She pretends well to humanity with her playful gestures and seeming closeness, but she is also disconnected on a very real level.


A key further point is that she is exceedingly intelligent, both in terms of long term maneuvering and planning and in terms of short term battlefield strategy. It is difficult to avoid underestimating her or misevaluating her threat level, but extremely worthwhile. Generally speaking when dealing with her take your baseline assumptions of how dangerous she is, how prepared she is, and how aware she is, and triple them. If she walks into a situation she is as prepared for it as she can be, and behind her exaggerated mannerisms is a keen eye for evaluating situations at a glance.


At this point the Kingdom has begun to regard her differently. Her trickster nature isn’t really a secret, and she is considered a somewhat odd King. She is however, beloved. Her actions have saved countless lives and reunited many families while keeping the people safe.


Backstory:

The key thing to understand about her is that she was born utterly magicless, to an odd extent even. She had not even a whisper of power to wield, and on top of that her parents were of weak social standing and had been hoping to bear a stronger child to solidify it. She has no remaining connection to her early life and none from it know her any longer so let it us be brief. She had no family, no friends, and no real social connections. She survived because of luck, will, and sheer bitter spite.


Everything changed at age seventeen, for no real reason in the end. No amazing effort of will won out, no great potential was discovered. In the end she simply fell. She was wandering in a wild place in the territory of the Hearts, and fell into an ancient crevice opened by recent fighting. She stumbled across an ancient artifact, but it was no kind or positive thing. It was a monstrous, dangerous thing. An old black gemstone, designed to hold magical beings of incredible power. If she had even a trace of magic it would have destroyed her, and oh did it try. It was intended hook its way into it’s targets magic and use it to contain the entity by its own power. Instead it tried to hook into her soul, and it ripped and it tore, and destroyed her into something new, annihilating her humanity. It took two years for her to free herself of the crystal, eating her way free of its ancient magics and consuming them.


When she emerged, she never even considered going back to her old life. She was something entirely new now, and she set out with all her bitter determination set against new goals. She had power now, and she was going to use it. In the ten years after she emerged she trained and learned how to move in political circles. Then the King of Hearts fell, and she saw her opportunity. She entered the tournament and she won it with few matches that forced her to fight seriously. One opponent nearly caught her off guard with a gravity attack, but she used the proximity he needed against him and won that fight as well.


So the Cheshire Fox became the King of Hearts. Not long after the war with the Argossian Empire began in truth. At first the war was fought conventionally, the Hearts military taking the front. Losses were immense. The Empire simply had better grunts, and when the armies clashed, that distinction showed. Even more than that, the Empire sent elite units behind the front lines to cause havoc. A few months into the war Chesh made a decision. She pulled back the Hearts military, stationing them around population centers and key strategic locations. To replace them on the front she created watchtower units.


These were compact units that operated as scouts and lookouts, with magic that complimented their role. Some had true watchtowers, some didn’t, but they were spread along the front with no gaps that a significant force could push through. The first time the Empire moved against this they assumed that the Hearts had for some reason ceded the land. Then they made landing with a significant force and began to push into Hearts territories. There were barely a few dozen survivors. Shortly after they began their march something out of a horror story showed up, an immense demonic fox made from shadows. It broke their line with massively destructive blasts of shadow magic, and then suddenly disappeared. There was only a brief moment of respite before something else hit their scattered lines. A small squad of nearly a dozen assassin type fighters was almost laughable in comparison to the threat the giant fox had exuded. That is at least until they began to carve through the Argossian forces. The survivors reported them cutting through armor like a knife through butter, grunt units dying in a single strike. Trying to kill them often resulted in friendly fire more than damage to the targets and even when they did hurt them they had healed soon after, seemingly just by carving through more of the Empire’s forces.


Thus was established the new shape of the Hearts war. The main body of the military protected the civilian targets from any backline attacks and strategies, while any major military incursion was handled by the Cheshire Fox herself. At first it was all a mystery, but eventually some rumor began to spread and people learned who exactly was fighting. Nobody really knows how the process works, how Chesh gets there or knows to get there considering she still lives in the capital, but she does. After the first battle she began to be assisted by a squad that grew over time, each with abilities that complimented their purpose as an army-breaker unit. There are rumors of their powers, but nobody knows exactly who they are.




Rank:

King


Affiliation:

Hearts


Abilities:

She has four key points, each with its own web of uses and complications, and a fifth she mostly uses for amusement, although it does have some strategic use as well.


Shadow Nature: This is the first and most central piece of her nature. She is shadow solidified more than she is human now. She can use this in a number of ways, but at a baseline she is always a part of the shadows. Even in a brightly lit room she appears partially in shadow, and in darkness she can be hard to see. She can create things from shadow, varying from quick and dirty in the moment projections that seem to just be purplish black energy, blades shields and the like, to more complex things that can have texture and existence, albeit while still being made from shadow. She can also step between shadows. The simplest use of this is simply determined by line of sight. She can enter into a shadow, and emerge from any shadow she can see. Related to her first ability use she can also create crystals of shadow, and these she can step to anytime and from anywhere, so long as she has a shadow to step into. The most inhuman part of this piece of her nature is her ability to become multitudes. She can become many as one, and one as many. Each part of her when she does this can use her shadowy abilities in full, including the last and most potent one. The last way that she uses shadow is the most directly potent. She can collect raw shadowy energy into beams and blasts of magic, with a great deal of destructive potential.


