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Fantasy Four Suits Volume 1.5 Characters

Main
Here
OOC
Here
Lore
Here
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Image/Appearance:

Name:
Calum Wynhorne

Title:
NA / Not significant enough for a nickname :(

Age:
19

Race:
Human

Sex:
Male

Personality:
Calum, to be blunt, is the epitome of ordinary. He was raised to kind and respectful towards his elder, and especially those who were far superior than him in rank. Very rarely does he ever show malice or ill intent towards others, aside from the very typical moments when there are individuals mistreating family. A defender of sorts, despite his many weaknesses. He holds true aspects to being a knight of the kingdom, although it is inevitable that he will never get the opportunity to do so.

Calum is selfless with his belongings and his actions. Growing up on a farm, he knew the dangers of not being able to rely on those around you during your time of need, and has such made taking care of others a guiding factor in his everyday life. One aspect of this that embodies that well, is his use of any crops that do not manage to sell on the market. Instead of disposing them and allowing them to go to waste, Calum cooks a majority of it into a soup for any travelers passing by the farm, or any homeless that wander around the city.

Backstory:
Calum was born a simple child to a simple family. Farmers and traders, his parents were, and so he followed suit. From when he could walk to his current age, all he has known is his family's farm. His family's cabbages. Whether or not they were going to sell that season, or whether some high ranker was going to walk on by and incinerate the fields that he worked so hard to tend. Such was the life.. of the young farm boy..

But.. Calum wasn't willing to just stand around idly by without any dreams of his own. He wanted to be a soldier in the Diamond army, to be able to rise up the ranks and to be able to protect what he called home. He wanted to be an inspiration. He knew achieving the status of royal was far from his grasp, but frankly he didn't even want to reach that high. He only wanted to achieve enough so that he would no longer just be considered a farm boy, and at 17 was when he took his first steps.

Walking into the steps of the Diamond's army recruiting station of the nearest city, Calum applied to be a soldier within their ranks. He wanted to work his way up from the bottom to show that anyone, even a farm boy with little power, could become someone important. And try he did. Day after day, days turning to weeks, and weeks to months, Calum endured the tests to show that his level of power was capable of allowing him to become a knight. He took various tests that were supposed to fit him perfectly, out of pity from the recruiters. Tests of ability with simple destruction casting, to tests of combat by pairing him against another recruit. And nothing. Calum was unable to show significant progress in any area.

And just before he turned 19, he gave up. Two years attempting to join the ranks of the military, and two years failed going up against countless other recruits to serve only as the stepping stool for others of his caliber to succeed where he could not. He returned to his family and to his farm, and to this day has tended to the cabbages that feed the city and the military that had turned him down.

Rank:
3

Affiliation:
Diamonds - For now..

Abilities:
+ Mimicry: Being an ability that is based on progression rather than immediate strength, his ability to mimic that of others is extremely unexplored.
  • - Calum is able to mimic, to a lesser extent, any magic that is cast on him. However, this does not make him immune or grant any resistances to anything. This risk-reward factor has been the root cause of his low rank. Having to take hits before being able to deal damage has been his liability for the entirety of his life.
  • - The strength of his mimicry his based on how many times and how often magic of that type has been cast on him. His ability to copy grows in strength the more he has been hit, and wanes in strength the longer he goes without having been hit by that type. Magic cast with the intent to minimally deal harm to him, in an attempt to unnaturally raise his proficiency, has little effect towards growth.
  • - The length he is able to maintain someone else's powers is also based on his proficiency.
  • - Calum is only able to mimic the last type of magic he was hit by. Meaning if he is currently controlling Fire, once he is hit Water magic, he completely loses ability to manipulate Fire.
    ~ UPDATED 11 MARCH 2019
    Proficiency is earned by being hit by that type of magic, in its base categories. Proficiency is not based on that specific type of magic. For example, if hit by a ball of magma cast through magic (not like he would live), it would increase proficiency in both the Earth and the Fire categories. Anything unlisted means he has had absolutely zero experiences with the magic, not even seen it first hand.

    Strength: A rank 0 proficiency means he is unable to mimic at all at the current time. Once hit, it will go up by 1. A rank 1 proficiency will allow him to manifest that ability in its weakest form, like creating a small spark at one fingertip if his fire proficiency were 1. At 100, his powers become equivalent to that of about an Rank8 or 9, being able to take out the wall of a building.

    Duration: Again, at 0 he is unable to maintain the magic for any amount of time. For every point in proficiency, he will be able to hold the spell for 15 seconds. At 100, he will be able to maintain that magic for about 25mins.

    • - Fire-based: 0/100
    • - Water-based: 3/100
    • - Wind-based: 0/100
    • - Earth-based: 6/100
    • - Physical Augmentation: 2/100
    • - Sensory / Telekinetic Augmentation: 0/100
    • - Restoration: 0/100

Gear:
None, they're too expensive and rare for a lowly ol' farmboy

Relationships:
None significant, currently.

 
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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: 500 Magic / 3000 Physical - 3500 Total

Backstory: Redacted

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
  • Expert Swordsman

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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.

Argossian Saber: A single edged blade with a very simple guard and ergonomic grip designed to be wielded with a single hand. The high quality Argossian Steel Alloy used to create this weapon makes it a much sturdier, sharper, and durable weapon than any found in the Four Kingdoms.
 
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Image/Appearance:
560384

Name:
Samael Nicks

Title:
The See-through Demon

Age:
Looks 16, however is closer to 23

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:
9

Affiliation:
Clubs

Abilities:
Mirror Magic
-Once activated, People must walk or be forced in physically to go into the mirror dimension.
-Clairvoyance as a (figural, not literal) eye in the sky. Only ones who are skilled in knowing presences can tell they are being watched from the sky, everyone else feels goosebumps or something similar.
-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. No magic is allowed to be used inside of the Mirror Realm, minus teleportation and conscious moving.
-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.
-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 appearance more, however Samael doesn’t do it often enough to know the extent of how far it would go.
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.
560624

Relationships:
Samael is not close to anyone in his kingdom. His only real and true connection is that of his savior who he does not know the name of but knows by sight. He is indebted to her, and would do anything to help her.​
 
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562924

Name: Krau Ravenwing

Age: 22

Race: human

Sex: male

Personality: Krau is an optimist, albeit his optimism nowadays is quite fragile. He likes to help other people achieve their goal. He put friendship above everything else.

Backstory:
Krau always dreamed of a big heroic life ahead of him. Defeating monster, saving damsel in distress, discovering ancient treasures and all that shits. The fact that his big brother is considered a rank 10 at the age of 15 only bolster this dream of his.

How naive of him. Thinking back about this only make him wants to visit his younger self and slaps him to death. He is a late bloomer, at the age of 17, his power manifested for the first time and is considered as rank 2...

How can? Both of his parents are rank 6, his brother is rank 10. How can? After waiting for 17 years and he only get rank 2?

There goes his dream of becoming a hero, there goes his dream to join the kingdom's military, there goes his dream of becoming someone that his parents and brother can be proud of.

Spiralling into depression, Krau joined a gang where he and several other 'useless' youths spent time doing petty crimes like pickpocketing and vandalism. Until a man come at them and offered them to merge their gang with the famous gang, 'The Joker'.

There, not only everyone treated equally, but Krau himself get a very special task assigned only to him. To wield a prototype weapon of destruction.

With his new 'family' covering his back and a special weapon that only he can wield on his hand. Krau feels much more... useful.

Rank: 2

Affiliation: Joker, but he is from Heart kingdom.

Abilities:
Thermal handling - he can prevents the temperature of anything he hold in his hand from changing.

Gear
The portable railgun, Hansler SR-II (or as the members of the joker called it, Hot Tofu): A device that uses electromagnetic force to launch high velocity projectiles, by means of a sliding armature that is accelerated along a pair of conductive rails. This one is crammed into a barrel-sized box.

As expected, cramming that much power into that small space cause the device to overheat after every shot. It needs at least 3 hours of cooling down (after being dismantled first) and some parts changed.

After getting a report on Krau's power, the Argossian scientists decided to lend him the prototype so they can see whether this project was worth continuing or not.

Relationships:
Horu Ravenwing(31) - Krau's big brother. He is one of the commander in the kingdom of heart.


 
Image/Appearance:
Sydren be drunk.png
sydren2.jpg

Name:
Sydren Ironborne Lionsoul Stormfist Flameheart IV

Title:
Sy, Syd, Ren (By his friends/family)
The Forge Lord (By his dwarven brethren)
Baron of Brawlers (By his bar mates and enemies)
Ruler of Flames and Steel
The Wandering Bandit
The Nicest Sarcastic Bastard (By the Club Kingdom citizens)
Dwarven Chuck Norris (By me and Obsidian due to a discord convo)

Age:
26

Race:
Dwarf ("Aye and proud of it too, now someone throw me a pint!")

Sex:
Male ("I'll take some sex if ye be offering!")

