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Fantasy ⊞Mistwalker Squad No.13 Initiation Records (Mistwalker Logs CS)

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Mistwalker Squad No.13 Initiation Record

“Character quote here.”

Overview: (An 1-2 elevator pitch of your character that gives people a general idea of them quickly.)

Name:
Age:
Combat Experience:
(In years)
Place of Birth:

Current Citizenship:
(Only MAA members can have dual citizenship with another nation)
Religious Belief: (Check the lore for the three big religions or be non-religious)
Mist Corrosion Level: (None/Light or Barely Visible/Visible/Severe)


--Comment from AIMC Human Resource--
Discrimination based on Mist Corrosion traits, citizenship, and religious belief is prohibited within the AIMC. Unreasonable, out-of-line acts, and the compromising of mission objectives stemming from such motivation can result in disciplinary action.


Encoding Affinity: (None/Low/General/Natrual High-Affinity /// Artificial EAD User. Usually, only people with General and above affinity use Encodes as their primary combat method. Access to an artificial EAD overwrites natural encoding affinity and replaces it with an artificial high-affinity. Note that artificial EADs are expensive and rare, but characters totally allowed/encouraged to have one if you want to work on getting one into your character’s backstory.)

--Comment from AIMC Human Resource--
All Mistwalker Squads are suggested to have at least one member, preferably more, capable of general emergency Encode activation, even if this individual(s) do not use Encode as their primary combat method. This is to ensure that the defensive Encodes on airships can be activated properly in times of emergency.

Personality:
General Background:

Will:
(Becoming a Mistwalker is almost synonymous with meeting a pre-mature death someday, leave your will with the AIMC so the people and stuff you’ve left behind can be properly organized when you’re gone.)


--Comment from AIMC Human Resource--
All notarized wills of Mistwalker Squad members will be executed by:


  1. Gerralia Empire National Notorization Department
  2. Holy Requiem Probate Court of Radionica
  3. Miscantia Student and Faculty Registar
  4. Aelfscyne Royal Probate Executor Squad

In the event that a member a) is confirmed deceased during an operation; or b) cannot be contacted for 14 weeks after last confirmed contact within a Mistzone.

General Combat Style: (1-2 sentence summary of how your character usually fights, what range (short/mid/long) they prefer, are they quick or slow, do they have something unique or special about what they do.)

Stats: (All stats should be based on when your character has their default weapon/equipment set and is fighting alone, each stat go from lv1 to lv10. The maximum of stat points you can allocate is 42, the minimum is 32. Please note that going from lv8 to lv9 will require 2 stat points, and going from lv9 to lv10 requires 3 stat points. STATS CANNOT BE 0.)

Basic Mobility ▰▰▰▰▰▱▱▱▱▱ X/10
(How fast can your character move during battle, this stat would take into account the amount of stuff they’re carrying by default in battle, for example, heavy equipment could cause a reduction in mobility compared to when they are unarmed. )
Tangibility Potency ▰▰▰▰▰▱▱▱▱▱ X/10
(Tangible attacks are physical attacks, basically, anything that has to do with anything “tangible”, like sword strikes, and long-ranged weapons if they fire physical ammunition like arrows and bullets. Support and healing techniques that use empirical methods such as drugs or chemical principles would also fall under this.)
Physiological Resilience ▰▰▰▰▰▱▱▱▱▱ X/10
(Physical resistance, how resistance is the character to things like being punched or being hit by a boulder, you factor in any defensive equipment they have.)
Abstraction Potency ▰▰▰▰▰▱▱▱▱▱ X/10
(Abstraction attacks are basically all non-physical attacks, which include things like all Encoding and radiation/energy-based attacks like laser swords and radiation weapons. Support and healing techniques that uses Encoding or otherwise taps into the spiritual side of things would also fall under this.)
Psychological Resilience ▰▰▰▰▰▱▱▱▱▱ X/10
(The Mistzone is home to many phenomena that affect the mind directly, commonly causing severe migraines and hallucinations, breaking down one’s common sense. Psychological resilience estimates how resistant characters are to panic, mental breakdowns, and having their sense fooled or blinded by the Mist.)
Corrosion Resistance ▰▰▰▰▰▱▱▱▱▱ X/10
(Acute Mist Corrosion can cause one to experience severe pain and nausea even before sprouting abnormal traits, and the longer people are exposed to the Mist the more risk they are to experiencing symptoms of acute Mist Corrosion. This measures how resistant a character is to the adverse effects ambient environment, and is functionally equivalent to the concept of “stamina” when fighting within the Mistzone.)
Adaptability ▰▰▰▰▰▱▱▱▱▱ X/10
(The Mistzone is a place where reality and common sense break down regularly, this can cause wrapping to both the mind and body. Adaptability measures how quickly one can adapt to the Mistzone’s environment, those with high adaptability may receive heightened senses, quick-wittedness, and become able to glimpse things in the Mist that others could not. Gain experience and thrive in the Mist.)

Weapons and Equipment: (Commonly used/default/standard weapons and other stuff used by the character. Please include default equipment listed below unless the character has a valid reason to not carry something)


--Comment from AIMC Human Resource--
All Mistwalker Squad members are provided and trained in the usage of the following equipment:

  1. AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen.
  2. Fog Fluorescent Distress Beacon & Signal Flare
  3. Mist Density Detector
  4. Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules

Techniques: (A character’s basic skill list, think of it like a video game, try to keep it around 4-5 maximum)

Miscellaneous Info: (Any other personal info pertaining to the character that doesn’t fit in other categories, such as likes, dislikes, hobbies, theme song etc. This is optional.)




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[COLOR=rgb(255, 255, 255)][SIZE=7][font=veteran typewriter]Mistwalker Squad No.13 Initiation Record[/font][/SIZE]

[SIZE=5][I][font=veteran typewriter]“Character quote here.”[/font][/I][/SIZE]

Overview:

Name:
Age:
Combat Experience:
Place of Birth:

Current Citizenship:
Religious Belief:
Mist Corrosion Level:

Encoding Affinity:

Personality:
General Background:
Will:

General Combat Style:

Stats:
Basic Mobility: ▰▰▰▰▰▱▱▱▱▱ X/10
Tangibility Potency: ▰▰▰▰▰▱▱▱▱▱ X/10
Physiological Resilience: ▰▰▰▰▰▱▱▱▱▱ X/10
Abstraction Potency: ▰▰▰▰▰▱▱▱▱▱ X/10
Psychological Resilience: ▰▰▰▰▰▱▱▱▱▱ X/10
Corrosion Resistance: ▰▰▰▰▰▱▱▱▱▱ X/10
Adaptability: ▰▰▰▰▰▱▱▱▱▱ X/10

Weapons and Equipment:
Techniques:

Miscellaneous Info:
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Mistwalker Squad No.13 Initiation Record

“Character quote here.”