Fox Nature: Both connected to and separate to her shadows, lies her ability to shift her form. Even in her most human form she has fox claws and a tail she keeps tucked around her waist. However she can also melt away into shadows and transform herself. There are three main uses of this. The first and simplest is just alterations of her appearance. The core of her look always remains the same as it is an expression of self, but she can alter minor things like height, shape, and hair color. The second is the most benign, and also the least used. She can turn into a fairly normal small black fox, agile, fast, and able to use her powers still, but limited by its size and leverage. This form is best for relaxation when she feels safe, so she almost never uses it. The last is an expression of her Power. She can become a giant fox, more shadow than flesh, and immensely physically powerful. She cannot, as of yet, become multitudes in this form, but she can use the rest of her magic. The only other exception is shadow-stepping, as there is just too much of a concentration of shadowy magic into this form to pass between shadows.


Cheshire Eyes: In all her forms her eyes are strange, uncanny things. From a distance they might look simply dark, but up close they are swirling darkling mists. In terms of functionality, she can see magic and magic users, along with their natures. She cannot utterly comprehend magics or steal them from this, but at a glance she gets the essential gist of their function. A spell specifically designed to be disguised behind another one will work, but she can still see it if she is paying enough attention to see the other layers of magic. Her normal vision functions on two simultaneous levels, the first, her biological sight, functions and is affected along similar lines to normal vision, although it is exceptionally good. Her sense for magic is more elemental and core to her nature, and even if she were blinded she could still see magic.


Cheshire Maw: This is both her simplest ability and also one of her nastiest. She can eat pure magical casts and energy. This allows her to consume magic, both taking it away from an opponent and empowering herself. She can also outright consume the blood of opponents to steal their energy and heal and strengthen herself. The counters to this are simple. To the first, complexity and nature. If you take the time to gather up a concentration of magic and cast a big flashy spell, she will rush you and eat it. She cannot consume magic that is already acting on the world, or has already acted on the world, only pure magical energy and enchantments. A blast of magical energy will just make her stronger, but a fireball say, will still be a problem. The blood drinking is even simpler to deal with, keep her at range. This is difficult considering her mobility, but if she is close enough and has time enough to drink your blood, the fight is probably over already because she is extremely dangerous at point-blank ranges. Her weapons of shadow are tied to this hunger. They absorb blood as they shed it, simply and cleanly. She has hit a stumbling block in channeling her consumption of magical energy into these weapons, but there is potential there to be unlocked.


Illusionist Fox: Her last ability is the only one she has learned rather than just being inherent to her new nature. Alongside her training for politics she also undertook learning simple illusion magic. She has achieved some talent, and her illusions, while generally small scale, are visually and audibly convincing. They don’t fool any other sense, and they don’t have any physical existence, but they are a useful tool nonetheless. She can and does use these illusions to disguise herself and her position, but a key point is that she cannot change or hide her eyes.


Gear:

She has a masterworked set of armor designed and bound to her, that works with several of her abilities. It is a set of black leather armor that was tailored to her form and made to offer no restrictions to her movements whatsoever. It includes a hood and mask, and leaves essentially none of her skin exposed. Even her eyes are covered by a deceptively thin veil. There are two enchantments placed on this, each seated in a different piece of the armor. Destroying or removing any of the particular places the enchantments are seated will break the enchantment. Her most core enchantment is seated at her lower back. It binds the armor to her own ability to heal by drawing blood, and heals it along with her. It can even repair the other enchantments, but if they were destroyed they would need to be recharged before they would work again. The next enchantment is seated in the pauldrons, and is another binding. It binds the armor to her ability to multiply, causing it to become multitudes along with her.


She has one more enchanted item, a necklace which she wears at all times. When functional it increases gravity in a five foot radius around her by about thirteen times normal gravity. She had it made shortly after her victory in the tournament and began using it whenever possible. Eventually she got used to it’s weight and now only takes it off exceedingly rarely. The chain it hangs on is made to lock into and be a part of her armor, but also allow it to seperate so she can use the constantly.

Relationships: TBD:


Other:

(Unlikely, but anything else I've failed to foresee goes here!)
 
Appearance:

bruno-balixa-iron-golem.jpg

2 m tall, diamond shield, blue diamond crystal in chest, looks like a guy in very intimidating armor



Name: Bob


Age: 22


Gender: Genderless construct


Rank: Rank 8


Subrank: magical 200 / physical 600


Affiliation: King of Diamonds (Suits)



Personality: Silent, calm, patient, protective, curious, kind

Likes time for himself, cats and plants

Is sometimes spotted helping people by protecting them or generally assisting however he can (lifting crates, delivering heavy boxes, repairing weapons or armor and rarely playing with children)



Biography:


„You were my first creation. My best friend, when nobody was there for me. You would always listen, no matter what I said. Well, you couldn't talk back then, but still, you stayed by my side.

You were curious. About the world, about nature, animals, how to express yourself, how to be alive. When you first learned to speak, what you wanted to say was „Thank you“, but you couldn't. You tried again and again. It was kind of funny, considering how small you were. Next day I woke up, and you were by my side. And you told me: „Thank you for aliving me!“. It is one of my most cherished memories.

You never stopped asking. Exploring, always wanting to know something new about your surroundings. And the more you understood, the more silent you became. Until one day, were you asked „why do we kill?“. My answer apparently shocked you. You hid from me for 4 days. I thought you were gone forever. But then you came back. And you asked me one simple question: „Can I protect?“



- Arimand, King of Diamonds



First awoken into a small metal golem when Arimand was only 14, Bob has been by his side ever since. Exploring and learning new things, his favorite things are cats and plants. He likes to go for long, silent walks, not minding the people, who are afraid of him.


Above all, his desire is to serve and protect Arimand. Meaning not only can he not disobey his orders, but even if he would have a fully free will, he would never choose to do so.



