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Fantasy Masquerade Military School CS

Lore
Here

SomebodyElse

Caught in a storm
Name: (Think Victorian France names)
Age: 15-18
Economic Upbringing: Middle Class, Lower Class, Upper Class? Feel free to elaborate.
Reason for attending military school: (All graduates are considering French Military and receive honors and a pension)
Race: Werewolf, Vampire, Human, Merfolk or Fae?
If Human or Fae: Magic?
Personality:
Skillset: What can you contribute to the war and what military position do you want, Medic, Soldier, Beast Tamer, Warmage, Commanding Officer, etc (Be creative)
Backstory:
Hobbies:
Other:
(I encourage any other info you feel free to put in, this is simply the bare minimum, so you freaks who want to tell me everything are free to do so)
 
Name: Vince (Vincent) Blut Schwert

Age: 15 (birthday is monday the week after when he starts

Economic upbringing: low upper class

Reason for attending military school: To become a true warrior and to follow in his fathers footsteps.

Race: Werewolf

Personality: Caring and loyal towards those he deems his friends. Deadly and cunning to those he deems his enemies. He is loyal to those he cares about and loves a good fight, whether it be training or otherwise, he sees it as ways to improve himself and perfect his style.
He tends to look to others when he is uncertain about what to do, but when he figures it out he acts swiftly, to both his benefit and detriment.
When he fights seriously, pray to whatever god you believe in that you aren't his enemy.

Skillset: great strength, increased agility in wolf form, hand to hand combat, German longsword, German Greatsword, and pistol combat. Battle smart. Smithing. He isn't sure what position he wants to be in yet.

Backstory: Vincent comes from a long line of great German warriors going all the way back to the germanic barbarian tribes, as such swordplay has been passed down from father to son for many generations, each one adding twists to the style, perfecting it more and more. Nobody knows exactly who the first Werewolf in the family was, but since then it has been tradition that along with the sword the parent teaches the child how to control the form to its its fullest extent.
He has followed in his father's footsteps by enlisting in this academy, his father graduated here with top honors, and his father has already taught him all he knows, and now he has made the style of sword his own, blending swordplay with the power of fire arms, and is going to prove his worth at the school.
He was raised to believe that he was meant to be a hero of the battlefield, but he never really believed it, instead believing that he would have to prove himself first.
Throughout his childhood he had a small but tightknit group of friends, some of which have already gone to fight in the war, others have taken on more menial duties, but they look to him whenever they were in danger.
He now takes the swords he forged himself and the pistol he had custom made in hopes of becoming the next great warrior in his family.

Hobbies: Training, Swordplay, Reading, wrestling, smithing.

Other: Vince stands at about 5'10 in his human form and about 7'5 in his wolf form, easily towering over others his age, he has brown hair and eyes he forged his Greatsword and longsword himself and drew the plans for his revolver on his own.
For casual wear he wears a leather duster, blue pants, leather boots, a black vest, and a pair of goggles, on the right arm of the duster is his family insignia (will draw but haven't yet)

Vince (Human in his armor and longsword)
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Vince wolf form (scars aren't there..
Yet
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The greatsword (built to handle both his human and his wolf forms strength (Blade length 5'6 blade with 0'10
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Name: Leo Fasquelle

Age: 17

Economic Upbringing: Upper Class

Reason for attending military school: To gain recognition for his actions within the French military

Race: Human

Personality: Leo is very arrogant due to his abilities to be able to engineer and his upbringing. Leo picks and chooses his friends carefully, if he does befriend you, he always has your back no matter what situation your in. Leo tends to be rude and on guard with people he doesn't know , usually sparking conflict. Leo is very secretive, not wanting others protruding on his life. He is a calm and collected person, only showing anger in private and definitely not to strangers and foes. Leo is very passionate when it comes to engineering and inventing, wanting to push humanities potential further.

Skillset: Leo is an engineer having the ability to repair and build machines and weapons. He also is very skilled with firearms, having used them extensively throughout his life.

Backstory: Leo is from the city of Brest located in Brittany,France. He comes from an extremely rich family who made their money by producing weapons for the French military. Leo's family is mainly Teslanian, seeing no need for magic when you have technology. Some of that rubbed off onto Leo. Leo considers himself a Teslanian, though he isn't very vocal about it. Leo went to many schools around France, picking up many skills and knowledge. He became interested in engineering when he was 11, choosing to focus on it as it was something he enjoyed. Eventually he came across the Masquerade Military School and quickly became interested. He wanted to enlist into the academy and eventually serve his country but his parents were very against it. Leo spent many days and nights arguing with his parents to allow him to join. Eventually they caved in and allowed him to join the academy. Leo had to vow though to his parents to pursue a position that would not put him on the front lines with the grunts. Most of Leo's work and classes deal with supportive roles, specifically engineering.



Hobbies: Reading, Inventing, Hunting, and Sailing.

Other:
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Leo is 6'0 with hazel eyes and brown hair. When not in school uniform, he usually wears a very expensive suit and top hat with his cane along with his black shoes. His cane's handle is made out of Ivory from an elephant.
Leo has a dislike for vampires.
Leo can speak 3 languages, French, English and Breton.
 