Personality:
A right sarcastic bastard, the angriest git on the battlefield, and the friendliest drinking buddy a friend could ask for. Sydren is likely to punch you in the face with an angry shout and then offer you a hand up and willing to pay for a drink. To those he consider's friends, Sydren is loyal beyond all belief and willing to defend those he cares for to his dying breath. Never without a tale to regale the crowds or a joke to cause uproars of laughter, Sydren can make any bland get together into a ridiculous party just by simply being there. Sydren is the friendliest dwarf you'd ever meet, always willing to give someone a chance and extend a hand of friendship. A generally joyful man to be around, Sydren is usually seen with a wide friendly smile followed by rambunctious laughter and friendly pats on the shoulder (Which will topple and average man). And don't even get him started on the ladies, Sydren has a flirtatious personality when concerning females he finds attractive, his surprising charm has caught even the most ice cold of women unprepared and swooning.

However, if scorned, his dwarven blood shows itself. For those he calls enemies (Or simply wants to antagonize) Sydren has a sarcastic comment or stinging insult ready to be fired with all intents to embarrass and discourage all would be rivals. Once he gets started, Sydren won't stop until those he's insulting have to either walk away from him in retreat or silence him by force, it's usually the latter due to the amount of rage Sydren's comments tend to instill. Once that first punch is thrown, all hell break's loose and Sydren's battle crazed side is shown. Maddened laughter and rage filled yells follow his change, for when Sydren is in battle, he becomes a raging berserker, his anger exploding outwards. Not to say he's always angry during fights, for Sydren's battle lust can be joyful if engaged in a friendly spar or bar brawl. However, if those he considers close to him are insulte, harmed, or worse, a calm and cold fury over takes him, switching him from the loud boisterous berserker into a cold and calm warrior.

Sydren is a sarcastic, friendly, joyful, boisterous, flirtatious, wrathful, and vengeful man depending on his mood, but most of the time, he's the one that's more than likely going to buy you a drink and ask you how your wife and kids are doing.

Backstory:
In the mountains of Lindheimr there is a tale of Dwarves that have skin of the iron, bravery of lions, fists that strike like storms, and a mastery of flames that cannot be rivaled. For generations these dwarves have not only been some of the finest forgers, but also the greatest warriors and protectors of Lindheimr. There are not a lack of rumors, myths, and legends surrounding this clan of dwarves, many not far from the truth, but there is always a singular truth. A Flameheart will always be one with the forge, kin of battle, and lover of flame. Flameheart's have been around since the establishment of Lindheimr and have even been among many of the royal ranks of the Suit's Kingdoms. Never has there been a generation where a Flameheart has not served the Spade kingdom and defended what he calls his home.

Of course there is always an exception.

Said to be born in the raging fires, hardened in the mountains, and raised in battle, Sydren was unique even among the Flameheart dwarves. His strength exceeded even the veterans of the clan, being able to overpower the warrior's who were said to allegedly crush mountains. His flames smallest of embers could rival that of a raging inferno, and his mastery of the forge was ethereal in its process, bringing even the greatest of smiths to tears due to the beauty and craft of his creations. Sydren was born to be one of the greatest dwarves, nay, Flamehearts to ever live and bring even greater glory and heights to his royal bloodline.

But there was something off about him. When outside the mountain for trade, Sydren's eyes would wander beyond the horizon, as if searching for more. The reclusive and abrasive nature of dwarves could only be found in the boy when angered, as he would often be found conversing with those of other races and kingdoms when trading and even seen playing with their kids. It spawned worry in the elders of the Flameheart, that young Sydren's wanderlust would cause him to leave the clan and forsake his very birthright. Sensing their worries, Sydren's father, Lord of the Flameheart clan, contracted a friend of his to take Sydren out to the world, train him in battle arts, history, and educate him on the world to quell his need for journey.

If only Sydren's father knew what a mistake he made. Sydren journeyed with his master all across the kingdoms, meeting friend and enemies alike, completing grand adventures, and battling even the most phantasmal of beasts. Legends were being made of Sydren and his prowess in battle, the creations he had crafted, and the treasures he had gathered. You see Sydren's master was not only a great warrior, but also a bandit lord who was know for his adventures, battles, and the treasure he gathered and unfortunately for Sydren's clan, he had passed these traits onto Sydren, furthering the dwarfs need for journey, to see the next horizon, fight the next great fight, and drink the finest drinks.

However, the Flameheart clan would have none of that. During one of his and his master's returns in Lindheimr, the Flameheart's demanded that Sydren relinquish his dreams of the next horizon and that his master be banished or be locked away forever. Of course the young Sydren would not give in to the demands, his stubborn nature coming into play and stormed out to the nearest bar where his master was located. Well as always with tales of great adventurers, there is tragedy, for Sydren's master had been killed in cold blood by his brethren, a warm smile still on his face. Sydren lashed out in rage and attacked his Flameheart brethren with a ferocity never seen before, not caring for the consequences. When he stood over the bodies of his defeated brethren, he could only stare in despair at his smiling master, who utter his last words:

"Live free, Laugh joyously, fight a good fight, and protect what you love Sydren, don't let them shackle those dreams of yours."

Sydren's master faded into death as those last words stirred in Sydren's mind. Sydren's despair quickly turned to rage as he charged back to his clan home, intent on taking his rage out on those who had betrayed him. Sydren was greeted by opposition as expected, all intent to capture him with force if necessary, so Sydren responded in accordance. All that was heard from the Flameheart clan that night was the sounds of fists clashing, weapons ring, the screams of rage, and the lights of burning flames. Sydren had fought through his clan, not without bodily injury on himself, for just as Sydren was a warrior born of iron and flame, so too was his brethren, and they would not go down without a fight.

Bleeding and bruised, Sydren stood before his defeated father kneeling before him, staring at his son with eyes full of trepidation, rage, and surprisingly sympathy. Sydren's clenched fist flashed towards his father, intent of ending it, but in the last second it sway to the left, Sydren missing his father's head and crush the wall behind him. Although they had crossed him, they were still Sydren's family and he could not kill any of his brethren. With only a few words of apology to his father and a bow to ask for forgiveness, Sydren left the Flameheart clan and Lindheimr, intent to never return.

Sydren traveled for months, a goal not in sight and his dreams just fading memories. It was a sad sight, until a certain day came along, where a Sydren saw a young man, dressed quite well if he may add, barely finishing half a pint before swaying from side to side and almost falling off his stool, until Sydren caught him. Telling the man to take it easy, Sydren introduced himself to the lightweight. Sydren made jokes and sarcastic remarks to the man, but in turn, the young man changed Sydren's entire perspective. It was almost as if Sydren was with his master again as the young man regaled him with stories of his kingdom, the life he lives, and offered kind words to the plights Sydren had suffer. In the end, Sydren was proud to call this man his friend and couldn't help but laugh as he asked him for a name he never told him. The young man smiled and offered a hand to shake:

"Lazare M. Viticus, but please call me Jack"

Sydren had become friends with the very Jack of Clubs, a surprise in its own right. Jack had inspired Sydren to pursue his dreams once again as his master would have wanted and in return Sydren had sworn to Jack that they were now 'best buds' and he could always call on him (He also patted Jack on his back too hard and nearly toppled him over, but Jack says it was quite alright). Sydren traveled once again, keeping in contact with his friend while making a name for himself. He became a wandering warrior saving those in need, fighting both man and beast, mastering his craft and magic, and due to certain traits of his master, robbing the rich, looting treasures, and becoming the Wandering Bandit.

Eventually Sydren made his way to the Kingdom of Clubs to check on the one he calls his greatest friend. Only to find him boggled down by work, pressed into duties that were not his own, and intimidated into deals he did not need to be making. It made Sydren facepalm and swear that if Jack couldn't kick his ass that Sydren would suplex the Jack. Instead, Sydren used his royal bloodline to pass the Suits test and became a 9 of Clubs under Jack to help him. (AKA: Be the one who yells in place of Jack when he's backed into a corner, punch those who need to be punched, and be the overall hype man.)

Now Sydren is the forger, smith, protector, and drunkard of the Club kingdom, it's friendliest 9, most drunken royal, and general pain in the butt to the upper echelon of clubs.



Rank:
9

Affiliation:
Clubs ("I know, a dwarf outside the Spade Kingdom!? Well get over it ye bastards, the Clubs are where it's at!)

Abilities:
Iron-Forged: "I am one with the Iron and Steel. My bones are Metal, my skin is Steel, and my craft is to be flawless.
One of the Flameheart clan's secret techniques and magics, Iron-Forged is not only the name of their magic, but the state of their being. It allows Sydren to flow his magic throughout his body, both strengthening and hardening it to the point of steel, increasing his offense and defense. In its passive state, Sydren's skin has a metallic sheen to it, due to his magic constantly flowing through his body. Once applied to a particular part of the body, that part with turn a onyx black with a metallic sheen, indicating that Sydren has applied Iron-Forged to that area. It increases offense when used for attacks and defense when focused to particular areas being attack. In its Active state, Iron-Forged allows Sydren to sense the metal near him and manipulate it to his whim within a certain radius. It's almost as if Sydren can feel the metal and how it wants to be formed. This magic is what makes Sydren such a great smith, as his Iron-Forged is at its peak, allowing Sydren to craft items, weapons, and materials in a matter of seconds. With Iron-Forged applied, Sydren can see the cracks in a weapon, armor, or item and knows where to strike to break it and what its made of. However, if a force is greater than his magic power, his skin can be pierced, and if a weapon is of magic orientation beyond his knowledge, Sydren will only know the materials that he has come across before or studied.