Abilities:


Weapon heating:

Heats his own weapons or fists up, not as hot as to melt them, but still very hot. Can affect weaker opposing weapons to loose durability or sharpness, somtimes breaking them. In addition you would not want to get hit by those weapons


Weapon change:

He can melt and reshape his own weapons into other weapons, such as a shield, a sword, a rapier, a speer, a big slingshot (thanks kids) and a few more. This takes only a few seconds


Regeneration:

Using his own metal or metal lying around, he can close up his „wounds“ by reshaping himself whole again. This is mostly passive, but if he is fokussing on only this ability it is signifikantly faster. Sometimes he uses this ability to repair weapons or other damaged metal things



Gear:


Mana Power crystal (blue, diamond shaped) lodged in his upper chest:

Allowes him to have higher intelligence and the ability to cast spells. Also allows him to receive orders magically transferred to him


Diamond shaped Metal Shield

Metal Sword


Relationships:

Arimand

Arimand views bob like a good friend and his child. Although he would never openly admit to having feelings towards Bob, he cares deeply about him and would hate to loose him.
 
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ef9c876b0495c1f2263a8b79c7a6fd56.png

General Information
Name
Arabella Vanstauf

Nickname(s)
Ara, Bella, Ella, Red

Age
25 years old

Gender
Female

Sexuality
Pansexual

Species
Shapeshifter

Title
The Scarlet Healer, The Red Woman

Rank
9 of Hearts

Appearance Description
Hair Style
Normally worn down in waves/curls, occasionally tied back in a braid.

Hair Colour
Dark Maroon

Eye Colour
Light Blue

Skin Colour
Creamy Pale

Height
5 feet 3 inches (160 centimeters)

Weight
115 pounds (approx. 52 kilograms)

Scar(s)/Tattoo(s)
A pair of feathered wings are branded onto the back of her neck, and not by choice. The markings were put there to identify her family line to strangers. She also has light scarring along her back, thighs, and upper arms, most of them made by blades.

Outfit(s)
Normally dressed in a smooth, silky, white dress with a blue corset decorated with different patterns each day. During the winter she dons a fur coat, and the staff in the image also belongs to her, but with a red-orange hue in the center of its head rather than the pale, whitish-blue. When she travels, she dresses more comfortably in trousers and leather apparel, keeping her body protected with a light layer of armor while allowing her the mobility she needs, especially when she changes forms. Her outfits morph with her, however, when she uses her Living Ember ability, her clothing is burned up along with anything else on her person (unless they are fireproof). Another outfit she wears, normally during mage combat, contains the reds and golds of her flames in gold-trimmed robes.

Other
In her bird form, her tail feathers are tinted purple at the very tips, and she very much enjoys nestling in people's hair.

Personal Details
Personality
Picture the fun, outgoing, attitude-filled, mom friend, and you'll have Arabella. She doesn't let her history or anyone else's change who she is today, which is who she chooses to be. She is a healer, a fighter, and passionate as all hell. Willing to die for her friends and be reborn to kick some ass, Ara won't take no for an answer and will see through her projects or decisions to make sure they are accomplished properly. She isn't afraid to tell the Ace when he's fucked up or when the Queen needs to take a break from all of her studies. She's eager to be supportive of her kingdom in any way she can and isn't afraid to make new relationships along the way (though if you mess with her, the burns she'll deliver won't just be verbal).

Likes
Fire
Flying
Helping Others
Dancing
Playing Instruments

Dislikes
Control Freaks
Thunderstorms
Cold Rain
"Normalness"
Vegetables

Fear(s)
Death, thunder.

Goal(s)
To save more people than she's killed.

Biography
Much of her childhood is a blur. Ara can scarcely recall a handful of memories with her mother and father, a human pyromancer and a shapeshifting herbalist respectively, who were cast away from their home by people who were afraid of their potential. People who saw only destruction in the flame magic, opting for an easier explanation for the mishaps of her childhood rather than the more complex one at hand. There weren't many happy memories, but the ones she could remember were cemented in her mind as if she feared their fading away. She could remember her parents coaching her on how to utilize her magic and natural abilities, how to use the family sword, and how to keep her identity a secret. Sadly, it was not meant to last. At her mother's deathbed, Ara learned she was unique in the sense that she could combine the two types of magic, a talent that was more terrifying to the ordinary people she was surrounded by.

However, her newfound role was not private knowledge. While many were gifted with different types of magic, others didn't have any. Living in such a minuscule hamlet made it easier for those who hated magic to control what happened to the newly orphaned child. After her mother's death and her father's disappearance - which she suspected was caused by the same people who murdered her mother - Ara was found hiding from her pursuers, sobbing as she grieved over their recent deaths and her new life. Her captors branded a small pair of wings on the back of her neck to label her as the shapeshifting freak they thought she was. That way she would be identifiable under any circumstance where she might escape, which she did (although bright amber hair and gold eyes are hard to miss). Sadly, it was not without a cost.

After she was branded and identifiable by anyone in the neighboring towns, the powers and abilities of herself and a couple of other children who were attuned magically were sought by people filled with greed and a lust for power. They would do anything to get their hands on the magic that sourced the children's abilities, including torture, experimentation, and eventually murder. After losing her parents, she thought all was lost in her world and that she would feel nothing ever again. However, during their imprisonment, she and her fellow prisoners bonded and supported one another through the torture and the pain. When they started coming back without children they had taken, a wave of rage took over Ara's conscience, overwhelming every molecule in her body as she screamed in anger and agony, her body practically ripping apart as she unleashed the full might of her mother's fire magic, which is not much compared to present day. However, it was enough then, when she was about 12 or 13, to make the captors tremble in fear and flee for their lives. One moment, she was a fiery bundle of hot fury about to take out her wrath on the people of her village, and the next thing she could recall was waking up about a mile away in a small forest, large billows of smoke and darkness emanating from a large heat source in the distance and an obsidian sword in her hand.