Name: Alexis Frye
Age: 17
Economic Upbringing: Lower-Middle Class
Reason for attending military school: Due to her known conflict with local government, she was given the choice to either join the military, or be imprisoned.
Race: Vampire
Personality: Witty, sarcastic, sly, a woman who shows no signs of weakness. She will be nice when necessary, although she usually has an alterior motive to her good deeds. Selfish, she would much rather do something if it benefits herself rather than the 'greater good.' She acts arrogant, and keeps her walls built high. It takes her a long time to trust people, but eventually with persistence, one can take a glimpse into her heart. She's naturally charming, loyal to those she trusts, and a genuinely understanding and caring person... once you get past the asshole facade.
Skillset: Stealth, kleptomania, and speed. Her life as a thief has helped shape her into a force to be reckoned with. Though she isn't meant for the front lines, it has often been debated that she may act as a spy to infiltrate the enemy. (I don't know if that's allowed, but it's an idea).
Backstory: Orphaned at a young age and raised by a dark mage. The human man who practiced dark magic took the girl in, seeing potential in her cunning nature. He taught her everything he knew, even though she didn't have the ability to wield magic herself, he thought it would be useful if magic was ever used against her. Due to her "fathers" love of magic, and the destructive nature it had, Alexis learned quickly that magic was overwhelmingly powerful and it would be best not to be on the other end of it's attacks. This is why her faith lies completely in Darwinism, though she most likely wouldn't openly admit it. She was raised in the lower class, learning to fend for herself after only a few months of life with the mage. The ability to pickpocket and steal from others while strolling through the busy streets came easily to her and for years she grew accustomed to this life.

Steal money for her and her father, go home, and do it all over the next day. By her thirteenth birthday, her father had grown ill. He was nearing his old age when they first met, so this day was inevitable. The loss of the one person she was close to was enough to harden her shell and break away connection to the world. If neither magic nor technology could keep him alive, why bother by following the laws imposed by each one? Her simple pick pocketing escalated to more expensive thefts, up until she was caught for attempting to rob a bank. She very well could have gotten away with it too, if it weren't for the meddling law enforcement. From there, she was given the option to use her "talents" for the military, or go to jail for her crimes.
Hobbies: Running, writing, and hunting (mostly due to being a vampire).
Other:
She has blonde hair and red eyes, stands about 5'7" and weighs around 130 pounds. The only thing that really differentiates her from humans is her eyes, skintone, and fangs. Alexis has never been a fan of the usual dresses and the like, usually going for a simple pair of trousers and a shirt when she can. If she has to wear a dress, she would, although you would probably have to fight her into one. She has a lean figure, which compliments her speed more than anything. I couldn’t find a decent human faceclaim of a blonde steampunk girl that didn’t look overly sexualized, so I hope these drawings I found are ok.
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Likes:
-Writing and doodling things
-Music
-Good humor

Dislikes:
-Bigots and racists
-Overly cheerful people
-Daytime
 
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Name: Karl Blucher
Age: 17
Economic Upbringing: Upper class
Reason for attending military school: The military employs the most advanced flying machines. Anything to be closer to them.
Race: Human
If Human or Fae: Wind. Karl has a strong connection to this magic. He manipulation of it is weak but his sensitivity to barometric pressure and wind vibration is enormous, allowing him to pick up on incredibly minute sounds at long distances.

Personality: Karl is friendly, energetic and incredibly hard to contain. Lock him in any room and he'll find a way out in mere minutes. He is filled with a sense of wonderment at the skies and always wants to be closer to them. Thus, an intense fascination with aircraft. Nothing is better than the wind in his face and the ground below him. This means he has conquered his fear of death and injury, but as a result, he is incredibly claustrophobic. It has also resulted in a staunch dislike for Darwinism. Machines are the only way humanity will ever touch the sky. Their hatred of machines makes him highly opposed to their train of thought.

Skillset: Pilotage, diligence, lock-picking, heightened senses and reflexes.

Backstory: Karl grew up in the Lorraine. Despite living in hotly contested real-estate, his family was well off and he grew up with a mix of magic and machines. He figured out for himself that magic should be subordinate for technology and merely assist in advancing it. He became fascinated with the invention of the airplane. His family encouraged his fascination when he decided to focus his studies on weather and aeronautics. Once he was old enough, he begged his parents to send him to Masquerade Military School. He only saw the cutting edge technology and got a massive wake up call when he was taught military discipline and the hardship of service. Still, he has taken his training to heart and demonstrates maximum effort towards every challenge.

Hobbies: Strategy games, listening to martial music and bird watching.

Likes:
-pin-up art
-Birds
-Pistol shooting.

Greatly dislikes:
-Vampires
-Large bodies of water
-War crimes (Who doesn't?)
 
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Name: Douglas Franche

Age: 22

Economic Upbringing: Middle Class

Reason for attending military school: To be trained in the arts of dark magic, stealth, and put his talents to use within the goverment. Actually forced into it by the goverment.

