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Futuristic Horizon: New Dawn CS

OOC
Here

Darkling0096

Me need nap
Roleplay Availability
Roleplay Type(s)
This is where you post the CS for your character, which can be found in the Interest Check
 
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Name: Ira
Gender: Female
Age: 19
Appearance:
8488662d0c0c6b0e80d6fdd817774096.jpg
(Except her scarf is red, not blue)
Ira is a somewhat nimble-looking young woman dressed in the fur and leather of various animals, with a red scarf around her neck, fashioned from her blanket when she was small. Her hair is dark brown and her eyes a shade of green, and she has a freckled face. She wears a focus, which glows green.
Personality:
Naive
Inquisitive, possibly dangerously so
Headstrong
Impatient
Insomniac (of the self-imposed variety. She can sleep, and like a rock, she just keeps herself up for whatever she's doing.
Hypocritical, on occasion
Bio: Ira's parents were outcast for life because of their fascination with the Old World. Their exploration led them, and young Ira, to understand some of the technology. Although her parents cannot return to the tribe, if Ira wins the Proving she can ask to freely explore the Old World to prove it is not as bad as the Nora think.
Equipment:
Bow- a bow fashioned from wood and machine parts for better accuracy and damage, with some feathers attached for decoration.
Spear- The standard spear used for fighting and hunting.
Arrows- Ira carries a mix of Fire and Electric arrows, but not many regular arrows.
Hunting Knife- Used for skinning and carving animals, as well as prying pieces off of machines.
Ropecaster- Used for attaching a thick cable to machines in order to pin them down. Ira's has been modified to be able to fire a climbing hook to access hard to reach locations.
Odds and Ends- wires and other bits and bobs, no one really knows what they're for.
Specialty:
Disabling- Ira's family believes that while the Old Ones were bad, you shouldn't shun what they accomplished. This is what got her parents Outcast, and also what has led Ira to gain a better understanding of the technology the Old Ones left behind, and how to disable it if need be.
Explorer- On Ira's trips down into ruins in search of knowledge, Ira has gotten quite good at traversing difficult terrain without aid.
Shortcomings:
Weak Fighter- Ira is not an experienced close-quarters fighter. She can swing her spear just like anyone else, but she's not likely to win a head on clash with it.
Poor Stealth- It's not that she can't sneak, but once she's been spotted she has great difficulty getting back into hiding.
Extra: Ira wants to show the tribe that not everything the Old Ones did was horrible. Good things that will help them can come from bad people.
 
Name: Herae
Gender: Female
Age: 18
Appearance:
32DB2050-8B27-406C-B807-967CF2758FA0.jpeg


Hera stands an average 5”5 in height, when untied her ashen coloured hair hangs around her waist but is usually kept in check with a hair pin and a length of cord she fashioned from the armoured plating of a downed watcher. She is well built, her physique toned and lithe, the result of months, of avid training showing in the strength in which she wields her hunters bow.

Personality:
Charming and carefree, Herae enjoys laughter and actively seeks it out even if it’s at the top of the tallest pine tree in Mothers Watch. Her positive attitude often down playing the seriousness of a situation. Despite having a sharp mind, her casual demeanour often has her mistaken for an idiot and she is patient to the point of being taken for a push over, often willing to go out of her way to aid others. Unfortunately everyone has their limits and once shes reached hers, she is sharp tongued with a penchant for brutal honesty.

Bio: Herae’s Parents are Braves- her grandparents and their parents were also Braves- and as such, they hold high expectations of their Daughter and have often pushed her, both physically and mentally, beyond her limits many times over the course of her childhood. This backfired as it soon became evident that she was ill suited to many forms of combat, her only proficiency lying in the dexterity of her fingers, and the strength of her arms and such she was trained as an archer, her specialty lying in the bow.
Nearing her tenth birthday, Herae had discovered a cave hidden by brush in the hills around Mothers Heart during one of her escapes to forage for materials and inside, came across a wounded Carja soldier. At first afraid, the man eventually coaxed the young girl into relaxing and they talked for many hours, Herae admiring the exquisite craft of his armour and the soft silk of his clothing. The man subsequently die, but the meeting left such an impression on the young girl that she desired to win the Proving so that she might venture beyond the Blessing and into the Sundom.
Equipment:
  1. Basic sewing kit containing needles fashioned from fox bones, a few lengths of cord and some stripped hide for mending armour and clothing on the go.
  2. Nora Hunters Bow & Quiver: A gift from her Parents, hand crafted to commemorate her run in The Proving.
  3. Leather Pouch for carrying Shards.
  4. Large Leather Duffle: Strapped to her lower back, this is for carrying assorted crafting items And food.
  5. Hunters Knife
  6. Tripcaster
  7. Spear