Without a glance back towards what remained of her "home," Arabella made her way toward whatever direction her feet would take her, heading as far south as she could before passing out from exhaustion in what she would later recognize to be Woodheart Village. It was there she continued her growth from adolescence to adulthood, her starting belongings simply the sword and the rags on her back. Eventually, she learned how to better control her magic, how to heal rather than hurt - though she was still capable of the latter - and how to find her rank in society, eventually making a name for herself as the Red Woman or the Scarlet Healer. Ara was intent on making up for her past, determined to never blackout from such rage again. After all, not everyone in that hamlet deserved to die... Regardless, there was no changing the past, and she was determined to shape her future into something better. Despite her rough background, she made it her goal to be the warm healer people needed her to be but still wasn't afraid to give them the no-nonsense sass they needed when someone was doing something stupid or reckless.

Eventually, her skills were recognized by the Royals (with all that infighting, they needed someone to repair their asses over and over, so...yeah). She began working alongside the Ace, King, Queen, and Jack, befriending some and crushing on others. Nonetheless, this adventure is one she won't back down from and will certainly be interesting over the years.

Affiliations
The Hearts Kingdom; TBD

Relationships
Leolin, Ace of Hearts
WIP

Cheshire, King of Hearts
Ara and Shira started out rocky, to say the least, but has ultimately resulted in Ara befriending Cheshire. She often helps Cheshire through recovery after difficult battles as a healer and otherwise hangs out with her for fun, especially when lounging around the palace, oftentimes taking up an animal form to goof off or laze about. They don't show the more personal level of their friendship and often banter playfully, but Ara will be there to support Shira both physically and emotionally whether or not she accepts it.

Guineverre Victoria y Blanca, Queen of Hearts
WIP

Zephyr Terwilliger, Jack of Hearts
WIP

Helmur, 9 of Hearts
Arabella has always cared for the people she's gotten to know, and that includes Helmur. Over the course of her three years in the palace, she has befriended the otherwise incredibly gruff male, showing him that there's more to life than just wrath and war (affection is a thing). She worries about his mental stability, but keeps her worry under wraps and mostly spends her time lounging around him in the most adorable animal form possible to annoy him reputation-wise and cheer him up when he's down.

Skills/Abilities
Powers
Race Abilities
Polymorphism (any form) - Ara can change into the shape of a living creature she has encountered, able to mimic their sounds and behaviors as if she had been one all her life. She can hold smaller forms for as long as she wants, essentially, whereas larger forms (i.e. a tiger) take up much more energy and tend to exhaust her rather quickly (can only be done for a couple of hours at most). Her favorite form is that of a yellow barbet, a small-medium sized bird with a yellow chest, black wings with white spots, and a red-colored head with more spotted coloring.

Telepathy - In any animal form, Arabella can communicate with others mentally. However, this does not mean she can listen to others' thoughts or invade any other mental barriers. This is for communication only.

Pyromancy
Sacred Flame (human form only) - Using the restorative warmth of her sacred flames, Ara can heal almost any wound with enough time. As she places her hands above the wound or area in need of repairs, soothing golden flames spread from her hands over the flesh of the wounded as if tasting who they are helping before they are absorbed into the flesh, healing the wounds both inside and out. During this process, her flames are analyzing the anatomy of the being she helps, that way she knows if the person in need has two hearts or is a shapeshifter in need of special care due to species.

Red Wisps (any form) - If Ara does not have someone to perform Sacred Flame on, she can instead concentrate her healing flame into small orbs (approx. 6 inches/15.25 cm in diameter) that she can either direct towards people at a distance of up to 30 feet/9 meters or place on the ground to affect allies within a 10-foot/0.3-meter radius, though the degree at which they heal will be smaller than if she was healing directly. If thrown, the orbs feel like water balloons upon impact, the warm flames washing over allies and restoring some of their Mana as well as healing minor cuts and wounds.

Living Ember (any form) - (Human) This ability is difficult for Ara to control. As of right now, she relies on her emotions to trigger her transformation (generally passion in the form of loyalty or rage). When that happens, her skin begins to crack on the outside, lines of fire glowing through the crevices in her skin until her human flesh is no more, her body consumed by her flames until she appears to be a slender being of fire (think Sol, if you play Smite). She can hurl balls of fire at her enemies and will burn any who come near and are deemed a threat. This ability does use up plenty of her energy and can only be held for certain periods of time (depending on her strength or how well she can control the form). (Other) Rather than simply taking on the shape of the creature she chooses, Ara can engulf her animal form in flames, channeling her mother's pyromancy through her shapeshifting ability. She burns all that she chooses as long as she is in contact with it for the duration of this ability, the core of her body turning white as she emanates more and more heat. This ability often has to be ceased abruptly with a bucket of water but can simmer down into her natural state if she is calmed down properly.

Skills
Dancing
Negotiations
Tending Wounds

Strengths
Dexterity/Agility
Strong Endurance
Quick-witted

Weaknesses
Lacking in Strength
Overemotional (so much sass)
Selfless (to a fault)

Gear
Outfit/Armor
Naurcuil - The staff that is shown in the picture with her regular robes and healer's garments. Items that are named tend to have some magic imbued in them, this one is attuned with her abilities and magnifies them slightly so they are stronger with the staff.
Lúgheled - An obsidian shortsword passed through her family for many generations.