Flame-Heart: "I was born of flames and by flames will I return. The Inferno is what fuels my heart."
As their name suggests, the Flamehearts are a clan that wield flame magic. You would think that would be simplistic in its nature, but don't be fooled, it is not simple flame magic. To a Flameheart, their flames are their very soul. Their mastery of flames is so powerful, that they can even transfer that flame into different forms. Heat, Steam, Explosions, even Magma are not beyond the Flame-Heart's reach. Sydren has a natural talent for this magic and has been known to be able to cause miniature explosions, create magma, and cause small eruptions. He can cause lava/fire eruptions from the ground, burn the oxygen around him, and with concentration, create large grand flames. The trade off is that he can only reach higher levels of his Flame-Heart by being still and concentrating, leaving him open for attack, he is weak to water/ice magic and techniques, and can only stay in his flame for a limited time or short bursts. He primarily uses his flames for forging and tempering his craft.

Monstrous Strength: "Go around? Screw that, i'm busting through these buildings, MOST DIRECT ROUTE"
Sydren has incredible physical strength, even for a dwarf. His might is known throughout the Club kingdom, mostly because he can be seen smashing through buildings in his path. Don't be fooled though, he has a limit to his strength, he won't be crushing mountains in a single blow or splitting the sky with his fist, he'll probably leave you seeing stars for a while

Baron of Brawlers: "You'd think I would be all strength, no technique right? Well guess again wanker!"
Sydren is a master of hand-to-hand combat. Taught by his master, improved through battle, and perfected by experience, Sydren has all sorts of techniques and skils for his primary source of fighting. He's usually seen taking up a boxing stance, but has been known to incorporate suplexes, dropkicks, and all sorts of other techniques. His fighter's intuition is to the point where he can usually predict and react to an enemy's move before they make it and can formulate a counterattack for most anything they throw at him, granted that Sydren has experienced these moves before or has knowledge of said techniques.

Lion-Soul (Locked): "There's nothing I won't fight for my Clubs, so come at me!"
The Flameheart's third magic is actually rather simplistic in its usage. Lion-Soul is a buffing magic used to increased the power of Iron-Forged, Flame-Heart, and their physical capabilities. When initiated, Sydren's eyes will glow golden and his aura will burst forth and rage wildly around him. His Iron-Forged becomes stronger increasing his offense and defense beyond his current capabilities. Flame-Heart's stronger techniques become easier to use and no longer require him to be still when using Lion-Soul, and his strength and speed increase to greater heights. However, Sydren has yet to find the catalyst to unlock this power, due to his timely departure from the Flameheart clan, so on one has taught him the truth of this technique and can not be used currently.

The Forge Master: "My craft is my very being, everything I forge has a piece of me in it."
Sydren's forging, smithing, and crafting abilities are the top of his clan. It's to the point that if Sydren has the right materials, he could even create weapons and items of mythical proportions. With his talent, Sydren can do what is considered nigh impossible and craft magical items and even Artifacts. While possible, the process of constructing Artifacts requires a lengthy amount of time and focus, not to mention materials and magic of royal class and beyond. While rarely seen, once Sydren has crafted an Artifact, it's authenticity and power can not be denied.

Weapon Mastery: "Alright asshat, you made me pick this up, that means i'm taking this seriously now."
Just as he forges the weapons, Sydren wields them with utmost mastery. He's especially proficient with Hammers, Greatswords, Polearms, Axes, and general blunt weapons. If Sydren ever draws one of his weapons for a battle, it means the enemy is either worthy of his full prowess or that big of a threat.

Gear:
Surtr: Blade of the Flame King - Classification: Artifact (Weapon wielded in appearance picture)
An Artifact passed down through the Flameheart clan to its greatest warriors and leaders once they prove themselves, Sydren earn this weapon when he was young and it has never left his side since. Made of materials beyond comprehension, this weapon thrums with explosive power waiting to be unleashed. Sydren is able to channel Flame-Heart through this weapon and use it to amplify the flames. It's weight is far beyond human means and it seem to almost be sentient, only allowing Sydren to wield it. Surtr can be seen with Sydren at all times, but is only wielded when Sydren deems an opponent worthy. Surtr's flames and power is fueled by a Great Fire Spirit said to be on par with Darigaas the Destroyer, it's raging flames waiting to consume all, but Sydren's strength is not yet great enough to wield the full brunt of this Artifact, only time will tell if Sydren can unlock its full potential.

563302[/ATTACH]Ifrit.jpg
Sydren's Magic greatsword that he forged with the intent to dual wield in conjunction with Behemoth. Aligned with dwarven runes, Ifrit does not increase the power of his flames, but rather contains them and sharpens the blade itself. As Sydren supplies Ifrit with more flames, the edges of the blade glow orange due to the flames running through the blade, increasing its cutting power. When Ifrit reaches its max level for containing the flames, Sydren can expel the built up flames for a wave of fire which can be used for an overwhelming AOE attack, or a flying blade attack that sends a blade of flames cutting through anything in its path. The trade off is that once it expels its flames, Ifrit must cool down before Sydren can begin fueling it with flames again. Sydren can wield Ifrit in one hand due to his strength.

563322[/ATTACH]Clear_Sky_Hammer_6.jpg
Sydren's Magic hammer that he forged to dual wield in conjunction with Ifrit. Opposite of Ifrit, Behemoth's abilities are simple in their nature. Nigh indestructible, Behemoth's offesive power is only coupled by its defensive properties. Behemoth has the ability to extinguish most magic thrown at it and in the cases of stronger magic, deflect it. Don't let its ability fool you, Behemoth is still a blunt weapon capable of smashing even a giant's body and when used with Behemoth, makes for a deadly combo of cutting power and brute force. The drawback for Behemoth is that if a spell is too powerful, it may only weaken the spell instead of erasing it or deflecting it.

Armor of the Titan - Classifcation: Magic Item(Image in appearance picture)
Sydren's armor that boasts of high defense and increases his strength. A gift from his mother, Sydren cherishes this armor and one of his favorite hobbies is polishing it in private. This armor is extremely durable and can take quite a hit, built to survive extreme heat and freezing cold. The only effect it has is the ability not to melt to Sydren's flames and increase the power of Iron-Forged. Can withstand damage up to Subrank 1000
Relationships:
Remi Rumialin (Ace of Clubs): "That there lass is my Ace! And boy is she pretty and nice. She always seems to have a smile and is always willing to listen to my stories. And those golems she makes, works of art I say! I dare one of ye crotchety bastards to call my Ace old, i'll stomp a hole through ya!"

Kynan Weis (Queen of Clubs): "Holy shite on bread, if that witch don't pull that stick out her arse, have a drink, and get laid, she's gonna die from scowling. Plus her whole, blah blah justice blah blah I am the law shite grates on me nerves. So I irritate her with all I got, yeah I know she can kick my arse, that's the fun part, is she hits me, I win!"

Lazare M. Viticus/Jack (Jack of Club): "That right there is me best mate, my brother of soul, and the guy who can't drink half a pint without getting shitfaced. I'd go to the ends of the world for my brother, just as I know he'd do the same for me. There's no one I would rather have watching my back and who's back i'd wanna watch. And I swear if one more of you motherfuckers yells at me friend, i'm gonna throw you throw all the castle walls!"

Other:
Sydren is the Forge Master of the Clubs and has designed most of the weapons, buildings, and structures.
Sydren is known through all the bars of the Kingdom and has quite the high tab at all of them, that is if he doesn't already drink there for free
Has been reprimanded for bedding several of the nobles daughters....and wives.
Rumors constantly pop up about Sydren's exploits during his adventuring days and missions he does for the Clubs (example: "I heard Sydren got his fortune from beating a dragon in a drinking contest." "I heard Sydren once wrestled a lich king into submission and then proceeded to suplex his whole undead army." "I heard Sydren bedded the Queen of Hearts, left in the middle of the night, was confronted, then bedded her again!")
 
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[div class=background][div class=imagebox][div class=overlaytext][/div][/div][div class=maintextwrapper]
[div class=titleblock]basics.[/div][div class=textbox]Name:
Femke Van Tepes

Titles(s):
"Dracula"
"Vlad the Impaler"

Age:
450

Race:
Vampire

Sex:
Female

Height:
182 cm/5'9

Rank:
10

Affiliation:
Hearts[/div]
[div class=titleblock]personality.[/div][div class=textbox]Femke is a tale of many layers and twists, an idea of horror which has persisted throughout time despite the lack of sufficient evidence of her existence. Generally referred to as Vlad or Dracula the people have assumed her to be male and even amongst her own kind she remains a mystery of dubious rumors. What has persisted regardless of gender is the nature of the anecdotes which speaks of the brutality of her being. A sadist in all manners that thrives on the pain of others and that has committed countless slaughters just for the sake of killing with no disregard for her victims. The extent of her cruelty has been popularised by her tendency to impale her victims in one way or another and has created the myth of "if the person is missing its heart then Dracula has been out and about".
[/div]
[div class=titleblock]history.[/div][div class=textbox]"She's beauty, she's grace, a gift from the heavens that will put the humans in their place. Born from the hand of lightning, molded by the earth; a "beautiful evil" whose descent will torment the human race."