Race: Human

If Human or Fae: Dark magic. Douglas uses the dark magic to create shadows in his surroundings to conceal himself and blind his opponents. Besides those, he's got a bad habit of creating 'Shadow Spikes' from surfaces such as floors and walls, to impale his enemies by surprise. It isn't very cost effective though, and usually leaves him exhausted.

Personality: He isn't a talker, and mostly dislikes speaking with people... Other than Violet. He usually express himself through facial expressions rather than words. He is always alert, unable to relax due to past trauma, always expecting an attack, and preparing himself to attack others. He is calculative and cold, just what he thinks an assasin should be.

He is unable to laugh, and usually ignores jokes, but this doesn't stops Violet from making jokes constantly around him.

Skillset: Covert Ops Soldier. Stealth, seriousness, discipline, trained in the dual wielding of Xiphos shortswords.

Backstory: Born in a middle class family, Douglas grew up in a harsh enviroment. He was the second son of the Franche family, and his older brother was the one obtaining the attention from both his father and mother. As a child, he was neglected by his parents, and he had only a pair of friends he used to meet in the street in front of his house. Mostly due to his poor understanding of jokes and strange behavior, compared to other children.

One day, he and his two friends were wandering through the city, his parents having not noticing... Or perhaps not caring, that he was gone. He played with his friends, like children should, but they separated. Searching for his friends, Douglas entered an alley and witnessed the murder of a woman, at the hands of a man, who quickly disappeared in the shadows.

The sight of blood spraying through the air and a woman lifelessly collapsing on the ground scarred him for ever. Traumatized, he distanced himself from his friends even more, until he eventually lost them.

But that incident, didn't only traumatized him. It made him want to be the assassin, not the victim. During the night, he escaped his home. His father had forgotten to give him dinner, his mother ignored him and his brother pitied him. He couldn't tolerate it anymore.

Alone in the streets, taking shelter under a bridge, he meet a small fairy. Her name was Violet. Unlike everyone else, Violet didn't distanced herself from Douglas, but instead they became close friends. Together, they survived on the streets, stealing food from food stalls, selling their 'Totally 100% legally obtained stuff'.

And when he was eleven years old, Douglas showed talent for dark magic.

Violet, despite being an user of light magic, helped Douglas to learn more about his magic. Together, they stole a dark magic book from a library, something no children should steal, and Douglas began growing in talent.

But one day, while stealing 'important stuff', they were caught.

The rest, you can guess.

Hobbies: Mostly none. Hearing Violet's monologues.

Other: He dislikes apples.

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Name: Violet Esanra

Age: ???

Economic Upbringing: Middle Class

Reason for attending military school: Official reason, to learn about light magic and use her talents to help her country. Extraofficial reason, just following Douglas around.

Race: Fae (Small)

If Human or Fae: Light Magic. Violet is learning to control her magic still, but she's able to heal minor injuries. She is also capable of making small, not-so-realistic illusions by using the light, and she is able to fire 'light rays' from her hands. The best they can do is blind someone, though.

Personality: Violet is talkative and cheery, with an optimist personality. She's extrovert, in contrast to Douglas' introvert personality, yet they get along very well. She is the closest (and only) friend of Douglas, and she usually hangs around him, helping him out, telling jokes and seeing the bright side, mostly.

She is quick to laugh, too. Hearing her giggle isn't uncommon, and she loves to make dumb puns just about everything. She's laid back, and easy to catch on guard, which is one of the reasons Douglas is always alert.

Skillset: Covert Ops Soldier (Even though, she isn't suited for this, she doesn't wants to separate from Douglas). Healing, distractions, 'moral boosts'.

Backstory: No one knows nothing about her past. Not even Douglas.

Hobbies: She keeps a notebook where she usually writtes down her jokes and puns, aswell as making occasional doddles. It is too small for anyone to comfortably read, too, so it makes a good diary.

Other: Apples are her favorite fruit.
 
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Name: Elizabeth Bernstein
Age: 16
Economic Upbringing: Upper Class
Reason for attending military school: To help others and gain some fame for it
Race: Human
If Human or Fae: Elizabeth can create and manipulate golden flames that do not burn they actually feel pleasantly warm, these flames can heal wounds and fix objects. The way Elizabeth fixes things is her flame will return the object to it's previous state, using this she could even return an object to it's base materials if she used her flames on it enough times. Elizabeth's flames can reattach limps or put a broken object back together, when fixing something like this the small of the pieces will shoot towards the larger piece with the speed of a bullet or if Elizabeth wishes it will move slower. If the other piece isn't available then Elizabeth's flames can regenerate the limb or object back to it's previous state.
Personality: With a strong desire to help others and a good heart Elizabeth tries her best to be a good friend and a good person. Sometimes though she can seem a bit rude as despite how nice she is, she also is extremely narcissistic more often than not praising herself and her ability. Any compliments she receives she eats up and milks helping others for a good reason but still expecting fame from it as well. Elizabeth enjoys being pampered but she hates when others assume this means she doesn't know how to take care of herself. She will often go out of her way to prove others wrong should they think as such. Despite that Elizabeth is always willing to help others and is sure to remind them just how amazing she is while she does it.
Skillset: Elizabeth would make a perfect medic she'd be capable of healing others from life threatening wounds and return limbs lost in war, she can also use her abilities to help fix weapons and machinery.
Backstory: The Bernstein family made it's wealth selling weapons and building machinery for anyone who had the money for it. Who they sold to or what they used them for was of none of their concern. Except of course Elizabeth who didn't like the idea that her family made their living by assisting in the destruction of others. When her abilities manifested after she scrapped her knee and healed it with her golden flames she was praised for it. Elizabeth ate up the praise and began to show off by breaking priceless vases and then fixing them back good as new. Elizabeth's new ability gave her the idea that she could use these healing powers to help others. She'd be a hero on the battle field who could heal a soldier on the brink of death not to mention her name would spread like wild fire. Unlike her family Elizabeth intended on making a name for herself by helping others, so she ran from home in order to join Masquerade Military School so she could help as many people as possible.
Hobbies: Having tea and people watching
 