Other
N/A

Miscellaneous
Theme
"The Phoenix" by Lindsey Stirling


Code:
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[B][U]General Information[/U][/B]
[B]Name[/B]
Arabella Vanstauf

[B]Nickname(s)[/B]
Ara, Bella, Ella, Red

[B]Age[/B]
25 years old

[B]Gender[/B]
Female

[B]Sexuality[/B]
Pansexual

[B]Species[/B]
Shapeshifter

[B]Title[/B]
The Scarlet Healer, The Red Woman

[B]Rank[/B]
9 of Hearts

[B][U]Appearance Description[/U][/B]
[B]Hair Style[/B]
Normally worn down in waves/curls, occasionally tied back in a braid.

[B]Hair Colour[/B]
Dark Maroon

[B]Eye Colour[/B]
Light Blue

[B]Skin Colour[/B]
Creamy Pale

[B]Height[/B]
5 feet 3 inches (160 centimeters)

[B]Weight[/B]
115 pounds (approx. 52 kilograms)

[B]Scar(s)/Tattoo(s)[/B]
A pair of feathered wings are branded onto the back of her neck, and not by choice. The markings were put there to identify her family line to strangers. She also has light scarring along her back, thighs, and upper arms, most of them made by blades.

[B]Outfit(s)[/B]
Normally dressed in a [URL='https://i.pinimg.com/originals/1f/d9/34/1fd93499af96f91db4c7e9dfc06f4e5d.jpg']smooth, silky, white dress with a blue corset[/URL] decorated with different patterns each day. During the winter she dons a fur coat, and the staff in the image also belongs to her, but with a red-orange hue in the center of its head rather than the pale, whitish-blue. When she travels, she dresses more comfortably in [URL='https://i.pinimg.com/originals/03/01/24/030124241c64fbbfd4dfcc268d0fa77d.jpg']trousers and leather apparel[/URL], keeping her body protected with a light layer of armor while allowing her the mobility she needs, especially when she changes forms. Her outfits morph with her, however, when she uses her Living Ember ability, her clothing is burned up along with anything else on her person (unless they are fireproof). Another outfit she wears, normally during mage combat, contains the reds and golds of her flames in [URL='https://66.media.tumblr.com/48abe3004c747985de47c0a59ceb89fe/tumblr_o20ww0rYvX1tp57f5o1_1280.jpg']gold-trimmed robes[/URL].

[B]Other[/B]
In her bird form, her tail feathers are tinted purple at the very tips, and she very much enjoys nestling in people's hair.

[B][U]Personal Details[/U][/B]
[B]Personality[/B]
Picture the fun, outgoing, attitude-filled, mom friend, and you'll have Arabella. She doesn't let her history or anyone else's change who she is today, which is who she chooses to be. She is a healer, a fighter, and passionate as all hell. Willing to die for her friends and be reborn to kick some ass, Ara won't take no for an answer and will see through her projects or decisions to make sure they are accomplished properly. She isn't afraid to tell the Ace when he's fucked up or when the Queen needs to take a break from all of her studies. She's eager to be supportive of her kingdom in any way she can and isn't afraid to make new relationships along the way (though if you mess with her, the burns she'll deliver won't just be verbal).

[B]Likes[/B]
Fire
Flying
Helping Others
Dancing
Playing Instruments

[B]Dislikes[/B]
Control Freaks
Thunderstorms
Cold Rain
"Normalness"
Vegetables

[B]Fear(s)[/B]
Death, thunder.

[B]Goal(s)[/B]
To save more people than she's killed.

[B]Biography[/B]
Much of her childhood is a blur. Ara can scarcely recall a handful of memories with her mother and father, a human pyromancer and a shapeshifting herbalist respectively, who were cast away from their home by people who were afraid of their potential. People who saw only destruction in the flame magic, opting for an easier explanation for the mishaps of her childhood rather than the more complex one at hand. There weren't many happy memories, but the ones she could remember were cemented in her mind as if she feared their fading away. She could remember her parents coaching her on how to utilize her magic and natural abilities, how to use the family sword, and how to keep her identity a secret. Sadly, it was not meant to last. At her mother's deathbed, Ara learned she was unique in the sense that she could combine the two types of magic, a talent that was more terrifying to the ordinary people she was surrounded by.

However, her newfound role was not private knowledge. While many were gifted with different types of magic, others didn't have any. Living in such a minuscule hamlet made it easier for those who hated magic to control what happened to the newly orphaned child. After her mother's death and her father's disappearance - which she suspected was caused by the same people who murdered her mother - Ara was found hiding from her pursuers, sobbing as she grieved over their recent deaths and her new life. Her captors branded a small pair of wings on the back of her neck to label her as the shapeshifting freak they thought she was. That way she would be identifiable under any circumstance where she might escape, which she did (although bright amber hair and gold eyes are hard to miss). Sadly, it was not without a cost.

After she was branded and identifiable by anyone in the neighboring towns, the powers and abilities of herself and a couple of other children who were attuned magically were sought by people filled with greed and a lust for power. They would do anything to get their hands on the magic that sourced the children's abilities, including torture, experimentation, and eventually murder. After losing her parents, she thought all was lost in her world and that she would feel nothing ever again. However, during their imprisonment, she and her fellow prisoners bonded and supported one another through the torture and the pain. When they started coming back without children they had taken, a wave of rage took over Ara's conscience, overwhelming every molecule in her body as she screamed in anger and agony, her body practically ripping apart as she unleashed the full might of her mother's fire magic, which is not much compared to present day. However, it was enough then, when she was about 12 or 13, to make the captors tremble in fear and flee for their lives. One moment, she was a fiery bundle of hot fury about to take out her wrath on the people of her village, and the next thing she could recall was waking up about a mile away in a small forest, large billows of smoke and darkness emanating from a large heat source in the distance and an obsidian sword in her hand.