Overview:

Name:
Age:
Combat Experience:
Place of Birth:

Current Citizenship:
Religious Belief:
Mist Corrosion Level:

Encoding Affinity:

Personality:
General Background:

Will:

General Combat Style:

Stats:
Basic Mobility: ▰▰▰▰▰▱▱▱▱▱ X/10
Tangibility Potency: ▰▰▰▰▰▱▱▱▱▱ X/10
Physiological Resilience: ▰▰▰▰▰▱▱▱▱▱ X/10
Abstraction Potency: ▰▰▰▰▰▱▱▱▱▱ X/10
Psychological Resilience: ▰▰▰▰▰▱▱▱▱▱ X/10
Corrosion Resistance: ▰▰▰▰▰▱▱▱▱▱ X/10
Adaptability: ▰▰▰▰▰▱▱▱▱▱ X/10

Weapons and Equipment:
Techniques:

Miscellaneous Info:
 
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Mistwalker Squad No.13 Initiation Record


“Remember, when in doubt bestow the law of I'm out.”

Overview: A cynical salvager/medic who aims to reclaim that which is lost to the mist over what can be gained new from it. Understanding the value of AIMC's mission of madness volunteering to help pick up the pieces of those so bold lost to the frontier so they wont be forgotten.

Name: Octavius "Oct" Halbervi

Age: 22

Combat Experience: 5 Years

Place of Birth: Growdon Fields(Factory town in the Gerralian Empire with a massive concentration on steam tech)

Current Citizenship: Greater Gerralian Empire

Religious Belief: Firmamentism (Vaguish form of it)

Mist Corrosion Level: Barely Visible: His left eye originally had a mutation yet due to the severity of it he gutted it out.

Encoding Affinity: None

Personality: Somber a fellow constantly in a state of sleep depravity, and a bit cynically sassy. Regardless of first impressions all eventually agree that Oct is best summed up as being one who cleans up the shattered pieces of those who gave their all to AIMC... if they can be found. Oct is obsessed with damage control/recovery of lost assets, or even at best what happened to said peoples final fates earning his nickname the "Caretaker" by the others employed by AIMC. He hates it when people dive deep into the trauma of the job knowing anyone could suddenly be right their ready to jump to their end to make the nightmares built from such a industry go away. As such he fixates on his teammates self care practices offering a shoulder or council to their problems.

General Background: Originally a steam engineer's apprentice working on vehicle like construction gear. The Gerralian Empire kept a rather hefty eye on the process seeing its mass use potential in the field of tank advancement as well. Oct himself had even been given a full scholarship paid for as his own thesis in salvage recovery with the tech led to promising potential thus he enlisted at 17 as a Non-Commisioned Officer in the medical field as he believed would help his research having multiple degrees of understanding. Though once his schooling was done at 19 he opted out believing his conscripted schematic tech to be tried in the perfect area of experience... the mist. Thus after his honorable discharge he put in for consignment to the AIMC to assist in recover operations, or be used as a salvager in a expedition unit. His recovery steam tech has made leaps, and bounds during his two years thus far, but now Oct has a rather emotional attachment to AIMC people.

Will: Upon my potential passing I will all financial earnings to be split in half between my parents Norin Halbervi/Tarvoc Halbervi, and my sister Elweiss Halbervi. All schematics, and scientific documentation along with any personal tech is to be handed to my prior teacher/instruction Corvo Belgant for potential future development potential in the Gerralian scientific community. However let all field tested steam salvage equipment made by me for or used by AIMC to stay in their custody for continued assistance to the Mist research mission. "The Salvager" however will be handed over to the AIMC without contest as their funding into my research bore such fruit.

General Combat Style:

Parkour archery best comes to mind when explaining his combative styling. He will usually open with a few shots before charging in parkouring/weaving around his enemies using their weight, and movement against him halting in minor spots to get a well placed shot in never taking a shot unless its a for sure hit. Usually he wont enter close range combat unless forced or aiming to nab back a ally. But when forced at close parameters the duo ice picks turn into lethal items.(Think movie Leon from the cgi resident Evil's if that's confusing)

Stats:
Basic Mobility: ▰▰▰▰▰▰▰▰▱▱ 8/10
Tangibility Potency: ▰▰▰▰▰▱▱▱▱ 5/10
Physiological Resilience: ▰▰▰▰▰▱▱▱▱ 5/10
Abstraction Potency: ▱▱▱▱▱▱▱▱ 1/10
Psychological Resilience: ▰▰▰▰▰▰▰▱▱▱ 7/10
Corrosion Resistance: ▰▰▰▰▱▱▱▱▱▱ 4/10
Adaptability: ▰▰▰▰▰▰▰▰▰▱ 9/10

Weapons and Equipment:
1. AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen.

2. Modified Steam Tech Crossbow
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Copper tinted bolts(5 Barrel load) with attachable rope hook to set up climbing points. Future Modifications in the works by Mr. Halbervi as he experiences what AIMC teams run into more often than not. Their is also a functioning buck shot mode that see's the Crossbow use all its steam gauge firing all five shots at once. Oct has also modified a Fog Fluorescent Distress Beacon & Signal Flare bolt to be shot as a single use bolt in the middle of the barrel triggered by the button on the side of its barrel.

3. Mist Density Detector Modified parameter detection to keep track of fellow AIMC's Employees. Range is only good up to a mile after that it loses the signals.

4. Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules

5. Dual Set Ice Picks
1699733602698.png
Set with a satchel pouch filled with rope. Though it may seem insane this levees as both his melee option, and in a emergency his gear to get to misplaced members under duress in a intense scenario.

Combat Medic Satchel

A satchel filled with medical supplies for on the field treatment.


Techniques:
Combat Medic

Mechanic/Crafting Degree

Archery Skills

Terrain Hiking

Miscellaneous Info:



Finished.
 

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Mistwalker Squad No.13 Initiation Record

“Go and reclaim the land, I’ll reclaim the sky.”

Overview: A slightly introverted pilot and marksman. Quartz tends to be slightly on the introverted side and keep to herself. This doesn’t mean she isn’t extroverted at times though, enjoying the company of others. She spends her days performing maintenance on almost anything that flies. She has some guilty pleasure she’s too embarrassed to share with anyone.

Name: Quartz Chroma
Age: 24
Combat Experience: 4 years
Place of Birth: Kingdom of Aelfscyne

Current Citizenship: Kingdom of Aelfscyne
Religious Belief: None
Mist Corrosion Level: None

Encoding Affinity: General

Personality: Quartz is on that blade’s edge of being an introvert. She just barely falls into the category, preferring just a little more to be alone than with others. However, she does enjoy, and wants to, be near others often. When she is in the mood to be social, she can be quite outgoing and easy to talk to. While normally laid back and pretty easy to get along with, when it comes to her job or a task, she can be pretty strict and follow rules to a T. She cares about others and will put herself in harm's way to help people.