Specialty: Hera is especially proficient with a bow, her muscles trained to endure the bite of the bowstring, her fingers nimble enough to strip machines and craft bows and clothing and her body trained to scale cliffs and flee, should the need arise. She is less proficient with things requiring brute strength preferring to hunt from a distance, her spear strike weak and ill aimed and she is I’ll suited to general physical labour.

Shortcomings: Herae is a long distance fighter, preferring the bow and a flock of arrows to head on combat and as a result she lacks skill and strength when faced with close, or melee based combat and would find herself at a severe disadvantage should she be in such a position. While she is a skilled craftsman, at times her clumsy nature can show and often she will injure herself when stripping machines or crafting clothing. She also has an aversion to the sight of blood, which in its mild form can make her physically ill, worst case being a complete black out.

Extra: Herae never really considered gender distinctions and would consider herself open to options. Her aspirations are to venture to Meridian, the Centre of the Carja Sundom to learn their distinctive craftsmanship.
 
Name: Mara
Gender: Female
Age: 16

Appearance: An attractive girl with light brown skin and purple eyes, one covered with a patch, the other always seeming to look straight into your soul. All over her body, she sports the scars that machine hunting has caused her.

Personality: Mara is known to be very reserved, and good with people. She loves to sing, dance, and even has a pet fox. Many might say she doesn't seem like a fighter, but when it's time to fight, her rigid side quickly flares up.

Bio: Mara never really had a childhood. After her mother died on a hunt, she was forced to train, day after day, bringing home machine parts to sell to keep herself alive. Swiftly, with her quick wits, she became a favorite around Mother's Embrace. At least she was, until she suffered a nearly fatal attack from a Strider, ridding her of her left eye. Following then, she was so miserable, she wouldn't even leave her house.

Then one day, she heard about The Proving, which she heard could crown her a Brave. If she won, could she really ask for anything?

Equipment: Spear- the definition of simple. Because it is her favorite weapon, it is always sharpened and ready for battle.

Ropecaster- Though scarred, this piece of equipment has served Mara wonderfully since she was of twelve years old.

Blast Sling- Since Mara is rendered terrible at archery, she uses her Blast Sling to chuck bombs from afar.

Specialty : Mara prefers her spear over any other weapon, and is quite skilled with it. Her second favorite is her Ropecaster, which she uses to tie down her targets with before getting at them with her spear. Her Blast Sling is for special occasions, usually when she wants to kill a larger machine.


Shortcomings: Mara is awful at archery, due to her lost eye. Due to this defect, she prefers close combat. Each time she sees a Strider, it tends to trigger the nightmarish memory of the attack that took her eye.

Extra: More than anything, Mara wants her vision back. She's convinced she can't enjoy anything until she does.
 
Name: Haast
Gender: Male
Age: 18
Appearance:
D7B64A76-9731-44C7-B6F0-EDF044F5C81B.jpeg

Haast outstrips his sister in height, standing at a proud 5”10 with a broad, muscular physique. He is built for physical combat, able to wield a spear as easily as a hunters bow. He has similar golden hair, albeit more ashen than his siblings which is worn in tight, well maintained locks above his head. He has blue eyes and, at times, a kind smile despite his tough exterior.

Personality:

Haast is confident, sometimes to the point of arrogance and wears his pride on his sleeve often coming across as serious, or cold. He has kinder moments, and genuinely worries after his “wayward” twin but his kinder side is not often seen by anyone. He can be quite awkward in his interactions and unsure of himself at times.

Bio:
Haasts life differed very little to Herae’s except in that what she lacked, he often excelled; as such he is often referred to as “the favoured” child and the two siblings harbour a mild animosity between them skewed by various fist fights and verbal arguments over the course of their childhood. That is not to say Haast didn’t work hard, often forgoing typical socialisation in favour of extra training under the wing of his parents and their peers.
Haast is happy to live under the rule of Tribe and at this point, see’s no benefit in seeking a life outside of The Embrace and is often confused by his sisters obsession with the Carja.