As the storm ebbed into soft pitter-patter upon whistling foliage, silence came to revel in the spaces between. It was thick and heavy, interlaced with the stench of death and challenged by the screams of sorrow sprinting in trembles beneath numbed skin and shattering in suppressed sobs through clenched teeth. The lips she had kissed just last night were ashen and still, his blood running dark over the jagged edges of chins, cartilage and broken ribs; the hollow of his missing heart a mangled mess of flesh and muscles, arteries sticking out in a rubber hose arrangement around the metal running through his chest.
She reaches for his face with a quivering breath, the air settling in the tips of her fingers as they trace moonlit wrinkles in crimson brush strokes and exhaling in goodbye as velvet lips kiss the closed lids of amber eyes goodnight.

"Sleep well dear mortal, may our souls never cross ways again."

Relationships:
WIP[/div]
[div class=titleblock]abilities.[/div][div class=textbox]Biomass manipulation
Femke has complete control over the biomass of her body and can freely alter and manipulate it on a chemical and cellular/sub-cellular levels making her able to grow additional appendages, regenerate wounds at accelerated speeds and even go as far as to completely reconstruct her being. Is fueled by the absorption of biomass (flesh, blood) and prolonged usage requires active assimilation of biomass.

Power enables:
-The ability to completely disassemble her body into a mass of malleable "red matter", the red matter being invulnerable to conventional weaponry such as projectiles.
-The ability to shapeshift into whatever creature she wants as long as she possesses the biomass for it.
-Regenerate wounds and limbs, remodel her physique and structure.

Weaknesses/Limit:
-The limit of how much biomass she can holster is 10 people at the same time. Once expended she has to refill.
-Is not be able to regenerate or manipulate her biomass once she has used up the stored biomass and has to refill for it to function.

Hematophagy
Active assimilation of blood and flesh enhances Femke's physical condition granting her the power to become several times as strong as her de facto condition. These states of greatly heightened conditions are referred to as levels (or nivela as she calls it) and go as followed.

Nivela: zero
Her de facto condition

Strength:
Able to lift the average weight of two humans effortlessly.

Speed:
27mph.

Endurance:
Human level.

Nivela: unu

Strength:
Able to lift the average horse (~500 kg)

Speed:
40 mph

Endurance:
Slightly enhanced, minor damages like shallow cuts are negated. Flesh wounds are not as fatal.

Nivela: duoa

Strength:
Able to lift a medium missile (1,200 kg)

Speed:
60 mph

Endurance:
Able to face tank muscle-deep wounding attacks without taking damage, fatal wounds doesn’t kill instantly.

Nivela: trei

Strength:

Speed:

Endurance:

Nivela: patru

Restricted

Nivela: cinci

Restricted

Command Inducement
The ability to impose commands upon other beings to do the user's bidding regardless of the victim's feelings. Activates through eye contact and control persists for approximately 10 sec upon rank 10s and lower (effectivity varies according to the victim's magical prowess). Telltale sign of the ability coming into use is the enlargement of her pupils to the point of covering the entire iris. Effectivity varies depending on the victim's resistance and is a single target ability with a cooldown on 5 minutes. Rarely used by Femke as a battle strategy and functions more as a mock power that she uses for entertainment.
Vampires that have been turned are naturally forced to do as she commands.

Acid blood

Master swordsman/Master hand to hand combatant


Gear:
A sword which she keeps hidden inside her body.

VA (adult Kiss Shot):

[/div][/div]
credits @RI.a
[/div]
 
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Name: Vivianne Frisk
Title:

  • Vivi - Short for "Vivianne", obviously
  • The revenant - a descriptor regarding her abilities
  • The brew witch - a humorous nickname because of her hat and most notable occupation
Age: 24
Race: Human
Sex: Female


Rank: 7
Affiliation: Clubs
Ability Subranking: 400/300

Image/Appearance:
This Seven of Clubs is rather unassuming. A shaggy, red bob is usually topped with a wide-brimmed, pointed, dark-turquoise hat with a bent tip and a handle. Her large, round, blue-green eyes are expressive, usually conveying her excitement... or fury.

Her tanned skin is mostly covered by a turquoise and white robe with puffy sleeves. Its lower portions are divided into one front and two back panels, and she wears white pants that match her sleeves.

Personality:
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 craves 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.

Backstory:
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. While overall an unimportant person, she still finds herself crossing paths with the higher-ups, much to her delight.

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.

Abilities:
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.

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.

Confetti Shot - 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.

Glitter Bomb - 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.

Tether - 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.

Gear:
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.

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.

Decanter Hat - 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.

Relationships:
  • Sydren Ironborne Lionsoul Stormfist Flameheart IV - Long story short, Vivianne tends to go fetch his things as needed. Sydren is one of several prominent Clubs figures she idolizes, and she is pleased to do the occasional odd job for him and others.
Other:
 
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Hilma Sjöberg
⊱ S A G A ⊰



Basics
Age : 45
Gender : Female
Race : "Banshee"
Hair Color : Blonde
Eye Color : Blue
Height : 5'4"
Weight : 107 lbs.
Build : Petite
572055

Rank 9 of the DIAMOND Suit

Personality

Saga, as she prefers to go by and will be very upset if she is not called, is a little bit of everything and all over the place. Considered a person with more than a few screws loose, even she can't deny the chaotic make-up of her own personality. Hot tempered at times and cool as a cucumber the next, many find it hard to pinpoint exactly what kind of person she is, what makes her tick, and it seems she likes it that way. Her true colors shine through with emotional outbursts, unable to keep a mask up when something hits her where it hurts; threatening those things she really does care about.


No matter how she chooses to portray herself, the insides give away a person who has seen a bit too much, a person who chooses to be apathetic when she can afford it and emotional when she can't. Cynical and logical until feelings get in the way and for that reason she chooses to portray a character different than her own.


Biography
When asked to describe myself, I can say a whole lot of words I wish were true but in reality, I'm as simple as everyone else. I try to be interesting, for the sake of myself and others. I've long since figured out, it's going to take a lot more than time to kill me so I've got to keep myself entertained and whole, or do my best anyway. That's all anyone can do right? i call myself a "Banshee", but I'm not really sure what I am. I see people die, people close to me, people I come in contact with, skin to skin. I see how they die, when they're going to die, given they keep on the path they're already going. For that reason in particular, I prefer people don't touch me and it's why I try to wear gloves as much as possible. All it takes is a handshake and I'm seeing this guy get run through with a sword a week from now. It was really hard at first, I though myself mad, but when these visions started to come true, I knew better.


It's terrifying, you know? I don't want to know. Maybe I can help it, but I've also had to accept that sometimes no matter how hard I try, I can't go toe to toe with death. Usually I don't interfere. Think me cruel if you will but I'm the one who has to keep living with the blood on my hands should I choose to tangle in somebody else's fate. I've never seen myself die, so don't ask about it and I'm glad for it. I'm forty five, you know? Haven't aged a day over twenty. Which means I'm probably not going to die someday cozy and old in a warm bed. I don't want to know the gory details. Or when. That would drive me mad.
Aside from that, nothing really makes me any more special. I mean, I'm good with magic.
Really good, but definitely not the best. I try to use it for myself, it's my gift after all, but I'm not heartless. I just try to be. My heart has only ever hurt me. Seeing others die has been hard. I had to watch my foster parents die one day when I hugged them as a child. Thankfully, they were never aware of what I could do and I never told them. They died when I was a teenager, from an illness, something that took my father one evening and my mother a few days later. Some say it was because she didn't want to live with a broken heart, the hopeless romantics they are, but I saw how sick she was and was thankful when they found peace.

...I would prefer to not speak of them. My greatest weakness. If you tell another soul, I'll blast your tongue out of your face, got it?

...Well, I was young, in love. Before I knew that I wasn't going to age. He was handsome and exciting. He knew how to make my heart race and I never told him about what I saw. I knew he was going to die alone, fighting someone else's fight a decade or so after we met and I always tried my hardest to forget. To live in the moment. So we got married. It wasn't anything grand. He was taken by me, what I could do and I was taken by how he could live every day as if it were his last. He wasn't the best to me but I knew he loved me. What I did not expect was a child. I mean we were both adults, we were aware of the possibility. I wasn't stupid. Maybe
he was. But I think it was the most difficult thing I ever had to go through. I considered myself normal before then. Boring even, but after that... Well, nobody could hold themselves together.

It was going to be a girl. And I was in love with her before she was even born. And that day was going to be the best day of my life. Until she came into the world and I held her, that beautiful little girl and I saw her a year or so down the road in my arms. A face sullen, sunken. She was sickly; malnourished and flushed. An disease would take her from me before I really got to know her, before she got to know the world and it would not be kind to her. It would start now and end with her in the moment in time that played before my eyes.

Perhaps I'm evil. To you. To others. To him, who could never know what would happen. Even if I told him, he would have already considered me insane, mad, and I knew what he would do.

I killed her.

With a poison that would take her in her sleep, I only needed to lay her down to rest. Painless and silent. And like that she was gone and I knew I had to leave. So I did. I buried her in the night. It was raining that night, storming. It was torrential and I was grateful because it could hide my keening and crying when I couldn't bare it.

Years passed. And I changed. I changed a lot, I'd say. No more boring Hilma. I am Saga, a person with many stories. Not that I coined the nickname. Some cutthroat gambler I met in a bar once named Gregory and I liked the name. All the stories I hold, are not all my own. I only see others around me and their stories ending.