General Background: Quartz was born to a low class family in the Kingdom of Aelfscyne. The Chroma family all had average Encoding capabilities, and taught Quartz as much as they could up until the age of 11. The system in Aelfscyne was too much for her parents to deal with. So the family packed their things and moved to the Greater Gerralian Empire. Quartz would slowly drop the study of magic, as her parents didn’t enforce it anymore. By age 14, she had found a new interest. The technology offered by this kingdom was something she found super interesting. She became the apprentice of a gunsmith before securing a job producing parts for airships and helicopters in a factory at age 16.

Just one year later, she began to perform maintenance on the aforementioned airframes. At age 20, she would start her career as a pilot for airships and helicopters at AIMC and finally move out on her own into a small studio of her own. She didn’t need anything big. Just something cheap so she could save money. She wants to buy her own helicopter someday.

Will: If I don’t come back, please give everything I own to my parents.


General Combat Style: Quartz has been trained to fight out in the mist but has only participated in the occasional skirmish. She usually packs light, and had no protection on her. Meaning she’s pretty fast and able to keep speed for some time. But she isn’t able to handle much. The girl prefers to use guns to keep the monsters at bay. She normally has the team protecting her as their ride out. So she has never really had to worry about fighting up close and personal. But she doesn’t think she’d be any good at it.

Stats:
Basic Mobility: ▰▰▰▰▰▰▰▰▰▰ 10/10
Tangibility Potency: ▰▰▰▰▰▰▱▱▱▱ 6/10
Physiological Resilience: ▰▰▱▱▱▱▱▱▱▱ 2/10
Abstraction Potency: ▰▰▰▰▱▱▱▱▱▱ 4/10
Psychological Resilience: ▰▰▰▰▰▰▰▱▱▱ 7/10
Corrosion Resistance: ▰▰▰▰▱▱▱▱▱▱ 4/10
Adaptability: ▰▰▰▰▱▱▱▱▱▱ 4/10
(40/42)

Weapons and Equipment:
Quartz has a rifle that shoots 308. Rounds. It has a scope capable of 8x magnification, and a smaller range thermal scope of 4x. Capacity of 10 +1. Carried via sling.
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Quartz has a secondary on her at all times. A pistol shooting 45. It is full sized with a silencer, effectively doubling its length. Capacity of 11 +1. Carried via holster.

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A single knife on her left hip.

Quartz has a single fragmentation grenade on her, a single orange smoke grenade, and a single orange flare on a bandolier across her stomach.

She has a backpack when on field missions with comms equipment mostly. The rest of the space has some small useful stuff. Some nutrition bars, water purification tablets, matches, and some basic first aid supplies. She has a radio on her shoulder connected to an earpiece.

Techniques:
Knowledge on machinery (Guns/helicopters/airships/etc.)
Knowledge on communication equipment (Radios, electrical equipment, morse code, etc.)
Marksman (Good shot with guns)
Exceptional stamina

Miscellaneous Info:
Height: 5’10
Handedness: Right
Sexuality: Homosexual
Fears: Needles, large bodies of water.

 
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Mistwalker Squad No.13 Initiation Record

“Hehehe, back into the Mist we go! It's a place that if you don't respect it, you'll die. Don't worry! I don't bite!”


Overview: A happy-go-lucky Vanguard shotgunner and melee specialist that the Empire wants to be rid of, with eccentric beliefs and the gift of Encoding, her mental state seems far more stable than basic interactions would suggest.

Name: Sylvia Gannet
Age: 24
Combat Experience: 8 years
Place of Birth: Gerralian Empire

Current Citizenship: Gerralian Empire
Religious Belief: Divine Mist Theory (branch*)
Mist Corrosion Level: Visible

Encoding Affinity: General

Personality: Sylvia is a bit of an eccentric to put it mildly and has a habit of acquiring gear that is out of the norm for a soldier, plus a curious case of mechanical skill. Most find her presence to be a fun energetic sort, or find her unnerving, from her grey and red hair and red eyes to the random and deranged things she'll say time to time. Her service time in the National Infantry was to be treated as expendable and endured much in the way of discrimination. While "friendly" she has been noted to pulling knives, punches, or throwing up a duel with a smile on her face. The gunner is known to not take orders and commanders too seriously and never moved up past Private in the National Infantry though she was noted to be a good combatant and unafraid of the Mist. On the note of the Mist, she seems to fall into the category of a Divine Mist Theorist, praying to it, as it is to be respected in her words, though she seems to not consider it as being kindly.

She seems to have adopted to life in the AIMC and taken well to Encoding and seems to be much "happier" here than in Imperial Service. It is also noted that she is very visceral in battle and does seem to have moments in which she is deathly calm, in which her true feelings in regard to another or a situation came to bear. Has an unusual view of the Mists and a psychotic enjoyment of Combat.

General Background: Sylvia was born 24 years ago to a rural farming family at the edges of the Mist, Sylvia's luck in life was rather cursed from what it could have been if she were born in the Kingdom, the talents of herself and family being rather unknown and unused, the theory being they were war refugees from the Kingdom or one of the smaller nations absorbed by the Empire some years ago. Either way, like many others, the encroaching Mists and Antiquities would bring an end to her family and nearly all other villagers who could not run. She however was one of those who could not run, be it from the Corrosion level saturation, skill at hiding or some unknown event. It is equally unknown just how long she survived in the New Mist, being found some weeks later by a National Infantry sent in for resource recovery.

While initially some members of the squad wanted to shoot her for her obvious corrosion, the officer in command decided to show her some mercy, taking her back to the Empire proper and placing her in the care of a state orphanage. Her ordeal seemed to have forever changed her, as in spite of a sunny disposition she showed great cruelty to those who would pick on or abuse her. Growing up there, she was noted as being a troubled child and one who was best to not trouble, she had a curious habit of finding abandoned items, or doing trail trades for getting what she wanted. While normally some time is given to orphans to decide where they wanted to go upon reaching 16 or even 18 in most cases, provided they were not adopted, Sylvia was sent off as a conscript in the National Infantry as soon as she reached the former age.

During Imperial service, given the dislike of her Corrosion, she was given risky frontline assignments in Vanguard and localized recon forces, as noted she made a terrible soldier, but a fine warrior. Her service record is full of black marks, demerits and reports of fighting, and a lack of zeal for the Empire as a whole. Though her battle records have merited notes that mostly cancelled it out, she was "given" to the AIMC in quick order, where she spent the last year training, doing localized patrols or learning her abilities as an Encoder. She has been noted to have an interest in living in the Kingdom of Aelfscyne, provided she survives her tour of duty, something she doesn't consider likely to happen. Doesn't really mention her history much to others, though it is clear her time in the Mist changed her in ways others may not understand and she found life in the
Gerralian Empire to be highly oppressive, where her comrades in arms were seen just a little better than the Antiquities.