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Name: Klaus Snow

Age: 18

Economic Upbringing: Upper echelons of society. His father is a doctor, and leading in the medical field of science currently, with the discovery of the widely unaccepted germ theory, despite his successful diagnosis and treatments using his theory over miasma theory.

Reason for attending military school: He has a death wish, sort of. He was once part of the military before he died as a deckboy, so going through a legitimate military school to take part of the action directly is something he wishes to do. He also hopes he finds a powerful magic-user to help transmute him into a living, breathing human being again, and if that doesn't work, have it fail so he could finally have rest.

Race: Automata, formerly human.

Personality: Klaus is a very... quiet fellow, preferring to keep to himself and only speak when spoken to. Some might say he's a sad soul, others might interpret him to be incredibly serious all the time, jostling him to crack a smile underneath his shell. Truth is, he doesn't want to be talked to, because he wants to fly under the radar. Hard to do for somebody passing themselves off as a real person, despite never eating, sleeping, or using the bathroom. He feels that he isn't worthy of the time and attention of other people, so he closes himself off so others would be uninterested in him. This manufactured stoicism is what defines his persona around others, but alone, he is still figuring himself out, the true nature of who he really is, and contemplating if his death wish is really worth it. But who isn't figuring themselves out at this age?

He enjoys writing, and reading, so he keeps a journal. He used to enjoy breakfast, but that's not a thing he can partake in fully anymore. He enjoys training, and learning to fight, usually practising for hours in the dark of the night since he doesn't sleep. If he were to warm up to you, he would be quite the talker, for just about anything. Politics, religion, fighting styles, philosophy, literature, but when the conversation steers towards his own beliefs, he would always point out something interesting about the way merfolk were sometimes mistaken for sirens in ancient myths by sailors lost at sea, or some other minor detail to redirect the conversation elsewhere. He is stalwart in protecting his allies and friends (if he makes the mistake of making one), and has his heart set on giving his own life for others if the need arises.

In short, despite his gloomy aura, Klaus is a good man. Or, as much of a man he can be, despite his lack of skin or bones.

Skillset: Fire magnet. It's hard to not try and shoot the big, armored guy who heedlessly charges ahead his allies. Due to his metallic nature, he is quite durable, and without nerves or even vital organs to destroy, he is quite difficult to take down. His job is to be the biggest, baddest guy on the block, and let everyone know that he is there, and wants to fight them. This pleases Klaus, and is always ready to take on the challenger, or at least, stall long enough for his friends to run away.

Backstory: Klaus was once a normal human boy, who ran away from a lavish life to join the navy at the age of 15, as a stowaway. His father, his mother had passed away at a young age, knew about this, but decided that the company of disciplined sailors and the harsh life at sea would teach his son manners and discipline, so he decided that he wouldn't pursue.

However, a year later, and the ship sank due to unknown circumstances, the bodies washing up on the shores of England. His father was devastated by this, and when the body arrived in a wooden casket on his mansion's doorstep, he brought his knowledge and expertise of machinery to use. He would bring his son back, no matter the cost.

Months later, and after countless failed experiments, he nearly destroyed his lab in a fit of rage. His prototype of his son's new body, a metallic steam-powered skeleton of sorts, was one of the few things that survived his wrath. But, in a single moment of clarity, Dr. Snow saw the parallels between the nature of the organic, and the workings of the metallic, fusing the two together by remodeling the chassis of his son's new body to harbor his heart. A careful drop of the still, cold heart of Klaus Snow into the freezing frame, and Dr. Snow backed away, waiting for the hissing steam and dissappointing burning scent of failure to permeate his lab, but when he switched it on, the machine came to life. His son sat up, clutching his head. Dr. Snow embraced his son, but his son was scared, terrified of his own body. In a limping, disorganized rush, he escaped his own house and ran away from home again, dragging a display of armor with him originally mounted in the great hall.

Now, he lives as a suit of armor, haunting the streets, a silent watcher. He wishes to find a magic user to transmute his form back to flesh and bone, or for the ritual to fail and his life to be taken. He decides to go to Masquerade Military School to become one of the various soldiers that taught him the values of hard work and ethics as a youth, and serve the people like they once served him, or at the very least, become cured of his current state of being, whether or not that results with him around after the fact.