Tragic? No.


Unfortunate? Very.


Abilities

Rune of Infinity - A rune applied to an arrow to multiply the shot (Max: one thousand fold), often shot into the sky to rain hell upon a vast area (Max: About the size of a football field). An exhausting ability, it is not used often, not often consecutively, and not practical if enemies and allies mingle on the battlefield. Can be combined with other runes.

Rune of Destruction - Applied to an object or arrow to make the point of contact an explosion similar to that of a large bomb, able to level a building or blow the average person to pieces. Can be combined with other runes.

Rune of Haste - A rune that can be applied to the body or to a solid object, allowing the movement of the object in motion to be much quicker than it would normally. Can be combined with other runes.


Gear

Mute - An ebony enchanted bow without regular physical arrows with the ability to conjure a magical arrow when drawn that, once conjured, counts as a physical object. Alleviates the need to keep a constant supply of ammo.

Bread & Butters - Two identically made daggers, black bladed and hilted, with no particular qualities other than being sharp and lethal when used correctly. They acquired their name from Saga's fondness for using them to spread her butter and cut her meat.


 
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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: 40 Age:27

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.

Rank:
9
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.

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
 
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A fantasy awakes. A dark desire to Watch you slip away Into oblivion. I can’t wait to see your flesh turn pale. When I hear the last breath you take fail!
Image/Appearance:
572506

Name:
Jordan Vulcan

Title:
Golden Serial Killer

BRAT
(You'll see why)

Age:
21

Race:
Caucasian

Sex:
Female

Even with you dead, I still feel the pain In my heart, things will never be the same Now I must live out this dark fantasy I am not the (wo)man I came to be

Personality:
Jordan is actually quite sane compared to other jokers, or twisted in a way, given what she has done the fact she's still sane is quite surprising. She's mostly a rebel getting back at the people who shun the poor and praise the rich, and the rich themselves. Though she may be usually calm, happy and quite pleasant to be around, she does get psychotic when she's mad. Jordan doesn't get sad often but when she does it's best to leave her alone and let her calm down, that goes for when she's mad too, any further interactions after making her mad, can result in a broken nose.. She can look really scary when she's...ahem...looking at anything cute, mostly because it's out of her norm, and very rare to see.. In short, she is the embodiment of violence and hate..
I’m not stable
Backstory:
Jordan grew up in a slum village in the spades kingdom, the village wasn't well known, and was burned down when she was fifteen, the people who burned it down were some nobles wanting to have fun, their fun was to burn a village down and kill some peaceful folk. The few that were killed, two were her parents. She herself got revenge a few weeks later, finding one of the killers stumbling drunkingly out of a pub in a small town. Her revenge was dragging him off to an alley way and literally ripping him apart. She'd do the same to anyone involved with the murders. She knew they weren't going to get prosecuted-in her mind, the rich are above the law-, so she did her own justice and killed them all in the most brutal ways possible. Her murders caught the eyes of joker recruiters, since she was indeed targeting nobles within kingdoms, she herself was becoming quite the notorious killer. Earning her the title of 'the Golden Serial Killer', for having a taste of killing rich people. Though after her murder spree she realized she can get paid for doing it, she was discovered by an assassin guild and recruited. She was 16 at the time, she stayed for a time before being recruited by some jokers. Guild name remains a secret though. Just be careful who you piss off..
I’m not stable
Rank:
4-7
(depends on her gear)

Affiliation:
Joker

Should I feel this way I’m not supposed to I can’t find it in me to care at all It’s a shame we don’t see eye to eye That’s why I am here to take your life

Abilities:
Jordan is outrageously strong given her appearance, her abilities is super strength, a slight increase to durability and stamina, she was also gifted two weapons that work off a set of special crystals. One creates large sharp rocks, and another explodes, and when combined into a firearm with a ammo pack, the weapons become and almost infinite source of hellfire. The drawback is the crystals only have enough energy to be used 6 thousand times before being turned to dust and being useless.. And yes the crystals have been magically combined to be held within the weapons rotary system. The guns were modified to only use the crystals, as the rocks the are created by the other crystal, are stronger than lead based ammo.
The explosive crystal, when stripped down just enough to work as combustion to fire the rocks at a high rate of speed.
There's a lot more science behind this buuut lets move on shall we?

I’m not stable
Gear:
Now, her strength isn't all that good, no she can't flip a mountain or hold up a boulder the size of a village hut.. She relies on her weapons. Which includes mostly heavy melee weapons and guns from the lovely argos. Her weapon of choice for melee combat is Two War hammers she calls the 'tenderizers'. They stand at about 5 feet tall, and have retractable handles-these are holstered on behind her, on each shoulder blade, and for medium-long range combat, she has the Argos to thank for two M134 gatling guns. Given her strength, she can use them in unison and carry a fair amount of ammo for each. She also wears mediumish armor, she is strong and her weapons are light for her, but not as light as you'd think.. Each weapon's weight is cut by 20 pounds. Her armor is pretty standard.

Serenity never felt so empty Sanity never came back to me I’m not stable


I’m not stable
I'm not stable
I'm not stable
I'm not stable
I'm not stable

Relationships:
Assassins guild [REDACTED] : Good terms.
Jokers: Still newish. But neutral, hasn't met many of them(has met none who are player made)

 
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”They told me, 'He who seeks revenge should dig two graves.'
I told them, 'Yeah, one for that Argossian bastard and one for all his subordinates.'"


Ahlmus Cropped.jpg
​

Name: Ahlmus Thorn

Title:
  • The mummy - a nickname mocking the meters of bandages covering his body.
Age: 21
Race: Half-Elf
Sex: Male
Rank: 10
Affiliation: Diamonds
Ability Subranking: 650/300


Appearance:
Ahlmus is hardly recognizable following the incident in Jann. He used to be a handsome, lithe half-elf boy with wild blonde hair, two blue eyes, and fair skin that tended to burn in intense sunlight. He stands at an unimpressive 5’4.

Now, Ahlmus retains his overall form, but has burns covering 75% of his body. He is missing his right eye, and hasn’t smiled since. For the most part, his hair miraculously survived the onslaught, and shoots out from beneath the bandages around his head.

He uses his bandages as a substitute for clothing, since his skin doesn’t breathe as well anymore. They thinly veil his features, so he loosely drapes some extra length around his waist for the sake of modesty. It’s not uncommon for him to also be seen with a blue linen tabard or short robes, a belt for holstering his axe, gloves, and boots.


Personality:
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 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.


Backstory:
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.

Three years ago, Phorcis and his sister Elin took on a dangerous but well-paying job: to escort a caravan containing a priceless jewel. Their means of protecting the gem were unique; they used guerrilla methods against any bandits who sought the caravan, including decoy bonfires, caltrops, and ‘shoot & scoot’ tactics. It was a smashing success with minimal casualties.

Three years ago, Ahlmus and his older brother Heibel joined the rest of their family and 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, now 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, standing atop 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.


Abilities:
  • Chrono magic- Ahlmus’ specialty is the manipulation of time. He learned it from his grimoire, but has yet to unlock all its secrets.
    • Timekeeper - A passive ability. Ahlmus always knows what time it is, regardless of his location and the circumstances behind his getting there. He can keep track of time, even in his sleep, so it’s not easy for him to be late... assuming he cares enough to make an effort to be on-time.
    • Sneak Peek - Ahlmus enters a trance to catch glimpses of the future. He isn’t entirely sure how this power works, but sometimes the visions make sense, and sometimes they’re cryptic. Most importantly, the future is always subject to change, as the slightest deviation from one’s current path can yield an entirely different set of results.
    • Undo - A unique ability that turns back time to restore an object to a previous state, up to one minute prior. With it, he can heal recent wounds and mend broken items. However, one problem still persists: there is no undoing death.
    • Time Dilation - Ahlmus can slow time within two meters of him. Projectiles and assailants who enter the zone are also slowed. Due to the odd nature of the warped time, an attacker may perceive Ahlmus’ movements as hastened, though he has also been slowed; the only reason he can still dodge is because he can perceive time normally and has more time react to the incoming threat. People watching from the outside will see combat in slow motion.
  • 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. He also uses these spells to attach a length of bandages to a loop on the pommel of his axe or another weapon, in order to swing it like a makeshift flail. Other resourceful uses of this spell are to be seen.
  • Enhanced hand-eye coordination - Somewhat of a family ability, all Thorns are superior with ranged weapons. Although Ahlmus has some trouble with depth perception now, he is still excellent with throwing weapons and precise overall.
  • Enhanced Durability - A small increase in durability allows Ahlmus to take a lot more punishment. If it weren’t for this, he wouldn’t have survived the blast.

Gear:
  • 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.
  • 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.
  • Hourglass - A basic time-keeping device Ahlmus uses in his experiments to modify and improve his Time Dilation spell.

Relationships:
  • Phorcis - The eldest Thorn sibling; age 24. He is quiet and somewhat dry, but an adept guerrilla fighter and master sniper. Rank 10, the strongest of his family. He took news of Ahlmus’ injuries the hardest, feeling guilt for being unable to help his baby brother.
  • Elin - The only woman among the surviving Thorn family; age 22. Also a skilled guerrilla fighter, but she is a better deceiver who uses her cunning to lure targets into Phorcis’ traps. Rank 7.
  • Heibel - The middle brother, age 20. He is the weakest—only rank 5—but the most business-savvy. He manages the family’s finances and watches for bounties.