Will: Well, I don't have much, just give any pay I have to the state Orphanages in the Empire or use the money to help a town to rebuild. I would like a statue built of me as part of a monument or a street named after me in the reclaimed lands if we don't fail. Hehe Heh! As to other items I might own, I don't care, the AIMC can have them, or whoever issued them. I doubt you'll find a body to do anything with. The Mist is not so kind to those who do not please it.


General Combat Style: A hard charger, while her movement is slowed by considerable armor protection and a thick shield, her shotgun with its axe blade attachment and mix of buckshot and slugs packs considerable punch, with Runes pre-engraved on her shield and some of her shells Sylvia can also add in immediate Flame based attacks, and if all else fails she has a backup EAD and is somewhat skilled in the ability of casting fire based spells, typically only fireballs, flamethrowers and the like, though she is not confident in something she's only learn to use recently.

Stats:
Basic Mobility: ▰▰▰▱▱▱▱▱▱▱ 3/10
Tangibility Potency: ▰▰▰▰▰▰▰▰▰▱ 9/10
Physiological Resilience: ▰▰▰▰▰▰▰▰▰▱ 9/10
Abstraction Potency: ▰▰▰▰▰▰▱▱▱▱ 6/10
Psychological Resilience: ▰▰▰▰▰▱▱▱▱▱ 5/10
Corrosion Resistance: ▰▰▰▰▱▱▱▱▱▱ 4/10
Adaptability: ▰▰▰▰▱▱▱▱▱▱ 4/10

Weapons and Equipment:


  • AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen. Rarely if ever wears it on the field, has portions of older uniforms sewn into her modified battle uniform for identification, the inner skirt of note is very bright and easy to see, to overcome this disadvantage, if need be, she will position her shield as a cover.
  • Fog Fluorescent Distress Beacon & Signal Flare
  • Mist Density Detector
  • Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsule
  • SPAS 12 Combat Shotgun with Bayonet Axe attachment - Modified Semiautomatic or pump action shotgun, holds 8+1 rounds.
  • Full Body Metal Armor - black painted Armor with red and white lines painted across it, seems to be in design of a bygone time.
  • Tactical Shield - A heavy metal shield with a cutout to accept the shotgun, contains places on it for more shells and other kit, has some spell enchantments on it to be used in combat.
  • Encoding Assistant Device - A standard issue EAD, nothing too special, she wears it on her back hip.
  • Satchel with cleaning kit for shotgun, food and water for two to three days.
Techniques:
Mechanical Know-how: While not related to machines per see, Sylvia is good at repurposing and shaping metal towards various ends.
Strong Back: Can carry a large amount of weight.
Breacher: Is able to move with her shield deployed and skilled at blowing off door locks and hinges.
Shotgun Surgeon: Expert at the use of shotguns and packing her own custom shells
Pyromancer: Her use of encoding seems limited to, or at least effective at spells dealing with fire.

Miscellaneous Info:
5'5"

Likes
- Violence
- Chocolate
- Food/mealtimes in general
- Sewing clothes or metal working
- Getting revenge on man when he deserves it and the beings of the Mist on principle.

Dislikes
- Those who judge her
- Those who do not take the Mist for the all-powerful force it is
- Pushy superiors
- Pets, dogs and cats of note

Full Armor & Weapon:
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Mistwalker Squad No.13 Initiation Record

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“Blessings of U235, Pu239, and C60 upon you.”

Overview:
A devout, compassionate Radiatheologist cleric, driven to salvage that which is lost to the Mist in order to prove her devotion.

Name: Kythera Ouranos
Age: 29
Combat Experience: At least 5 years of service as a "salvager"
Place of Birth: Radionica

Current Citizenship: Citizen of Radionica, however informally excommunicated by Radiatheology
Religious Belief: Radiatheologist
Mist Corrosion Level: Visible

Encoding Affinity: General

Personality:
Characterized by a general sense of unflappable serenity, "Cleric" Ouranos presents herself in a quiet, hardworking manner, eager to take in much of the world around her and learn as much as she can for the sake of attaining usable knowledge to serve mankind in the name of U235.

General Background:
Even beneath the sacred glow of Radionica's lights, not all are born equal. Kythera Ouranos was one such child born into hardship. Living close to squalor and possessing little, some of Kythera's peers turned to crime from an early age. Others found honest if menial work, trying to lift themselves from the gutter. Kythera took a rather different path, studying discarded books, weathered blueprints, and broken devices not simply for profit or intellectual curiosity, but out of devotion to the faith she hoped to serve one day.

The day came when she presented herself at Radionica's Celestia Power Plant several years ago, claiming to be drawn by the divine radiation and pledging herself in service to U235 and all the other sacred isotopes, to the power plant, and to Radiatheology as a whole. Her industriousness, technical aptitude, and kind nature led to her distinguishing herself, and when it was found that she possessed Encoding aptitude, she was permitted to train further with the Department of Encoding Studies at Miscantia that her abilities might be cultivated to serve Radiatheology.

Eventually, her training paid off, and by request of the Radiatheological clerisy that authorised her training, she focused her Encoding practice on techniques that allowed her to contain, compress, and redirect emissions of energy. This combined with her other skills made her a prime candidate to serve as part of the Church's contribution of personnel to the AIWC, and also meant that she was charged with journeying deep into the Mist, seeking out intact pieces of technology that could be brought back and salvaged or reverse-engineered. With her ability to contain radiation, flame, and arcs of electricity, it was believed that she would have nothing to fear from the treasures she sought or any of the myriad threats within the Mist.

But then the worst came to pass. A small hole, the size of a bullet wound, appeared on her flesh. Then another, and another still. A few on her face, arms, legs. It was clear that for her talents, she was not exempt from the effects of Mist Corrosion. With that, Kythera Ouranos was quietly (and with some regret) asked to go where U235's will would guide her, with the understanding that it would be a long time before she returned to Radionica, if ever.

Will:

"I don't have much, but when I do not rise again, I ask simply that my few possessions be returned in the name of the Holy Requiem Probate Court to the clerics at the Celestia Power Plant, that they may continue to serve."

General Combat Style:
Lacking much in the way of specialized tactics, Kythera prefers to avoid confrontation if possible. However, her mastery of radiological weapons and her Encoding ability allows her to withstand non-physical attacks very effectively, and return fire in kind just as much. She can open, move, and close small holes in her flesh thanks to Mist Corrosion, but that doesn't seem very useful most of the time.