Hobbies: Klaus doesn't sleep, so he actually has a lot of hobbies to keep him from going mental. Klaus likes to:
  • Bake. He can't eat any of the things he makes, but baking is a time consuming process that in the end, gets people to like you. Sure, it makes him notable as the 'baker guy', but at least he's cast in a positive light.
  • Read, because when you have all twenty four hours in a day, and only half of that time is spent with people, he has a lot of alone time to read, and re-read, and re-re-read his favorite books.
  • Write. He doesn't consider himself to be the best author, but he keeps a journal of his day-to-day activities, just to ensure that his memory works, and train his finger articulation.
  • Train. Klaus doesn't have much better to do in his spare time, so why not make the most of it by teaching himself how to properly swing a sword? Sometimes, he'll see vampires in the training room doing their thing, and decides that he would rather not have any interaction with anyone after hours.
  • Clean off his armor, because armor is expensive, and hard to maintain, and he wears it every day at the academy. If he had to sleep, it would be impossible to keep his armor in shape without it getting destroyed, but since he doesn't sleep, he is able to dress himself in enough time to report in the mornings.
  • Take strolls, because taking a stroll at night around the campus is probably some of the best times to take a stroll anywhere. Plus, if he finds anyone out that late, he likes to scare them by rattling a whole lot. It's very funny, and it will never not be to him.
  • Contemplate life, because he doesn't really allow himself anyone to talk to. He feels that he is alone, and so alone he'll be, contemplating his own existence as a monster masquerading as a person. Werewolves, vampires, they were once people, but at the very least, they are accepted by society for having flesh and bone. He on the other hand, doesn't have that. He was created to be a monster, and will forever regard himself as such. He usually doesn't do this often, because the lack of tear ducts makes it hard to cry like he used to. Now, he just shivers in place silently, which is fine by him. At the very least, people can't tell when he's truly upset or not.

Other:
Klaus is quite adept at the halberd, despite it's unorthodox and non-standard distribution amongst the military. The length of an 6 foot tall halberd, alongside his own 6 foot tall frame makes for a rather imposing and long reaching foe who is able to whip about the axe part of his weapon easily, in opposition to the more skill intensive sword, which he spends most of his time training with, due to the intricacies of sword fighting.

There are very few people that know of Klaus's true nature, and have placed a finger on exactly what he is. One of those is a small business watchmaker, who he checks in with occasionally due to his filigree nature. She is the person he goes to whenever he needs help, and she is also the person who puts him back together whenever he needs to heal without anybody else figuring out who he really is. She's rather important to him, and is one of the only few real friends he has.

He has a vendetta against the Teslanians, not only for killing him (accidentally), but for corrupting his father to their beliefs while he was away, and then forcing him into a reality befitting of a Teslanian afterlife. He would never reveal this to anyone else, since he has always tried to remain neutral, hence his going to this specific military school, but sometimes his emotions flare and words he wishes he never has said spill out.

Klaus is an ancient 16th century set of germanic jousting armor. His helmet style isn't the typical bascinet, but rather an earlier variation of the armet style of helm. He isn't really proud of how old his armor is, or how it's purpose was originally fitted for a sport, but he retrofits it to suit his needs when he gets the time to.
 
Name: Evangelina (Evie) LaMer
Age: 16
Economic Upbringing: Upper Middle Class
Reason for attending military school: Adventure and meet people other than her own kind
Race: Merfolk
Personality: Evie is sarcastic and easily bored. She often needs to be doing something and will more often than not choose to train during her free time. She doesn't like to sit still and hates absolute silence. If she walked into a room full of people studying or reading, she would turn around and walk right back out to find something more interesting to do. Unless, of course, they are studying battle strategy and tactics. Evie is smart, but doesn't put too much effort into her studies.

Skillset: Evie makes a great soldier, enjoying a good fight and battle strategy over anything else. For any battles on the sea, she also makes a good beast tamer with her Merfolk ability to communicate with sea creatures.

Backstory: Evie is the youngest daughter of a Merfolk pearl trader. Her family consists of her parents, both of whom are quiet and reserved. Her two older sisters have gone into the pearl trading business, taking over for her father. Her parents have always been protective of their daughters, keeping them cloistered as children and then encouraging them to go to schools near their home. Tired of being the odd duck in her family, she ran away to join the military school. Her peaceful family and their friends had never understood her obsession with battles and fighting, they didn't understand her urge to be part of the war. Once at the school, she sent a letter home to her parents explaining and telling them she wouldn't come home until she was ready.