Other:
He has no clue who Eibon and Pharol are.



code by Goldieloxx​

 
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8z3avpX.jpg

XIXIX VALENTINE
(Z-eye-zix )

Title: X

Age: 24

Race: Human

Sex: Male

PERSONALITY:
Xixix doesn't take too many things seriously 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. 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 which can leave people confused as his speech might seem fragmented. In general, he cares about the people around him, but deep down he hopes someone else cares more.

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 how he dealt with the bad circumstance. He couldn't understand why the friends he made there 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, but nevertheless he did his best to fit in as long as it did not involve him being adopted. On that note, he 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 magic knights and would often train in secret, dreaming about becoming an Ace one day. They were cool, and being awesome had its benefits. If you were at the top you could just tell other 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.

Rank: A PERFECT 10

Affiliation:
Clubs

ABILITIES:
(Called myself being creative but let me know if this is overpowered, tired to include drawbacks and stuff)
Lady Luck's Armory-The collective name of what really amounts to ten abilities that will be listed below. Really they are just 10 different 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 Trump Card is the Iron Cyclone in which the expanded chakrams rotate violently and produce cutting shockwaves due to their speed of rotation.
chakram_special_by_forged_artifacts-d6s3022.png

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. Trump Card-Mirage blade-The user can perform multiple strikes within a single swing. Consecutive swings acts as a multiplier. Others will see this is afterimages.
p6WFCRs.jpg

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. Trump Card-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.

blRzJfh.jpg

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 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.
e128b3c7e735b7d95764c4862a3596be.jpg

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 trump card of this ability is that he can Erect a barrier around himself and allies in close proximity.
Shield_Render02.jpge31192ca-e20a-41b6-b26d-ddf894b64a6bOriginal.jpg

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 trump card of this weapon is Iron Dragon. The chain increases in mass and becomes a chained Dragon intent on decimating it’s enemies.

$(KGrHqIOKokFJb,4sVVgBS,lctYHtw~~60_57.JPG

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. Trump Card-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.
Final_2f.jpg
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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. The phasing can only last for a total of 2 seconds, and a 5 second cooldown is required before he can use it again. (Fire, lighting, light etc.) 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. After using this ability he can no longer phase through objects, essentially losing his ability until the next dice role.
awesome_scythe_by_eclyptic64-d3k9fhs.jpg


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. 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 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.
lOezhEp.jpg


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. This is his strongest weapon. After using Alexander's final form he is unable to use mana for an extended period of time.
z00WvCZ.png

320

RULES OF FORTUNE
(Laws his he and his magic is governed by)
He cannot use weapons are not marked with the insignia of Lady Luck's armory. Using these causes him great pain to the point he has to release them immediately.

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.


Relationships:
N/A (well he does know that one guy at the market.)


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.

X hasn't cried since birth.​
 
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Image/Appearance: https://i.pinimg.com/564x/68/61/50/68615051e16a08ffff2024ea068d06e3.jpg


Name:

Cassius Bellarmont


Title:
Appointed lieutenant of the Queensguard


Age:
21


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:
A strong 8, training to become a 9


Affiliation:
Fiercely loyal to the Queen of Hearts, and Supporter of the Joker's cause

Abilities:
Cassius was trained as a "Slayer", that is to say, to be good at stealth, extremely light on his feet, and to be able to handle large groups of enemies at a time. To this end he has traiend extensively with daggers and rapiers, and has reached the pinnacle of Non-superhuman speed. He also posses great stamina and endurance, deceivingly good strength, and is very decent at stealth and sleight of hand.

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 enchanced, 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 combinations not too dissimilar to the ones made in poker can be formed to further boost their potency. While the combinations are fairly open-ended, one can try to name a few more notable ones:

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 slightl\y boosted
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.
Minor Read:
This enchantment affects a single card, dropped on the ground or attached to a surface. The card immediately gains the same approximate coloration as the surface it is on(though anyone actively looking for it will find it). 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.

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. However, some of his moves expose it to damage

A pair of finely-crafted daggers, to be used in Melee range. They are enchanted to be somewhat stronger than regular blades

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:
Is quite Close with The Queen of Hearts, Guineverre



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
 

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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


Age:

Roughly thirteen years past ninteen. 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.


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 since she has steadily trained and learned, gaining greater mastery over her new nature, and chasing power in the land of Hearts. Now an opportunity has arisen. The old King of Hearts is gone, and she is ready to compete for the crown.


Rank:

10 shooting for 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 seemed 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 not really otherwise supernatural. 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 straightup 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 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:

All of her gear and most of her clothes are generated by her shadowy abilities.


Relationships:

She has no real human connections as it stands. A few people here and there think of her as a friend, if they aren’t paying attention. Anyone monitoring the powerhouses of the kingdom of Hearts would likely have heard of her as she wasn't really that secretive in her training, but she is not famous by any means yet.


Other:

(Unlikely, but anything else I've failed to foresee goes here!)
 
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Name: Hilde Strand
Title: N/A
Age: 28
Race: Human
Sex: Female

Personality: Of a modest, warm-hearted disposition, the Ten of Hearts is one who offers courtesy and goodwill to those around them with the expectation that it shall be returned in kind. She values good company and conversation, and enjoys testing her mettle in battles of wit rather than weaponry, but knows when to back down from a heated discussion, preferring to set aside personal convictions in the name of diplomacy. When forced to choose between honesty and maintaining productive relationships, she'd sooner yield her position than push an opinion, at times giving the impression of an indecisive individual. In her eyes, knowledge is one's greatest weapon, and consequently she'd rather bow out of non-mandatory events to dedicate that time to the pursuit of wisdom

Hilde aims to be one of good moral character and in the public eye is careful to present herself as one worthy of her rank. In her personal life however she is sometimes less than virtuous, willing to use underhanded tactics provided that it’s a means to an end. These days her duties are performed out of obligation rather than enthusiasm, the passions which once drove her having faded to embers. She remains committed to her responsibilities, but those of strong perception would recognize that her edge has dulled, something she is aware of and which sows a deep unease within her.

Backstory: The youngest child of the blacksmith Godrik and midwife Herta, Hilde and her kin hail from the coastal regions of the Heart kingdom. In days long past, the Strands were deemed a noble family of historic lineage, a number of their more famous ancestors reaching the highest echelons of society as commanders and entrepreneurs. In recent decades however the houses’ status suffered an abrupt decline as their progeny received poor rankings, their wealth squandered in an effort to maintain what they had. For Hilde and her siblings Vanna and Klaus, who were ranked in the mid-low digits, their childhood was a frugal one, and lessons of scarcity were instilled early on.

Her rank in magic proficiency was not deemed noteworthy- graded a five at the time of her testing- but nor was it a great blemish. There were many far less fortunate than their family in the community, but it was at age twelve when a wealthy merchant passed through that the girl truly understood this disparity. Here was a man and his party, their bodies weighed down by the sheer number of precious stones they wore, riding through the streets in gilded carriages, while families buried their loved ones who had died of sickness or starvation… it set a fire in her chest unlike anything else. Once, the girl had dreamed of adventuring to distant lands and exploring unknown realms, but now her aspirations were set on the capital. She’d make her way to the loftiest positions of government, and then dismantle their flawed meritocracy brick by brick, leaving instead a system where all citizens would be guaranteed a basic quality of life.

Shortly thereafter she came of age to learn a trade, and Hilde journeyed to a neighbouring town to become the assistant of a scholar who had previously worked in the capital’s archives. Much of her time early on was spent copying fading manuscripts and transcribing the academic’s work, and in this process absorbed knowledge like a sponge. She learned a great deal about the kingdom’s histories along with matters of politics and trade, but now and then received a text on the arcane which she’d study with particular diligence. It was exhausting work, her employer a hard taskmaster, yet rewarding all the same. After five years under his tutelage, he advised that she seek further education in the Capital, recognizing that the youth had greater ambitions.

Eager to get her foot in the door and with limited financial means, the teenager enlisted in the military, knowing that those who made it through the mandatory service period could receive funds to undergo additional study while receiving a soldier’s pay. It was during this time that Hilde began honing what magical skill she had. Coupled with the physical combat they were all trained in, she became a competent fighter. In the company of her commanding officers and comrades she was a loyal, unwavering trainee, but in truth it was the most difficult challenge she had faced yet. When her request to switch branches was granted three years later, she had hoped to be able to breathe a sigh of relief, yet found her spirits irreparably dampened.

For the better part of a decade since then, much of the woman’s time has been divided between slaving away in the Capital’s libraries and the army’s headquarters as a military strategist. The internal politics and petty feuds bore her, yet she continues to take part in the dance out of commitment to her childhood goal. She visits her family when she can, but her focus remains solidly focussed on her objectives. After recently winning her new rank as the 10 of Hearts, she is determined to overcome this final hurdle and earn her place in the royal court, where her years of work may at last come to fruition.