Stats:
Basic Mobility: ▰▰▰▰▰▱▱▱▱▱ 5/10
Tangibility Potency: ▰▰▱▱▱▱▱▱▱▱ 2/10
Physiological Resilience: ▰▰▰▰▰▰▰▱▱▱ 7/10
Abstraction Potency: ▰▰▰▰▰▰▰▰▱▱ 8/10
Psychological Resilience: ▰▰▰▰▰▰▰▰▰▱ 9/10
Corrosion Resistance: ▰▰▰▰▰▱▱▱▱▱ 5/10
Adaptability: ▰▰▰▰▰▱▱▱▱▱ 5/10

Weapons and Equipment:

Few notable possessions, but including an arc pistol that fires bolts of electricity as well as a plasma rifle, both of which employ folded alkaline batteries. Also rigorously uses and maintains standard hazmat equipment (including a rebreather, air purifier, and insulated suit) as well as a medical kit. As with most Encoders in the present era, she also carries a simple, but clearly authentic EAD.

Techniques:
Energetic Containment: With a few seconds' anticipation, Kythera can draw a glyph in the air that absorbs energy in her general vicinity such as heat from a fire,and compresses it into a floating point. Contained energy can be held in place for up to a minute before being directed into a suitable receptacle such as a folded alkaline battery, or released in a single direction or in a burst. With more time and effort, she can draw glyphs on a surface that contain a wider area, such as to stop a fire from spreading, contain leaking radioactive material, or ward a small area from lightning strikes.

Energetic Deflection: Without any preparation, Kythera can use her EAD in flicking motions to redirect and deflect emissions of energy in the vicinity as if parrying attacks, making this technique useful in combat and emergencies.

Marksmanship: While not a unique technique, Kythera is well-trained in the maintenance and handling of energy-based weapons and has used them well in her prior expeditions.
 
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Mistwalker Squad No.13 Initiation Record

“Oh come now. The mist isn't that bad~ It may even give you a new set of limbs!”

Overview:

Name: Selena Purcell
Age: 29
Combat Experience: 12 years
Place of Birth: Miscantia Academia Associa

Current Citizenship: Miscantia Academia Associa
Religious Belief: Non-religious
Mist Corrosion Level: Visible

Encoding Affinity: None

Personality: Selena is an odd woman to be sure, rather, by how "normal" she behaves. She's quite bubbly and social, easily making conversation and interacting with even the more edgy companions. She also seems to find amusement in poking fun and teasing others, and will crack morbid jokes even in unnerving circumstances, even making her own appearance the subject of humor. She's not very easily disturbed, taking disconcerting sights or events with a nonchalant air or calm smile. This is Selena's way of acting as the "rock" for her comrades and preserving their psyches, staying calm and providing levity and a shoulder to lean on. While she share's her mother's opinion that the research is of great priority, she also understands that the entire reason for the pursuit of knowledge is the preservation and continuance of life, which to her is the greatest priority, that being those who enter the mist with her.

Beneath the cheshire remarks and unphased demeanor, Selena is actually quite tired and even depressed. She has seen much and had much placed upon her shoulders since she was young, and while as a child she could believe her mother would figure everything out, now she walks along the tunnel herself with no light in sight. She tries, yet isn't sure that she can accomplish that which she set out to, a fact she keeps to herself.

General Background: Selena was born within the Miscantia Academia Associa knowing only her mother. Despite her early life being devoid of a father, she at least still had her mother for a time. Though, that wasn't saying all that much. Her mother was a field researcher of the mist, believing that understanding the mist was key to humanity's continued survival. With the mist's sudden encroachment, there was nothing to say that it couldn't occur again, and so they needed to exploit having "breathing room" so to speak as much as possible and learn as much as they could. While Selena's mother was often gone, Selena at least saw someone she could look up to. Her mother was a highly intelligent, passionate researcher that tried to be a good parent when she was around, but also felt she had a higher duty that took priority.

On the one hand, that hurt. However, on the other, Selena could admire her mother's devotion, sort of like a super hero. As Selena grew older, she began studying and working under her mother, albeit in the labs and offices rather than the front. Unfortunately, Selena discovered over time that heroes aren't all that immortal.

More discoveries and steps forward created more questions and revealed further how little humanity knew of the mist. Feeling more and more desperate, Selena's mother began taking more and more dangerous work into the mist, and each time she returned she would return different. It was subtle at first, but towards the end, Selena saw her as a different person entirely. Then, she went back into the mist and never returned. Considering Selena worked closest with her mother and was familiar with all her research, she was urged to continue her mother's work in her place, which she did. Unlike her mother, Selena didn't grow mad. The mist wasn't even the cause for her corrosion. Rather, that was due to a novice encoder that tagged along, panicked, and and caused a collapse.

While she lived from that excursion, Selena was forever altered and even if unchanged mentally, many held their suspicions as to how much that was true. Her mother, after all, appeared completely normal despite her dwindling sanity. Meanwhile, her hair was a mixture of black and white, her eyes an inhuman crimson, and her right arm a distorted black mass. If that was what shone on the surface, then what was to say lied beneath it?

As such, while Selena continued her research, she was not trusted during expeditions. While the woman attempted to do what she could at a desk, she, like her mother, believed first-hand experience and samples were the key to her research. She couldn't survive on her own and if the academia largely was skeptical, then she would find someone who was less so. This is what led to her joining the AIMC, to continue her research on the mist directly.

Will: Publish all my research and findings to all research institutes to aid in their endeavors. My physical belongings may be distributed amongst my squadmates or active AIMC personnel, in the case of the prior being eliminated.

General Combat Style: A tactical fighter that works best in a group or working off another frontliner. Selena, due to her weapon, has some decent cutting power. However the fact that she has one arm and is focused as a researcher means she isn't a warrior and is at a disadvantage in drawn-out, frontal engagements. Precise killshots using the accelerated, draw slashes of her sword is where she shines.

Stats:
Basic Mobility: ▰▰▰▰▰▱▱▱▱ 5/10
Tangibility Potency: ▰▰▰▰▰▰▱▱▱▱ 6/10
Physiological Resilience: ▰▰▰▰▱▱▱▱▱▱ 4/10
Abstraction Potency: ▰▱▱▱▱▱▱▱▱▱ 1/10
Psychological Resilience: ▰▰▰▰▰▰▰▰▰▱ 9/10
Corrosion Resistance: ▰▰▰▰▰▰▰▰▱▱ 8/10
Adaptability: ▰▰▰▰▰▰▰▰▱▱ 8/10

Weapons and Equipment:

  • Accelerator Katana: A katana sheathed in a metal scabbard with a propulsion system similar to a gun like something one would see in the empire. By pressing on the trigger, the blade is propelled forward, greatly accelerating and increasing the inertia of the swing.
  • AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen.
  • Fog Fluorescent Distress Beacon & Signal Flare
  • Mist Density Detector
  • Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules
  • Maintenance Kit: Containing some tools for rectificaton of minor defects with her weapon system.
  • Researcher Pack: Satchel containing devices necessary for research of the mist, such a notepad and pens, sample vials and containers, camera and video recorder.
Techniques:
  • Attention to detail
  • Level-head
  • Science specialist
  • Passable swordsmanship
Miscellaneous Info:
  • 5'9"
  • Formerly right-handed
  • Corrosion has altered the color of her hair, irises, and the physiology of her right arm
  • Non-corroded appearance:
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Mistwalker Squad No.13 Initiation Record

“Please don't stare.”