Hobbies: Training (sword and hand-to-hand combat); studying battle strategy and war history; swimming and diving

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Name: Victoria Swan
Age: 17
Economic Upbringing: Upper Class
Reason for attending military school: Following in her Father's footsteps.
Race: Human
If Human or Fae: Magic? None
Personality: Victoria can be quite bright person but also has remnants of awkwardness from an anti social childhood. She's generally quite normal and doesn't have much in her personality that sets her out from others.
Skillset: Victoria is quite good at tinkering with machines of all kinds. This makes her able to fix most broken contraptions or solve puzzles quite well. She wants to be a pilot.
Backstory: Victoria grew up in a rich upper class family, as a child she looked up to her father, a soldier and pilot. She would often spend time alone tinkering with machines, from fixing cars and other transport vehicles, to fixing automatons or clocks.
Hobbies: Tinkering with machinery
Other:
 
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[/div][/div] [div class="Name"] Bethsabée Émiliene Trémaux[/div]

Nickname: Beth, Betsy, Ém
Age: 18
Race: Human | Fae
Gender: Female | Female Pronouns
Height: 170 cm | 5' ft 7'' inches
Weight: 65 kg |143 lbs
Peculiar Features: Bethsabée has very clear violet eyes that tend to stand out, as well as barely tangible wings that almost seem like a swirl of green and purple mist.
[div class="Line"][/div] Economic Upbringing: Lower middle class
Occupation: Part-time mechanic | Innovator
Magic: While somewhat naturally inclined, as fae-born, Betsy doesn't use magic on it's own but more so in relation to objects and machines. She's a decent sigil-maker, and the little magic she uses outside of that scope typically falls under the psychic category (basic telekinesis).
Skillset: Sigilmaking As mentioned above, Bethsabée is a decent sigilmaker and excels at energy-based sigils. She has a harder time with more abstract spells with no clear usage, such as those that fall under the light, darkness and the more abstract psychic category (telepathy and all that ish)| Tinkering: Creating, planning and building machinery. Bethsabée is an innovator, an inventor, and spends most of her time doing so. As such she's very good at subsequent skills: Strategic Planning, Mechanical Repairs and Painting/Sketching/Art. Besides that she's also a businesswoman at heart, so bartering and the general upkeep of a business such as budgeting as well as prospective thinking are things she does on the daily. As for protection, she barely knows how to shoot a gun.
Weaknesses: As mentioned above, Beth barely knows how to shoot a gun. She's more of your willy-nilly strategist than your war machine. She'll create your weapons, but can't handle them. She'll craft a plan on how to take over a base, but would fail executing the first step. She can handle a bar fight but when it comes to the battlefield she's a ridiculously easy target. [div class="Line"][/div] Likes: Fall/Autumn | The smell of smoke from flavored cigars and soot | Unfinished Manuscripts | Cognac & Rum
Dislikes: Winter | Politics | Wine
Hobbies: Bethsabée cannot, C A N N O T, sit still for the life of her. If she's not tinkering with an old crappy machine, she's making a brand new one, or working on expanding her collection of unfinished manuscripts by long gone, quite questionable and obscure authors. She also enjoys some light gambling, most of the time bartering with items instead of hard earned money, some of those items her very own handmade gadgetry. In fact, most of her own accessories are self-made from bits and pieces of old engines, clocks, heaters or steampowered machinery. She's made some profit off of it, small, but profit nonetheless.
[div class="Line"][/div] Personality: Homey, warm, eccentric. Crude like a tavern wench but with a gentle heart. Bethsabée's an enigma, a bit hard to figure out, her train of thought often complex - because she can't finish a thought without branching off into other subjects. She's an enigma, a bubbly wubbly charismatic little thing that does not hesitate to jump right into a stranger's arms, talk for hours with the raunchy men at the pub or lock herself in for days with barely any food or water. One doesn't quite know where they stand with her, and not for a lack of trying. Her extroverted self makes it easy for illusions of close bonds to occur, and the illusions fade just as fast as she treats everyone the same. She can go off tangents about war and the atrocities it causes, then sit and laugh at someone's misery in the span of an hour. She often leaves one puzzled and confused, but in a good what-just-happened-I-don't-know-but-I-liked-it kinda way.

Her father, the only one that seems to have some grasp on her, with the ability to reign her in, describes her as the ocean. Calm yet brewing, with soft waves and beaches that bring you joy, with the ability to swallow you whole and then spit you out harshly. One does not fight the ocean, nor the river, but follows the stream.
He sees the wanderlust in her bones, the endless and morbid curiousity in her eyes, the potential for life-long happiness that she exudes and her caring heart. And he sees how the wanderlust and the curiousity overpowers it all. Because that's what Bethsabée is. An enigma, until you unravel the fact that she lives and breathes, even thirsts for, knowledge and the insanity that a neo-renaissance heart is bound to. [div class="Line"][/div] Mother: No Name, Betsy doesn't know much about her mother besides that she was your picture perfect fae, with her wings and her earth magic... She knows that her parents met when her mother was hurt, she knows that they shortly got married after that, she knows that she was born a few years later and she knows that her mother left abruptly right after her birth, leaving her father heartbroken. Betsy knows she dislikes her. And that's enough for her.
Father: Èmeric Trémaux is Bethsabée's most beloved person, son trésor and the person she admires the most. But secretly, because she does not fancy the nicknames her father's friends throw her way, or enjoy the embarrassment of childhood memories of her running after him haunting her.