Rank: 10

Affiliation: Hearts

Abilities:
  • Unclouded Gaze: Her perception is such that she can recognize and break through enchantments which aim to manipulate or distort the senses, such as illusions, with relative ease.
  • Distort: Upon making skin contact with a person, she casts an enchantment upon them which temporarily destabilizes a mage’s ability to wield mana effectively. Consequently, they expend excessive amounts of energy in casting spells and risk quickly draining their reserves performing even simple feats of magic. This enchantment lasts for a maximum duration of six minutes.
Gear:
  • Glaive: A long pole-arm Hilde wields as her primary offensive weapon. It has been enhanced by a minor enchantment which protects the blade from rust or growing dull.
  • Mirror Shield: A circular shield forged from a mysterious ore, the inscription written inside from a long dead language. Often attached to Hilde’s left forearm, its properties are such that any physical or elemental damage taken by it is reflected back to their opponent, triggered by the user uttering the word ‘Skolt’. One of the few remaining heirlooms from the Strand families’ glory days.
  • Potion of Replenishment: When consumed, the user’s mana naturally replenishes itself at twice the normal rate for a limited period of time.
  • Potion of Drainage: Upon entering the bloodstream, those afflicted have their mana depleted at an abnormal rate, even when not using magic, for a limited period of time. The woman coats the tip of her glaive with this poison.
  • Light Armour: It covers the body, shoulders, and upper thighs, while boiled leather garb is worn beneath it. Slightly enhances the wearer’s defence and speed. Worn in combat or when attending formal meetings with the military officers or royal court.
Relationships: TBD

Other: Out of a handful of hobbies, Hilde is particularly enthusiastic about alchemy and potion-making. During those scarce moments of free time, she often visits the potion master's guild to consult with its members and use their facilities.
 
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[class=b3] border-radius:25px; border:4px solid grey; margin:0 auto; width:90%; overflow:hidden; [/class] [class=text] background-color:rgba(0, 0, 0, 0.4); color:white; text-align:center; padding:1%; width:90%; margin:0 auto; [/class] [class=bot] background-image:url('https://media.discordapp.net/attachments/587061994943807548/588728130630320191/ezgif-4-1fc1bb29c777.gif'); background-size:100%; [/class] [class=pic] margin:0 auto; border-right:3px dashed white; border-left:3px dashed white; width:38%; [/class] [class=name] width:30%; border:4px double white; background-color:grey; margin:0 auto; border-radius:25px; text-align:center; font-size:125%; [/class] [div class=name] ♠ - M a r s h a l l - ♠ [/div]
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  • Title:
    The Devil Ace

    Age:
    21

    Race:
    Oktan - A species of horned multi-armed humanoids that were indigenous to the Diamond Kingdom until they were seemingly wiped out.

    Sex:
    Male

    Rank:
    Ace

    Affiliation:
    Spades

    Personality:
    Marshall has a hard time communicating and connecting with other people. He finds that he often offends them with his blunt honesty, or scares them off with his appearance and/or unfeeling visage. However under Marshall's unfeeling gaze he is kind, and tends to gravitate toward helping others. Marshall is also type of person who is determined to never give up on his goals, or betray his ideals; he is a straight arrow when it comes to getting what he wants. Marshall values his loved ones above all else, including his life, he will do anything to prevent losing them. He isn't the type to sit by and watch injustice either, he is swift, and unhesitant in his actions. Additionally he has a burning hatred for the Argossians and has vowed vengeful justice over the death of his family and people.

    Goals:

    -Rescue his sister who is trapped in the Argossian Empire.
    -Get revenge on the Argossians
    -Protect his loved ones.
    -Become stronger.
    -Protect the Spade kingdom.

    Likes:
    -Fighting/Training
    -Food
    -Sleeping
    -Music
    -Teaching

    Dislikes:
    -Politics
    -Winter
    -Waking up
    -Shirts (because none of them fit)

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Adrian Bellamy
DRAFT

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+ Name: Adrian Bellamy
+ Titles:
+ Age: 54
+ Gender: Male
+ Race: Human

+ Kingdom: Hearts
+ Rank: 10

Appearance+ Height: 6'2 (188cm)
+ Weight: 192lbs (87kg)
+ Hair: Grey, almost always pulled back, and straightened when it isn't
+ Eyes: Amber
+ Build: Lean Muscular
+ Complexion: Lightly toned, fairly marked and scruffy


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PersonalityAdrian Bellamy, or Bell as he is called by his close companions in private, is a natural born leader. He has the strength and the confidence in his decision making that instills hope and a deserving respect from his crew. Given a different circumstance, he could have been made a powerful commander in any of the kingdom's armies. A genius in the art of dictating leadership, and knowing exactly when and where to strike, it is almost calculative.

However, Bell is fairly versed in splitting his business with his private life, being seen as someone akin to an adoptive uncle to those close to him. Given his age, he has no problem appearing to be so. Through his actions, it is absolute that he views those who ave earned his respect as equals even though it is he who holds the title of captain. He is a man of character and heart, often thoroughly trying to empathize with his crew as a self-proclaimed professional at reading facial and unspoken expression.

Bellamy garners excitement from the thrill of being considered a criminal. It were as if the rebellious streak stereotyped to go through all teens manifested in him but never faltered. He enjoys causing havoc to the kingdoms, destroying trading vessels and stealing from the ships of rich merchants. However something peculiar but never questioned, is that he hardly ever directly attacks with the intent to kill. While in his profession it is unavoidable, he never attacks other ships purely to wipe them out, and has never caused harm with the intent of malice. Often so, he will often shoot to disarm or weaken, and leave them in a shape capable of being healed. While he holds this true to himself, he does not make any physical effort to stop his crew from doing so.

Traits+ Protective: Bellamy is extremely picky with who he decides to let into his inner circle. However those he does, he becomes extremely protective and trusting towards. They are the ones he turns towards to assist in making his decisions, and rely on to hold the heavy burdens of the crew. Although they do face more difficult and often dangerous tasks being entrusted to them, he is well aware of their limits and would never needlessly endanger them before himself.

+ Zealous: Eager for adventure and the thrill of the chase, Bellamy would swiftly give the order to advance if there was so much of a whisper of exciting news. At least, if he was confident that the crew was up to the task. Like a child being told he could go to the toy store, his face lights up at the mere sound of adventure, a contagious eagerness. But he is smart enough to know, that if enough were not up to the task, or it risked too much danger, that it would be a journey that would have to wait until another day.

+ Encouraging: Although his encouragement often comes in the form of flaming and teasing, he is well aware of the limits of his companions. When he is fully confident, where others are not, he spurs words of action and glory to inspire others to take the leap of faith and follow him. Like a catalyst, he has enhanced the growth of many within his crew, and has created a legacy of fighters throughout the years that have reached many feats.

Likes/Dislikes+ An advocate for "living in the moment", Bellamy acknowledges the feeling of enjoying the little things in life. He would rather sit idly by and enjoy the weather at the beach, than continue onward towards their next treasure if he knew they could spare the time and risk the loss.
+ Although he is the captain, he enjoys when he sees others take initiative aboard the ship. As long as the actions aren't directly conflicting with his own and don't put any one at risk, the few he trusts are free to do their own thing. However they must be prepared for him to immediately take charge given a change in tone.
- While he does enjoy others taking charge, there is a boundary that must of be respected. He is still the captain and he does not like his authority being challenged. When he needs assistance, he will ask for it. When he trusts you, he will know it. A coup, on the other hand, he would not hesitate to quench in a moment's notice.
- Needless sacrifice. Being the captain of a ragtag group of criminals for a majority of his life, he is well aware that there comes a time where sacrifices must be made. However, if it can be avoided, it will be at all costs.


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Adrian was the first and only son of a fisherman from a village along the Heart's coast. A self-sustaining village, that played no real role in the kingdom's trade, or political agenda. He had not known his mother all his life, however his father always described her as a gentle woman, but she was also rather stubborn with how she wanted things done. Irrelevant, really, since he wasn't really one to dwell on the past, nor did he think much of her. He lived quite well for himself, already putting himself to work among the village's fisherman at the age of six, and pretty much independent as far as casting nets and pulling them in went.

However, sometime after he had hit the age of eight, he was taken from his village by a slave ship. It wasn't an uncommon occurrence, nor was it any unusual grievance. Given that slavery wasn't exactly illegal across the kingdoms, nor was his village under the kingdom's direct protection, they were easy prey. He was of the right age, proper strength, Adrian could have sold well. He fought and cried for his freedom, but of course, who were they to listen to the pleas of some child...

It was by his own stroke of luck, that pirates roamed the seas. And they did what all pirates do, they pirate. And what more could they get from a slave ship, but slaves? Adrian was one of their spoils, and taken under the flag of none other than pirate captain, James Bellamy. The captain was a righteous man, not unlike Adrian is currently. Although he was a pirate, he was honorable in what he did, and a respectable figure even among the other pirates. He was not very powerful in his own right, but he commanded his forces with such vigor, the man was just outright charismatic. Having no one else to follow, that was who Adrian chose to lead him.. not like he had a say in the matter, really.

Almost a decade later, Adrian was seventeen at this point, and still a pirate. Somehow, he had worked his way up the ranks as a pirate, and developed his abilities to become one of the more powerful among his crew. Enough so, that he had developed an unspoken role as the captain's true first mate. He was far too young to have contested the role against the current first mate, but the captain's actions surely put Adrian in his favor.