Without a glance back towards what remained of her "home," Arabella made her way toward whatever direction her feet would take her, heading as far south as she could before passing out from exhaustion in what she would later recognize to be Woodheart Village. It was there she continued her growth from adolescence to adulthood, her starting belongings simply the sword and the rags on her back. Eventually, she learned how to better control her magic, how to heal rather than hurt - though she was still capable of the latter - and how to find her rank in society, eventually making a name for herself as the Red Woman or the Scarlet Healer. Ara was intent on making up for her past, determined to never blackout from such rage again. After all, not [I]everyone[/I] in that hamlet deserved to die... Regardless, there was no changing the past, and she was determined to shape her future into something better. Despite her rough background, she made it her goal to be the warm healer people needed her to be but still wasn't afraid to give them the no-nonsense sass they needed when someone was doing something stupid or reckless.

Eventually, her skills were recognized by the Royals (with all that infighting, they needed someone to repair their asses over and over, so...yeah). She began working alongside the Ace, King, Queen, and Jack, befriending some and crushing on others. Nonetheless, this adventure is one she won't back down from and will certainly be interesting over the years.

[B]Affiliations[/B]
The Hearts Kingdom; TBD

[B]Relationships[/B]
[I]Leolin, Ace of Hearts[/I]
WIP

[I]Cheshire, King of Hearts[/I]
Ara and Shira started out rocky, to say the least, but has ultimately resulted in Ara befriending Cheshire. She often helps Cheshire through recovery after difficult battles as a healer and otherwise hangs out with her for fun, especially when lounging around the palace, oftentimes taking up an animal form to goof off or laze about. They don't show the more personal level of their friendship and often banter playfully, but Ara will be there to support Shira both physically and emotionally whether or not she accepts it.

[I]Guineverre Victoria y Blanca, Queen of Hearts[/I]
WIP

[I]Zephyr Terwilliger, Jack of Hearts[/I]
WIP

[I]Helmur, 9 of Hearts[/I]
Arabella has always cared for the people she's gotten to know, and that includes Helmur. Over the course of her three years in the palace, she has befriended the otherwise incredibly gruff male, showing him that there's more to life than just wrath and war (affection is a thing). She worries about his mental stability, but keeps her worry under wraps and mostly spends her time lounging around him in the most adorable animal form possible to annoy him reputation-wise and cheer him up when he's down.

[B][U]Skills/Abilities[/U][/B]
[B]Powers[/B]
[I]Race Abilities[/I]
Polymorphism (any form) - Ara can change into the shape of a living creature she has encountered, able to mimic their sounds and behaviors as if she had been one all her life. She can hold smaller forms for as long as she wants, essentially, whereas larger forms (i.e. a tiger) take up much more energy and tend to exhaust her rather quickly (can only be done for a couple of hours at most). Her favorite form is that of a [URL='https://cdn.shadowsofafrica.com/media/catalog/product/cache/1/image/900x/040ec09b1e35df139433887a97daa66f/r/e/red_and_yellow_barbet.jpg']yellow barbet[/URL], a small-medium sized bird with a yellow chest, black wings with white spots, and a red-colored head with more spotted coloring.

Telepathy - In any animal form, Arabella can communicate with others mentally. However, this does not mean she can listen to others' thoughts or invade any other mental barriers. This is for communication only.

[I]Pyromancy[/I]
Sacred Flame (human form only) - Using the restorative warmth of her sacred flames, Ara can heal almost any wound with enough time. As she places her hands above the wound or area in need of repairs, soothing golden flames spread from her hands over the flesh of the wounded as if tasting who they are helping before they are absorbed into the flesh, healing the wounds both inside and out. During this process, her flames are analyzing the anatomy of the being she helps, that way she knows if the person in need has two hearts or is a shapeshifter in need of special care due to species.

Red Wisps (any form) - If Ara does not have someone to perform Sacred Flame on, she can instead concentrate her healing flame into small orbs (approx. 6 inches/15.25 cm in diameter) that she can either direct towards people at a distance of up to 30 feet/9 meters or place on the ground to affect allies within a 10-foot/0.3-meter radius, though the degree at which they heal will be smaller than if she was healing directly. If thrown, the orbs feel like water balloons upon impact, the warm flames washing over allies and restoring some of their Mana as well as healing minor cuts and wounds.

Living Ember (any form) - (Human) This ability is difficult for Ara to control. As of right now, she relies on her emotions to trigger her transformation (generally passion in the form of loyalty or rage). When that happens, her skin begins to crack on the outside, lines of fire glowing through the crevices in her skin until her human flesh is no more, her body consumed by her flames until she appears to be a slender being of fire (think Sol, if you play Smite). She can hurl balls of fire at her enemies and will burn any who come near and are deemed a threat. This ability does use up plenty of her energy and can only be held for certain periods of time (depending on her strength or how well she can control the form). (Other) Rather than simply taking on the shape of the creature she chooses, Ara can engulf her animal form in flames, channeling her mother's pyromancy through her shapeshifting ability. She burns all that she chooses as long as she is in contact with it for the duration of this ability, the core of her body turning white as she emanates more and more heat. This ability often has to be ceased abruptly with a bucket of water but can simmer down into her natural state if she is calmed down properly.