Overview: A mist-corroded child seeking freedom, purpose, and perhaps even... family?

Name: Neyen
Age: 16
Combat Experience: 1 Month
Place of Birth: New Mistzone, Aelfscyne

Current Citizenship: Miscantia Academia Associa
Religious Belief: N/A
Mist Corrosion Level: Severe

Encoding Affinity: Low

Personality: Neyen's psyche is largely shaped by the distant affection of her surrogate mother Dr. Vinmer, the spare toys she was permitted as belongings, and the sterile white walls of her room. She had already been soft-spoken and reclusive by nature, but the years she spent in isolation has had something of a numbing effect on her mind. Whenever she had free time, she would (attempt) to spend most of it asleep. She is naive of the world outside -- both the Clearing, and the mist -- and clings curiously to any new information she is able to grasp, rare that it is.

In the company of others, she is quiet but sometimes playful. Under duress, her fear is palpable and her nerves take considerable time to relax.

General Background: Neyen's earliest years were explained to her by strangers in lab coats, rather than recollected. She had been born within the New Mistzone, in Aelfscyne. She had little idea where that was or what that looked like, but she did to come to know that it was, apparently, an awful place to bear children. On the day of delivery, she was barely breathing and rapidly marred with corrosion. Her family, unsure of what to do with their biologically unfortunate child, handed her off to one of the AIMC's MAA-directed research facilities for medical investigation. There, she would be raised by various coats to study the effects of growth into adolescence while under the influence of mist corrosion, as well theoretical, practical, and military applications of corroded physiology.

Her main handler was a woman by the name of Dr. Vinmer, who was responsible for scheduling and carrying out various requests from upper management. Although her demeanor was strictly professional to avoid emotional attachment, she found pieces of herself reflected in Neyen's curious but withdrawn nature. While the two never exchanged very many words, through her body language Neyen expressed a certain level of implicit trust in the doctor.

That trust came laden heavy with guilt. As the tests began to produce promising results -- namely the weaponization of her corrosion -- the "underground" branch began to show sudden interest, and ordered her transfer to their department. Vinmer didn't know what exactly awaited her there, but she had heard the stories. Horror stories. In a last desperate bid to prevent her fate from being sealed, Vinmer worked with Neyen closely over the period of a month, hoping for some kind of miracle breakthrough in the control of her tendril arm.

On the day of the transfer, Vinmer was just barely able to convince the administration that Neyen was showing greatly diminishing returns on research, and that she would find much greater use on the field instead. Impressed by the (admittedly very controlled) demonstration, Neyen was granted leave after a psych evaluation, and given special permission to join an upcoming mistwalker expedition. Though it was merely the lesser of two evils, Vinmer held hope in her heart that she would find a sense of belonging with her new companions as she waved her off for what would likely be the last time.

Will: (It's blank.)

General Combat Style: Neyen is slow, clumsy, and weak of mind. She has no real fighting style and is likely to ineffectually flail in the heat of combat. However, under the right conditions -- perfect concentration and a wide berth to make an attack -- she is able to launch a devastating tendril / spike attack with surprising precision.

Stats:
Basic Mobility: ▰▰▰▱▱▱▱▱▱▱ 3/10
Tangibility Potency: ▰▰▰▰▰▰▰▰▰▰ 10/10
Physiological Resilience: ▰▰▰▱▱▱▱▱▱▱ 3/10
Abstraction Potency: ▰▰▰▱▱▱▱▱▱▱ 3/10
Psychological Resilience: ▰▰▱▱▱▱▱▱▱▱ 2/10
Corrosion Resistance: ▰▰▰▰▰▰▰▰▰▱ 9/10
Adaptability: ▰▰▱▱▱▱▱▱▱▱ 2/10

Weapons and Equipment:

  1. AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen.
  2. Fog Fluorescent Distress Beacon & Signal Flare
  3. Mist Density Detector
  4. Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules
Techniques:

  1. Tendril Arm: Neyen's corroded arm has mutated into a rather lethal weapon, but it is extremely unwieldy and difficult to use. When used on short notice, the most it's capable of is delivering pathetic, weighed down slaps. But when concentrated into a pinpoint and allowed to tense up like a spring, it can shoot forth like a destructive rail spike with moderate range. This takes time, however, and is not always practical in a live combat scenario.
  2. Mist Recycling: Neyen's mist corroded limbs can regenerate by devouring antiquities. Her human parts, however, cannot recover.
 
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Mistwalker Squad No.13 Initiation Record

“No matter how many of them I put down , they just keep on coming. Might as well have some fun.”

Overview:

Name: Venator Hartwell
Age:25
Combat Experience:10 Years
Place of Birth: Greater Gerralian Empire

Current Citizenship:Greater Gerralian Empire

Religious Belief: None
Mist Corrosion Level: Visible

Encoding Affinity: None

Personality: A laid-back and professional individual who exudes an air of calmness and collectedness. He rarely raises his voice, preferring to handle situations with a cool and level-headed approach. He is known for his occasional wise cracks and dry sense of humour. Apart from that, he has strong love for theatrics and dramatic entrances, often incorporating explosives

General Background:

An ex-sector guard turned mistwallker. Not much is known about Venator from public records but the backstory he tells everyone stays the same. He was just some kid from a remote area of the empire. He lived on the outskirts of the empire where the mist zone was just a few meters away. He was just a young cadet in training when a sudden upsurge of mist creature activity forced him into the fray.

His first day on the field was bloody and chaotic, nothing at all like the simulations in the barracks. All those years of training and conditioning, shattered in seconds upon encountering the horrors of the mist. The whole ordeal lasted for a few days until reinforcements arrive. By the time soldiers came to the outpost, most of the personnel stationed there were either dead or severely exhausted. Venator was no exception. The young men was found unconscious on top of a guard tower, surrounded by a dozen corpses of mist beast.

While the harrowing experience of fighting such monsters had left most his peers shaken, Venator couldn’t help but feel invigorated by the experience. The excitement and adrenaline he felt was unlike anything else. And so, it was only natural to eventually enroll as a Mistwalker.

He was a thrill seeker, a person who always chased the next high, with each assignment he took becoming more dangerous than before. Eventually, he found himself working frequently in mist-covered areas. He had a strong obsession with hunting down the monsters of the mist. So much so that he was willing to ignored the side effects of having extended exposure to the mist.