With the death of the captain occurring within the next year, Adrian took the reigns of the ship, as well as his name. He was the captain's legacy, and the crew knew it. There was very little question, and those that did, very well got the walk the plank treatment without Adrian even able to justify himself. Even at the age of eighteen, Adrian Bellamy was a powerful.. powerful figure.


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Bellamy is an extremely powerful 10, capable of single-handedly wiping out opposing ships with a wave of his hand. But he finds no fun in needlessly attacking ships in that manner, especially considering there would be nothing to salvage from the ships given that form of destruction. His strength is comparable to that of a royal, and is near unrivaled underwater.

+ Liquid Manipulation: The ability to create, shape, and manipulate anything that is liquid. The user is not susceptible to drowning in any liquid, and can even still produce speech although fully engulfed in water. His manipulation is not locked to water, and he is capable of controlling near anything liquid at varying strengths. This applies to molten metal, and even blood, however both have a much higher toll on his mana. He is much more accustomed to maintaining naturally stable fluids, and even moreso if they are water-based.
- The user can use liquids to attack at varying intensities, can be used as projectiles, and even be used as a part of melee combat.
- Liquid Solidity: Liquids under the users control can be manipulated to different forms: solidified to create a tangible weapon, or even dispersed into the air to increase humidity or even create clouds of the used liquid.
- Liquid Constructs: The user can create objects, weapons, and semi-sentient beings from liquids. The objects and weapons can be manipulated by anyone Bellamy willingly gives them to, meaning they can not be grasped by the opponent. The beings created from his powers disperse when far enough away from him, and simply follow the commands given to them. They do not have a thought process of their own. The largest Bellamy has created to date is a large sea serpent, spanning a length that could wrap around both twicefold. With this ability, Bellamy is capable of creating liquid clones of himself.
- Liquid Aura: The user can surround themselves in liquid, creating armor or bubble surrounding them like an exoskeleton used to deflect attacks.
- Liquid Merging: The user can merge themselves with a body of water, becoming the body of water and practically invulnerable given the size of the mass. However, the larger the body of water, the larger the consumption of mana.
- Physical Amplification: When exposed to water his physical strength, endurance, and speed is amplified. His levels of strength and endurance become near superhuman, and his increase in speed is just a mere reaction speed increase. He does not have to be fully engulfed in water, a rainstorm that drenches a majority of his body will suffice in amplifying Bellamy.
- Liquid Healing: When completely emerged in water, all external injuries can be healed away scar-less. Meaning cuts, burns, and bruises can be washed away when he is submerged. However, he is incapable of healing damage done to organs and bones.
- Liquid Draining: Bellamy can use any sort of fluid as his source of power. He could draw from the fluid from the air, the plant-life around him, and even the animal/human-life surrounding him. When drawing from other people, he can make it immediate, or draw it out to the point that it is almost unnoticeable. The first telltale signs is a dryness of mouth, followed by dryness of skin, and following the signs of simple dehydration until the target becomes dizzy to the point of losing consciousness.

+ Density Manipulation: Aka Transmutation. User can control the density of objects, making liquids dense enough that one could simply walk atop it, or making solids less dense to the point that they could be walked through. The density of blades can be manipulated to the point that they are mold-able like dough, and water could be pulled from the ocean as if they blades. The only living creature Bellamy can change the density of at will is his own, he must make physical contact with any other living creature he wishes to change the density of. But by changing their density, they are capable of holding their form, but almost intangible. Only Bellamy is capable or reforming himself in a body of water, everyone else is still susceptible of being spread too thin when forced in a body of water. To cancel the ability, Bellamy must make contact with them again.

+ Gillman Characteristics: When underwater, the user can willingly develop traits of a gillman, sprouting gills to sustain extended living underwater, and razor fins across his forearm and spines sharp enough to slice through steel. These characteristics can be carried onto land for roughly one hour, or immediately dispersed the moment he steps onto land. However, maintaining these traits outside of the water pull from his mana reserves, whilst being in the water while being in the water when activated does not. Bellamy currently can not initiate the traits outside of the water.

+ Weather Manipulation: An untapped, and often unused power that Bellamy possesses, he is capable of manipulation the weather. He is only capable of creating clouds and rainstorms, and only over a certain area. It is a sub-power of his Liquid Solidity power, and it is one that he has yet to fully control.


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(5'4 feet tall)
Name: Volpe Mystic

Title: Navigator

Age: 223

Race: Kitsune

Sex: Female

Personality:
Volpe is a wild person with priorities almost always involving her having fun. As common for her race, she enjoys play tricks and messing with others, especial those she dislikes or thinks needs to loosen up a bit. It's common to see her with a playful attitude mixed with her trademark sarcasm and mocking tones. Granted though she has learned that is time to be serious and more or less cut the crap and get to work. When the time to do so comes up and she has proper motivation to do so she can become quite serious when dealing with an important task. Also to note is that if make her mad her eyes glow red and well, be prepared for the more life threating tricks coming your way... Or just be torn apart by a huge saber-toothed fox.
Backstory:
Kitsune life can be a harsh one, especially those who are still too young to know had make their ears and tail disappear. The reason being there species history of being tricksters (which not unwarranted), the fear of there power once they are old enough to grow there ninth tail, and alchemist and researchers wanting them to see how they tick in hope of figuring out how they have such a long life while still looking so young. With all those things coming down on the kitsunes it's no wonder why they are such a rare sight nowadays. That being said kitsune still exist and still find ways to apply their tricksterish trade. And one of these tricksters is Volpe Mystic.

Volpe was born to two pair kitsune fortune tellers traveling the kingdoms. The family made their money for there travels by telling fortune using a crystal. The father used his magic see a vague idea of what a person future could be like and mother used illusions to give more color to and pictures to these predictions. They made a good living doing this while also having some fun when they gave in to there inner trickster. But even when they played tricks on others they made sure keep their true identity of what they were secret, as to keep themselves and their daughter safe. This is why Volpe commonly wore a cloak in her younger years until she could properly hide her tail and ears.

On the road, through the kingdoms, Volpe had a lot of time to read about the world her family was exploring, through many books they had collected to help ease the bored of long days on the road. Volpe favorite stories were those of pirates and their adventures. She found their lives on the high seas so exciting and different. This intern turn her made her want to go down a different path than her parents, the path of the high seas. Why most parents would do there best to stop their children from becoming pirates, her parent saw nothing wrong with and thought of it as an escalation of kitsune natural trickster spirit. So from there, her parents helped prepare her as best they could, buying books on sea travel and what creatures lay within it. Life seemed to go well Volpe as she prepared to become a pirate one. Yes, it was good until it turned bad.

Sometime after turning thirty Volpe and her parent were doing a furtune for a higher up military man for the Spade kingdom. After giving a bleak, truthful, fortune for the man he took not very well. Fortune was that Volpe saw upcoming death for man which the man interpreted as they were planning to kill them. He ordered the whole family arrested for plotting against the kingdom. When they learned that the family was kitsunes (as Volpe couldn't have her ears and tail disappear yet) it just made the man more certain of there evil ways. Fearing for their daughter's life, the parents fought back against the guards so she could escape, which did. Transforming to small fox Volpe ran off, out of the city and to the nearby forest. There she cried for a long, long time...

About one hundred forty-five years later Volpe finally achieved her childhood dream of becoming a pirate. After spending many years learning about naval navigation Volpe managed to herself hired onto a pirates ship, with bit trickery to seal the deal. It didn't take long for the captain, James Bellamy, to figure out Volpe was kitsune but instead selling her for riches, he kept her on as she had proven to be a good navigator and saw that her abilities would worth more serving on the ship then what he of gotten selling her. A few years later after capturing a slaver's ship, they "recruited" some new crewmates, including a young boy named Adrian. Volpe enjoyed teasing the kid for years but also grew to become friends with the kid as well. Fast forwarding a decade later when the old captain died, Volpe happily welcomed the former kid who grew up to be a great man as the new captain of the ship.
Rank: 9

Affiliation: Spades, Pirates

Abilities:
Transformations- Volpe can change her form from a human with tail and ears, to without tail and ears, to small fox form, and to big kitsune form.
Two feet tall
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Five feet tall (when standing on all fours)
latest
Increased strength and speed- In big fox form her speed and strength increases greatly.
Flame Body- While in big fox form Volpe can set parts of or all of her body on fire. She can also shoot fire balls out her mouth, she can make them up to roughly four feet in diameter. Though the bigger the fire ball, the longer it takes to make it. She is also of immune to her own flames and has high resistance to other forms of fire (the resistance to fire also applies to her other forms and not just the big fox form.)
Animal communication- Volpe knows how to speak to and understands canines and felines species.
Illusions- Volpe is a master of creating super realistic illusions. She can make multiple illusions at once as well as mimic noises to help sell the illusions. The illusions are incorporable so if some stick there hands through it, they would feel nothing and know that what's in front them is illusions.
Gear:
Extended Staff- This is a magic iron staff that can extend itself from its normal size of three feet long to ten feet long and back again. It can do this rapidly to hit others with a hard-hitting attack.
See through crystal ball- Just a simple crystal ball that Volpe can put her illusions in.
Lock picks, sea charts, and a Compass.
Relationships:
Captain Adrian Bellamy- Volpe is Adrian's loyal navigator and has known him most of his life. She still enjoys teasing him when she wants even in the man old age.
 
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