History: Born to the french mechanic Èmeric Trémaux in Britain, Bethsabée Èmiliene Trémaux was two years old when her father set up a shop back in his hometown Lille, located near the Belgian border. Needless to say, her father was not exactly ready to raise a child alone, and he didn't. As the saying goes, it takes a village to raise one, and the locals of Lille... Correction, the less pleasant, law-abiding locals of Lille, the so-called rats of the slums, took it upon themselves to help him out. She was fed by the auntie down the street with the glaring red eyes, she was five when she learned how to engineer a small clock from an old Darwinist war veteran with a stump for a leg and she was six when she had her first taste of rum from the ever illusive merfolk that came around during the summers. Her childhood was a flurry of stories that often ended with a look of utter disbelief on her father's face, soot on her face and/or far too many near deaths. Either way, it shaped her views as she met people from all walks of life. Darwinists and Teslanians, humans, werewolves, vampires and fae. She's met the neutral equalists and she's met the revolutionist. Which further proved to her that neutral ground is the most sensible, as both sides were to extreme.

And so it has continued for the past eighteen years. She helped her father run his shop, ran around town and wreaked havoc, watched as his business grew and they moved out of the dirty small room they shared to a new quaint townhouse. She attended school, learnt how to make sigils, then dropped out promptly and dropped by and frequented the slums she grew up in. She went and had affairs with men of prestige, and sailors that lived in squalor, she traveled to nearby towns with said sailors to trade secrets and ideas with like-minded souls and eventually she found herself in Marseille... Broke and bored.

Reason for attending military school: It's simple really. Resources. Open access to upgraded facilities, ancient unfinished manuscripts and a pension. Not to mention the food and board. However Beth does not plan to stick around when all is said and done, as an equalist she is not about to pick a side, but she'll sure as fuck take advantage of what's offered.
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Dorothea
Thea_02.jpg
Nicknames: Thea, Dorothy
Age: 18, according to official records
Race: Automaton
Economic Upbringing: Upper-Middle Class
Reason for Attending Military School: As a blend of magic and technology, she doesn’t have the luxury of choosing sides. War is coming and she would rather venture into the belly of the beast than wait to be devoured by it.

APPEARANCEDorothea stands 5’6” and weighs about 280-300 pounds, despite her petite build. Her skin is sheet metal, (mostly steel, with some brass or copper parts,) that has been painted pale crème, with subtle floral patterns embossed on its surface. She has no hair, but wears a long, white-blonde wig, and is rarely seen without a bonnet, hood, or some form of headwear. Her face is a doll-like mask, her pale blue eyes have a subtle glow, and her ears are pointed, like a fairy’s.

MAGICVarious forms of magic went into her creation. Dorothea’s most powerful piece of magical hardware is her heartstone, a small, fist-sized stone cube, covered in sigils, and brimming with Fae psychic magic. This item stores all of her memories, which is what allows her to learn and develop a personality and also handles all of her sensory data. (Her physical eyes and ears are just for show.) Even if her body is turned to scrap she can be rebuilt, as long as the heartstone is recovered. Its psychic magic controls her body using very weak short-range telekinesis -- so weak, it must be aided by mechanical means (steam, gears, wires and pulleys, etc).

Her other piece of unique hardware is her kinetic core, a tightly-packed series of clockwork gears arranged in a spherical pattern. The innermost gear is weighted, spins incredibly fast, and is imbued with energy magic to maintain a constant velocity. In truth, it slowly loses speed over time and needs to be recharged by a Fae mage every couple of years, but is still the closest thing to a perpetual motion machine in existence. The hundreds of gears around the main gear serve as a transmission to reduce the output speed. The kinetic core powers Dorothea’s fine motor skills, and makes her movements more fluid and human-like than typical automata.

Lastly, her steam works are heated by fire magic. This is her only magical part that doesn’t involve complex Fae wizardry. It just keeps the boiler hot; nothing more, nothing less. Dorothea doesn’t have to constantly feed coal or wood into a furnace, like a dirty old steam locomotive. While the kinetic core handles most of her precise motor functions, her steam engine provides the raw power for feats of strength. If she loses steam pressure, she can still move, but isn’t much stronger than an ordinary human, and is considerably slower, due to the weight of her metal body.

PERSONALITYDorothea is fully self-aware… aware enough that she knows how frightening the idea of a sentient machine can be. Amongst strangers, she is extremely polite and non-threatening. Everyone is a “sir” or a “ma’am.” Every sentence has a “please” or “thank you.” And she rarely speaks unless spoken to first. She goes to great lengths to diminish her presence and hide her emotions and has gotten very good at it. She has feelings and opinions, just like anyone else, but conceals them, even going so far as to use unusual speech patterns and avoid referring to herself as “I.” She is basically a human pretending to be a “stupid robot.”

There are occasional moments where her true self slips through, but Dorothea learned at a young age that the ruse will sell itself if she lets it. Most humans don’t want to think she’s more than a can of nuts and bolts, so she simply lets them fool themselves. Playing around with this idea has become a game to her and her monotone voice and blank face make it impossible to tell when she’s being sarcastic. (Hint: she almost always is.) However, being a blank-faced automaton isn’t all fun and games. When she does choose to reveal her true feelings, or can no longer contain them, she has no subtle way of doing so and can be brutally honest when telling –or showing-- someone how much she loves or hates them.