Today, Venator Hartwell is almost always seen wearing full armour to hide his hideous visage. His true appearance is ghoulish due to mist corrosion. While this mutation has the positive side effect of numbing just about all his pain receptors, it oftens draws too much attention for his own liking.

Will: Tell my story, tell it true. Both the good and the bad. The rest is void.

General Combat Style: Aggressive and fast paced, Venator frequently repositions himself through the use of his grappling hook to get a better angle on his target. Alleviation is the name of the game. This mistwalker rains death from above in multiple flavors, be it bullets, explosives or flames. On rare occassions, he’s been to fight purely with his fists.

Stats:
Basic Mobility: ▰▰▰▰▰▰▰▱▱▱ 7/10
Tangibility Potency: ▰▰▰▰▰▰▰▱▱▱ 7/10
Physiological Resilience: ▰▰▰▰▰▰▰▱▱▱ 7/10
Abstraction Potency: ▰▱▱▱▱▱▱▱▱▱ 1/10
Psychological Resilience: ▰▰▰▰▰▰▰▱▱▱ 7/10
Corrosion Resistance: ▰▰▰▰▰▱▱▱▱▱ 5/10
Adaptability: ▰▰▰▰▰▱▱▱▱▱ 5/10

Weapons and Equipment:
Weaponized Gauntlets
His signature gauntlets which have numerous weapons and tools attached to them.

Armor and helmet
Protective wear that was crafted to his specifications. Relatively lightweight and durable. His helmet is equipped with multiple vision mode and an air filter.

Electrified Grappling Hook
A grappling hook that also doubles as a taser. Useful for both lethal and non-lethal encounters.

Miniature Flamethrower
Wrist mounted anti-personel weapon. Often used by it user to persuade the wildlife that he was infact not a good snack. Works just as well on other targets.
Twin Silenced Pistols with under barrel shotgun
tkWpxs3_jGnfrn0sJx45HpdRfttwHFfRopbibhAlmiIG1NzD2Oo_K8rQP1hRAoAUQFkcAyYtpPZJGaKVv969WC2keradNgf4M7X9qD4WCt953J9ClxBc4Kb-_xOG2fdOtmWxMRvMTlLVPfsSskpdqSQ

A pair of silence pistols with an under barrel shotgun.

Assault Rifle + Grenade Launcher
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High-powered assault rifle with both automatic and single fire modes. It’s equipped with an underslung drum-fed grenade launcher.

AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen.

Fog Fluorescent Distress Beacon & Signal Flare

Mist Density Detector

Acute Mist Corrosion Symptom

Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules


Techniques:
-Sharpshooter
-Gunslinger
-Explosive Expert
-Rocketeer
 

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Mistwalker Squad No.13 Initiation Record

“Praise to the sun, light, and heat. For they shall burn away the mist.”

Overview: Tourmaline is a religious girl, who worships the sky. However, she is part of a subsection that focuses more on the stars than the sky. She believes the sun specifically and items that can replicate it, are the key to burning away the mist and taking more territory back for the world. The cleric enjoys spreading the word where she can, but will not force it or push it on others. She is normally soft spoken, but can be passionate and fired up when the situation calls for it. She is generally seen as approachable and a nice girl to talk to.

Name: Tourmaline Lamiaceae
Alias: Topaz
Age: 20
Combat Experience: Training & mock battles only.
Place of Birth: Kingdom of Aelfscyne

Current Citizenship: Kingdom of Aelfscyne
Religious Belief: Firmamentism
Mist Corrosion Level: High - Visible

Encoding Affinity: High

Personality: Tourmaline is a well mannered, polite, religious woman. She is slightly on the shy side, and not the best at striking up conversations, but she's appreciative to anyone who talks to her first. She is slightly self confident about her Corrosion and what the mist has done to her. However, she has learned to deal with others bringing it up constantly.

General Background: Tourmaline grew up adjacent to a well known, powerful Encoding family. Meaning she was an off-shoit from the family tree. A cousin. A niece. But this didn't mean she didn't have the same sort of powers they did.

This family was bigoted and shunned anyone who wasn't full blooded. Meaning Tourmaline too, wasn't cared for. Her parents and family distanced themselves from the main family only to find their lives being made harder. Lies were spread, rumors floated. With their pull, all the high ranking families in Aelfscyne distanced themselves and further spread rumors about Tourmaline and her parents.

But words can do alot to a person. Her mother had enough one day, and wandered out into the mist zone. Tourmaline and her father only found out a day later. Her father became depressed, but Tourmaline was determined to find her mother. Who else would continue to teach her magic?

Tourmaline packed a bag, and at age 11, journeyed out into the fog to find her mother. Of course, the child would fail, and would only live due to her instinct to run from the things that went bump around her, and an AIMC squad finding her and bringing her back days later.

But not without new, twisted features adorning her body. Reptilian traits covered her body. Scales, sharp fangs, long tongue, thin reptilian pupils… an unspeakable right hand. It affected Tourmaline and alienated her from the rest of her father. Or so she thought. She became depressed and didn't know how to feel about what she had become.

She turned to religion to ease the pain she felt, and became a devout follower of Firmamentism. Not wanting to waste what magic her mother had taught her, she poured her time into Encoding and ways to combat the mist and monsters within. Tourmaline would often volunteer at orphanages and talk to the children who had been touched by the mist like her, and ease them of their sorrows.

Wanting to repay the organization that saved her life, she had only recently decided to join and

Will: Give everything I own to the church and ascend me into the sky via balloon.

General Combat Style: Mid range Encoding. Close enough to hit her targets. Far enough that she isn't in immediate danger. Tourmaline has a wide range of Encoding abilities allowing her flexibility in many scenarios. However, Tourmaline is most adept in healing and supporting allies.

Stats:
Basic Mobility:
▰▰▰▰▰▰▰▱▱▱ 7/10
Tangibility Potency: ▰▰▰▰▱▱▱▱▱▱ 4/10
Physiological Resilience: ▰▰▱▱▱▱▱▱▱▱ 2/10
Abstraction Potency: ▰▰▰▰▰▰▰▰▱▱ 8/10
Psychological Resilience: ▰▰▰▰▰▰▰▱▱▱ 7/10
Corrosion Resistance: ▰▰▰▰▰▰▱▱▱▱ 6/10
Adaptability:
▰▰▰▰▰▰▰▰▱▱ 8/10
42/42

Weapons and Equipment: An ornate staff gifted to Tourmaline from the church for her years of service.

AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen - Normally not worn by Tourmaline
Fog Fluorescent Distress Beacon & Signal Flare
Mist Density Detector
Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules


Techniques:
Religious knowledge
Cooking
Healing/first aid
Experience treating sicknesses/disease

Miscellaneous Info:
Height: 5’11
Handedness: Left
Sexuality: Homosexual
Fears: Being left alone, being ridiculed.
Other: Her yellow eye glows in the dark. Hence why it is covered up.