[B]Skills[/B]
Dancing
Negotiations
Tending Wounds

[B]Strengths[/B]
Dexterity/Agility
Strong Endurance
Quick-witted

[B]Weaknesses[/B]
Lacking in Strength
Overemotional (so much sass)
Selfless (to a fault)

[B]Gear[/B]
Outfit/Armor
Naurcuil - The staff that is shown in the picture with her regular robes and healer's garments. Items that are named tend to have some magic imbued in them, this one is attuned with her abilities and magnifies them slightly so they are stronger with the staff.
Lúgheled - An [URL='https://i.pinimg.com/736x/eb/86/84/eb8684776ffe6ad60c64b4c554e57c52.jpg']obsidian shortsword[/URL] passed through her family for many generations.

[B]Other[/B]
N/A

[B][U]Miscellaneous[/U][/B]
[B]Theme[/B]
[URL='https://www.youtube.com/watch?v=pT685rcsB5E']"The Phoenix" by Lindsey Stirling[/URL][/SIZE][/COLOR][/FONT][/CENTER]
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Declan
471ec2ff70a13334067864081a8a3b4e.jpg
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[div class=tab style=";"]About

[div class=tab]Persona
[div class=tab style=";"]History[/div]
[div class=tab style=";"]Other[/div]
[/div]
[div class="tabsContent tabsContentCoded"]
basic information

Full Name: Declan Sarmiento
Age: 29
Gender: Male
Rank: 6
Affiliation: Jokers


abilities & gears


Magic:
  • Telepathy: Declan's telepathic magic isn't something that would raise people's interest all too much. After all, it's simply used as a method of proper communication between him and other people who can't understand vague gestures coming from him. He is able to tap into the surface level of people's minds so that he can communicate his thoughts to them. He can open a channel for the other party to respond through telepathy as well.
  • Silencing Magic: Declan has the magic to be able to muffle or even completely silence a particular sound. Most often used during times when he needs to hide his position or a certain gunshot. He can only cast these when he knows where the sound is coming from.
  • Telekinesis: The magic acts as a precise, invisible force that allows the user to manipulate objects without having to physically touch them. Often used by Declan to manipulate multiple weaponry at the same time or to be able to lift himself off the ground. However, it can be used to create a powerful force that can push and sometimes even destroy an object if Declan so wishes.
Skills:
  • Expert Stealth: Ever since he was a kid, this has been his most prized skill. He knows how to blend into the crowd and to the background to get whoever is chasing him off his back.
  • Sleight of Hand: A thief since he was a child, Declan has mastered the art of pickpocketing and simply just stealing something without people noticing. As long as someone is distracted, it is likely he can pick something off.
  • Expert Marksman - He had spent a lot of his time training with mid-long ranged fighting, especially with the Argossian tech that has been provided to the group.
  • Gun Modifications: Having spent time fiddling with the Argossian tech that had been given to him, he had slowly learned how to properly modify their technology as well as inserting magic into them to pack more power.
Gear:
  • PF-201 [2x] - A handgun from the Argossian Military. He has a detachable silencer for each of them as well as an extended magazine. He's been working on encasing certain bullets with magic so he has a couple of magazines filled with them.
  • "Predator" - A heavy duty sniper rifle with bullets that are meant to pierce through even thin cover. It has a detachable 4x magnified scope which has been enchanted so that it can switch between 4x magnification, 6x magnification and 10x magnification. The Predator has been worked upon so that a mage would be able to push magical energy combined with the blast of a gunpowder to mimic a railgun's destructive potential.
  • Smoke Grenades - This allows for a cover to escape or to get closer to enemies. These are enchanted so that they blow thicker smoke and it takes longer to disperse naturally. He constantly resupplies himself with these.
  • Mines and explosives - Declan usually carries these only during missions or when he expects fights to happen. These are simple explosives that can be strung together. Often used just for sabotage or for lower ranking enemies.
  • Enchanted Broadsword - Tempered with magic that increases its durability and sharpness, the sword - while not unique in any way - is of help when it comes to combating smaller threats.
  • Hidden Knives [6x] - Hidden under his clothing that are easily accessible, these are used for small time assassinations. They are enchanted in which magical, invisible tethers can be attached to them and he can pull them back when he throws them away. Of course, he would need to catch these knives if he wants to retrieve them.
[/div] [div class="tabsContent tabsContentBy" style="display: none;"]
in depth

Personality: Declan isn't a very memorable person. Just another passing face in the endless crowd of people you would meet in life. Unremarkable in almost every way, the most you'd remember from him is the fact that he's silent all throughout your interaction with him with a passive smile on his face. In fact, you'd think he was just some servant boy who was going to attend to you. Most don't even notice when he disappears from his position. And this is exactly what he wants. He wants to be part of the crowd, away from the spotlight because if people don't pay attention to you, you can get away with so many things. It's why he's valued - because he's so unremarkable and normal in terms of personality that no one gives him a second glance. Not unless he actually makes himself more known and wants you to remember him. It's simple manipulation but it's something he does well.

Socially, he's still a silent person. Or at least, you would never hear a peep from his mouth but that's because he's mute. Usually, when he's on serious jobs, Declan does don the silent persona. However, once you get to know him, Declan is rather friendly. Most of his actions are done out of genuine interest in a subject matter and he rarely expresses outright disgust towards a certain action. And perhaps it is this all accepting nature that can put off people - because only a man with no morals can so readily accept so many things in life and roll with it. And Declan is exactly that. With little morals governing his thoughts, his actions are merciless but also equal. He only abides by his law and sometimes by other's laws as well.