SKILLSDorothea began life as an analogue computer and analytical engine and didn’t gain abstract thought until much later. Numbers are the basis for all of her thought processes. As a result, she quantifies everything. To her, a room isn’t just “big and warm,” it is “9.236 meters long and 23.942 degrees Celsius.” She uses her sensory information to perform complex calculations, in real time. She would be very useful to tank, artillery, or aircraft crews, for rangefinding, navigation, and fire control.

Dorothea never forgets. Literally. She has photographic memory. When paired with her machine-like precision, this allows her to copy documents, memorize them for transcription at a later date, or draw people, places, and things with photographic quality. And her handwriting looks like newsprint… except for her signature, which is rather ornate.

Lastly, she knows how to repair herself and probably any other machines on campus. Even when confronted with a device she is not familiar with, she can usually figure it out rather quickly. She can drive automobiles and is coming to the Academy to learn to operate and maintain tanks, and possibly aircraft as well.

BACKSTORYDevelopment on Dorothea began nearly twenty years ago when her “father,” Charles Blake, a British engineer, met her “mother,” Aeva Lovelace, a Fae sorceress. The former was a renowned steam engineer visiting Paris for a trade convention, while the latter was a bored fairy artist seeking inspiration. To outsiders, it may have looked like a stereotypical Parisian love affair, but there was no romance here, just two stubborn individuals who delighted in arguing about the differences between art and science, magic and technology. Dorothea was born from that clash of ideas.

Her father had built many automatons before, but lamented the fact that they were just dumb machines, slaves to their programming, never learning or changing. He could build advanced analytical engines, but these devices didn’t truly think, only calculate. Her fairy mother proposed that she could create a “brain” using arcane Fae magic, which would be able to store memories, access them, and rewrite its own programming. The only problem was, they had no starting point; such a brain would be a blank slate. They would have to teach it everything. Development would be slow, time-intensive, and test their patience. It would be a lot like raising a child.

Charles had a wife and son in Britain, so he couldn’t be around often, but they kept in touch through letters. In the early years, Dorothea was just a stone cube on a test stand, connected to one of Charles’s analytical engines. Numbers were her first connection to the material world, but Aeva taught her language and art, too. Dorothea could see and hear and, later, even speak, via telepathy. She had many questions and her mother did her best to answer them. She took Dorothea many places, in the city and the countryside. And, when she couldn’t, she would position Dorothea by the window, so she could see the city lights and crowds.

Dorothea was nearly ten years old before her body was completed. Her father obsessed over every little detail, but every time he would send an arm or leg or new gizmo to Aeve, she’d send it right back to him, complaining it didn’t look or feel right. Although well-intentioned, she was a temperamental Artist --with a capital “A”-- more concerned with form than function. But the two eventually reached a consensus; Charles made the mechanical guts, while Aeve crafted the outer shell. At last, Dorothea was able to venture out into the world on her own two feet.

She was always by her mother’s side. The beautiful fairy and her automaton doll became a common sight in their middle-class Parisian neighborhood. But it couldn’t last forever. Charles’s letters from Britain spoke of an impending war, which eventually became a reality. Now, with talk of France possibly joining the fray, Dorothea has chosen to journey to Masquerade. She hopes to prove how powerful the union of magic and technology can be. Or, if that should fail and France chooses wrong, she hopes to gain the skills necessary to strike out on her own, even if the entire world turns against her.


OTHEREven though she borrows her mother’s surname, “Lovelace,” Dorothea is not actually legally related to her, because automatons cannot be adopted. She is registered as Aeva’s property and, as such, has no surname. Technically, she’s not even a French citizen. On a side note, she signs her name as “DX,” for “Dorothea X,” not “DL.”

Dorothea’s eyes and ears are just for show. In early prototypes she had a functioning face with moving parts, but her parents quickly scrapped that idea because it was too creepy. She does, however, make eye contact when speaking to someone, even though she can literally see in 360 degrees. On a side note, she has no sense of smell.

Even though she’s very quiet, for a machine, she’s not totally silent. In a quiet room, you can hear the ticking of her clockwork heart and the quiet whir of a steam turbine. If you hear any other squeaks, clanks, or rattles, it means something’s broken. If you hear hissing steam, it either means she’s leaking or is relieving steam pressure after doing some heavy lifting.

HOBBIESReading: Her perfect memory means any information she absorbs is retained. She is always seeking ways to expand her knowledge, since this is her greatest weapon.

Writing: This isn’t so much a hobby as a side job. Her perfect memory makes her an excellent transcriptionist. For a small fee, she will take notes for other students. She’ll do it for free, if you’re not a jerk.

Art: Most girls are into makeup and dresses; Dorothea spends hours engraving tiny flowers and butterflies on her metal skin, or making new masks for herself.

Metallurgy: Rust is one of her greatest fears; she checks herself for it every day and immediately repairs or replaces any offending components. Her dream is to find a wonder metal, incredibly strong, yet light, and totally rustproof.
 

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