Equipment:
  1. Nora War Bow & Quiver.
  2. Leather Pouch for carrying Shards.
  3. Large Leather Duffle: Strapped diagonally across his back, this is for carrying items collected on hunts/while travelling.
  4. Hunters Knife
  5. Tripcaster
  6. Spear
Specialty:
Haast is all physical strength; suited for close combat he is able to wield his spear with excellent proficiency but is also adept at hand-to-hand combat.

Shortcomings:
Fine crafts and delicate activities are not Haasts forte, he struggles with even the most basic of craft or any activity requiring finesse.

Extra:
Haast is, by his own admissions, only interested in women and considers success in life to have a family of his own within the confines of The Embrace and to contribute to the Tribe. He doesn’t understand his sisters obsession with the Carja and wonders why anyone would want to leave the Blessing.
 
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Two things:
1. You're supposed to PM it to me first so we can hash out details beforehand.
2. I'm pretty sure that's a Oseram-Carja outfit, and you're supposed to be a Nora
 
Name: Garland
Gender: Male
Age: 20
Appearance:
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Tall and imposing at 6’6, he has what one would describe as; resting murderer face. Garlands outfit is quite different from those of the other nora, as it is more heavily inspired by carja garb. The sole nora inspired part of it is the thick fur collar and the blue feathers that hang down from under it over his shoulders, and the sturdy leather and white-machine part boots. His hair is jet black and cut quite short, save the right side of his fringe which often obscures his eye.

Personality: Garland is cold and distant, the nora have never shown him kindness in his life, so why should he? He relies far more on physical prowess than a silver tongue. This has given him something of an honest nature, as he sees nothing good coming from deceit and is upfront with his feelings and opinions. He is steadfast and brave, his ingrained bitterness and anger has left him with zero fear towards his fellow man and a great deal of respect for the machines that make such easy prey of them, except glitterhawks, he hates those buggers. His cold and quiet nature is only in social interaction, in combat he is often assaulted with a rush of adrenaline and is the first to charge into battle screaming bloody murder, especially if it’s against glinthawks.

Bio: Garland is the outcast son of a carja woman and nora man. His father, long deceased, left the nora to pursuit vengeance for attacks on the tribe. His conquest was short lived and he was captured and enslaved, only for a female carja soldier to feel pity for him; the two grew close and eventually she deserted her post and the two went on the run, hoping to return to the nora. They faced many difficulties especially once Garland was born. Garland knew nothing but running and fear until they finally made it back to the nora when Garland was 4, his father sacrificing himself to get Garland and his mother away from a flock of Glinthawks. Arriving in the Nora, a carja and the supposed child of an outcast Garland and his mother were forced to stay in the wild. Denied safe place that they had been searching for all his life, Garland grew bitter and angry towards the Nora people; honing his physical capabilities and learning frontline combat from his mother. His sole purpose in winning the proving is to consider it the benchmark required of his skills for him and his mother to leave the Nora and return to carja territory, where he believes he rightly belongs.

Equipment:

Spear – a heavy, metal spear more appropriate to call it a halberd, it has one large point and a heavy blade just below it, it was his mothers.
Bow – a basic nora bow and quiver on his belt, its sturdier limbs are meant for piercing power over precision.
Whip – A sturdy cable whip, Garland built himself. Based off both the ropecaster and tripcasters it is long enough for him to wrap up the legs of medium sized machines with room for upgrades. The tip is a sharp piece of metal, for use like a piton.
Carja hunting knife – larger than most but works well enough for hunting and shaving.
Rucksack - keeps various supplies in there, usually, it's tied to one end of his spear.

Specialty:
Melee combat; Garland has trained in the carja way and excels in melee combat, backed up by his size and power, he rejected the traditional tripcaster in favour of his whip for this reason.
Climbing; using the extra reach of his long frame, and the whip he fashioned, Garland excels at getting high off the ground.

Shortcomings:
Social interaction – whether he wants to or not Garland is the worst choice for motivational speaking, partly due to his unwillingness to lie, partly due to it taking little to get him angry.
Stealth – Garland could be good at stealth, but once the adrenaline rush of combat hits him he casts any thoughts of stealth aside and charges.
Ranged combat – While he can get by, Garland spent little time polishing his aim and more focus on stopping power, this will likely hurt him when he comes across large machines.

Extra: He looks even scarier when he smiles, though his mother thinks he looks cute.
 
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