Declan also has a tendency to be fickle. There are many interesting things in life, but there are also many things that one needs. And sometimes, you have to betray someone to get it. Declan is not above that. However, he doesn't do this without reason. He has many things to weigh before making a decision to betray an ally - but that's because he would be risking his own neck if he did. He does have times when he can be the most loyal person in the world - but those are rare and in between. He could count on his one hand how many times he had felt strong loyalty towards a person or a cause. However, he does keep his promises but he doesn't give those away easily.
[/div] [div class="tabsContent tabsContentCrucial" style="display: none;"]
history

Biography: Declan couldn't remember a time when he wasn't on the streets. He could barely remember much about his young life. There had only been one person who aided him throughout his younger years - an old hermit who took pity upon young Declan. As far as he knew, the hermit had been the one to give him a name. At first, it was easy to play the kicked puppy card when you were a child. Despite the power disparity, there were many who took pity upon the young boy and give him something for him to survive off of. He and the hermit had traveled from town to town, kingdom to kingdom - rarely legally but that didn't quite matter in the long run. Not for them, at the very least. As long as they didn't get caught, they would be fine.

But the hermit had passed and Declan was left alone. It was difficult to survive without anyone to guide you but the streets temper people fast, and they change people forever. Declan was a product of the harsh environment but the boy never seemed to mind. He was rarely interested in the political affairs of the kingdoms - hard to be when the only thing in your mind is how you're going to eat when you go hungry again. The power system sucked for someone like him, born without parents and apparently no latent power to speak of. But hey, you just accept what's given to you by life and continue living. So he does whatever he can to survive. That stretches from doing odd jobs for people to stealing food or money.

During his early teenage years, he had been at the Hearts kingdom. There he had met this girl around his age who seemed to be in the most depressive state. Just like how the hermit had helped Declan, he decided to at least give the girl a fighting chance. For the first few days, he had to steal twice of what he usually did or he just gave her a part of his portion. Slowly, however, she became more grounded. Declan had thought to leave once she's on her feet but she proved to be an able companion so they came to the agreement of being partners in crime. Somehow, they had managed to overcome the lack of proper verbal communication. They understood each other well enough. With her brains and his street rat skills, they managed to thrive.

Up until they slipped up and guards came after them. He got separated from her and was knocked out by some guard's magic. By the time he woke up, he expected to be in a cell and prayed she would not be there. But he wasn't in jail or dead. He was with a young man who was grinning and holding out some food. Said he didn't agree with the current way their kingdoms functioned and offered to take in Declan. They wanted to incite a revolution against injustice. Declan would have accepted but he needed to revisit his makeshift shack first - hoping that she was there. He snuck back into the city and waited. She never came back. Knowing there was nothing he could do, not yet anyway, he returned to the man to join him on his quest.

They had soon come to the Jokers who shared the man's sentiment. Since he had joined, Declan decided to join as well. It had been fun. He wasn't exactly as gung-ho about the belief as the other members of the organization but he was being fed and the extra training and technology that they were being provided was certainly useful.
[/div] [div class="tabsContent tabsContentStar" style="display: none;"]
miscellaneous

Relationships:

Guineverre Victoria Y Blanca [Queen of Hearts]

"The woman went from rags to riches. She's living every street rat's dream - but I don't envy her position."

Declan met the queen during his teenage years when it just so happened that he found her - starving and depressed - in the streets. It was a simple calculation on his part, he'd help her get her back on her feet and they'd go on their own way. So he took her to his little abandoned shack. It took days of him providing her food before she responded to any of his questions. Gave him a simple name and that was that. Another few days to coax her out and finally, she took part in some of his escapades. He figured on moving on after another week but he found that Guin was smarter than she looked. Her plans usually goes off without a hitch and she's managed to barter and scam without much difficulty. So, he decided to stay with her. They were separated after a few months and he never found her again.

So imagine his surprise when her name came up on the Ace Tournament. He wasn't sure at first as he didn't know her full name but after checking it out, he was sure that it was her. She lost and disappeared off the grid again before popping up as a contender for Queenship and won. They had reunited two years prior in a coastal town and Declan was adamant in sticking with her for the remainder of her trip - much to her general annoyance of course. However, ever since then, Declan has been allowed into the Hearts Castle as Guineverre’s personal telepath.

Arabella Vanstauf [9 of Hearts]

“She’s the personification of a ball of sunshine. Pray to heaven and hell that you don’t cross her.”

Due to Declan’s constant presence in the Heats castle, they had naturally met. Because of their friendly dispositions, they had become fast friends. Over the years, their friendship developed with Declan even putting on an effort and inviting Arabella to eat - something he rarely does to people he doesn’t know. They are even known to sometimes be found around comfortable places, comfortably asleep with Arabella in her animal forms while snuggled up to him. Declan had also discovered that she seemed to be rather neutral to his thievery, which was surprising in itself.

Cassius Bellarmont [10 of Hearts]

“The kid’s got a good heart. If only he placed it in the right hands.”

Declan really feels for Cassius. He’s a nice guy, follows orders, doesn’t get angry too much, excitable person really. And they do get along with each other fairly well even though he can feel Cassius seething when Declan gets a little too close with Guineverre. Nevertheless, they are on amicable terms and Declan continues to watch him live his fantasy.

Syrakusa [Queen of Diamonds]

“You know what’s funny? How people would stoop so low for revenge.”

He found that he had a knack for catching future queens' attention. By this point a Joker but only on surveillance for the time being, he had stayed in the Kingdom of Diamonds where he had met Syrakusa. They had gotten on a rocky start but they had gotten over that. Declan had already been surveying the various noble and royal houses so he had no problems when Syrakusa had asked it from him. He became her eyes and ears and she provided him a roof to sleep under, anonymity and food. When she had risen to power, they never lost contact. Declan still does work for her as long as she provided proper payment. He keeps a healthy friendship with her - whether or not she sees the relationship as a friendship is of no particular concern to him.
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