 
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Mistwalker Squad No.13 Initiation Record

“Be always alert in the Mistzone... Not even I know what lies in the deep.”


Overview: A veteran of the New Mistzones that strives for revenge and rebuilding his shattered world. He fights in the name of professionalism and watches out for his comrades, though a soldier of fortune in principle nearly all of his money goes towards investments towards this goal. With the skills of a scout and close combatant, and a hearty resistance to the influences of the Mists, he is now to be tested.

Name: Gene Bennet
Age: 32
Combat Experience: 14
Place of Birth: Kingdom of Aelfscyne

Current Citizenship: Miscantia Academia Associa
Religious Belief: Irreligious
Mist Corrosion Level: None

Encoding Affinity: None

Personality: A stoic and calm individual that seems motivated and cares for three things and three things only in principle, Money, succeeding at missions in the Mists, and killing Antiquities when possible. With single minded devotion, he focuses upon missions with being rigorous, pushing others to be prepared when needed and to remove as much chance as possible in the chaos that awaits in the eldritch fog. Not hesitating to put himself in danger, or in holding himself to the standards that he holds others to, he is a rather transparent individual.

Gene, while mostly suited to the life of a soldier is known to be a kind individual and is amiable towards the general populace and generally able to maintain conversations even if they have little interest for him. Prioritizing safety of his companions and civilians over his drive and desire to see every antiquity dead, he is known to give most of his payment, which is considerable to various refugee charity funds and to specific research goals in relation to the Fog.

Typically alert at all times of day, and concerningly at night, Gene holds a deep respect, and some might say paranoia for ambushes in the mist, or threats in the near frontier. Given this fact he is always armed unless a situation forces him to disarm, and even then, he'll do all he can to avoid it unless truly left with no choice. Consequently, while he mostly uses light and mobile weapons, with a knack for SMG's, knives and handguns, Gene knows how to operate a large assortment of weapons and equipment relating to this field.

Curiously he only dresses in a black suit, and in charcoal grey armor and clothing in the field, with flip up neon reflectors in place of the standard agent jacket. Seems to hold the teachings of his departed Family members to a high degree and is interested in learning new ideas from people of all walks of life towards the goals of improving mission success. With a noted stint towards trapping, scouting, killing and unorthodox tactics and knowledge. Seems to have a sense of dry or gallows humor. While outright hostile to the Mist and what dwells within it, he's not stupid enough to attack without a plan, no matter how risky it may be, performing the duties of a scout first and foremost. Curiously he seems to differentiate between those afflicted by Corrosion and Antiquities in general, even to the level of sever and visible corrosion.

General Background: Originally hailing from the Kingdom Aelfscyne, or the New Mistzone as it has become known by, was where Gene started life, some inconsequential village, in the backwater of a Kingdom. His is not the story of a mage, of royalty, of nobility, of great men. But rather than of the humble commoner, of a farmer, always living just out of reach of the Mist, Gene's life was overturned in one sudden and dreadful night, the night that the mist advanced with its eldritch horrors. Gene doesn't really speak of these times and attempts to get him to do so only result in silence, angry glares or promises of retribution and vengeance. He lost everything and only lived thanks to the sacrifices of those around him in keeping him hidden, even as the other effects of the mist assaulted him, he showed an unnatural and single-minded purpose. Survive. Revenge. Survive. Revenge. It would serve him well, but as he found a Kingdom so backwards in its technology, its ideals and its leadership, he became all the more resentful and all the more determined.


If the kingdom would not give him his goal, maybe the Empire would, the Republic or MAA. There was also the small and ineffective AIMC, they weren't even an option to consider at that time. Devoting himself enough to learning the just enough within the Kingdom and from travelers elsewhere, he just made it three the MAA's selection process at the age of 16 and by 18 was assigned to the Department of Mistzone Research, where he showed a penchant for being able to comprehend and test new equipment as an able scout and fireteam member over a researchers post in the New Mistzone operations. Over the course of which he's turned into a very light sleeper, and creepy to some, but sleeping with one eye open and something of a case of Insomnia.

By the time of his 22nd Birthday, and with the rise of the AIMC, plus the somewhat larger salary he could earn with performance, Gene with some encouragement from the MAA soon made the switch over and kept doing the same work he had before in the intervening years, continuing life as much as he had before. As a recon with small teams and as a fireteam member, and testing new technological devices and medicines. Now assigned to a deep mist expedition squad he cannot help but to have private thoughts on if he'll come one step closer to his goal, or die a pointless death.

Will: "I would like what pay is owed to me given to the refugee program and MAA's Humanities Research on New Mistzones Reclamation. My limited physical assets are to be sold or donated to these causes."


General Combat Style: Specializing in assault tactics and in the use of cqc, Gene makes use of short-ranged weapons and ambushing or at least trying to direct the flow of chaos with a lifetime of skills aimed solely to this focus as part of a fireteam. In principle he aims to always be on the move and to limit the focus and force of movements with his enemies, or using unorthodox tactics and the skills of others to do what he cannot.

Stats:
Basic Mobility: ▰▰▰▰▰▰▰▰▱▱ 8/10
Tangibility Potency: ▰▰▰▰▱▱▱▱▱▱ 4/10
Physiological Resilience: ▰▰▰▱▱▱▱▱▱▱ 3/10
Abstraction Potency: ▰▰▱▱▱▱▱▱▱▱ 2/10
Psychological Resilience: ▰▰▰▰▰▰▰▰▰▱ 9/10
Corrosion Resistance: ▰▰▰▰▰▰▰▰▱▱ 8/10
Adaptability: ▰▰▰▰▰▰▰▱▱▱ 7/10

Weapons and Equipment:

  1. AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen.
  2. Fog Fluorescent Distress Beacon & Signal Flare
  3. Mist Density Detector
  4. Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules
  5. Operative Suit: A charcoal grey jumpsuit with tactical pads and chest pads, utility and magazine pouches. Contains fluorescent bands akin to the uniformed coat with flip pouch flaps.
  6. MP5 SMG 1700719045658.png A simple 9mm SMG with a 30-round magazine that utilizes plastic in some of its construction. Has a flashlight attachment and iron sites.
  7. Radeon Arms HG Type 4 Emitter 1700719120025.png An energy weapon made in the Republic, while of limited stopping power, the handgun has good shot capacity, though something of a relic it provides some offensive and defensive capability to Gene in regard to the intangible.
  8. Combat Knife, a standard issued, so called KBAR Knife of the Empire's armed forced. A steel blade and weapon of last resort.
  9. Flash Bangs, carries five flashbang grenades, functioning to the name, he uses them as distractions or to escape a dangerous situation if able.
  10. MAA Gen two NV/IR Googles built into the helmet and controlled with a twisting nob to the left side.
  11. Gasmask Filtration system, built into the helmet with the IR googles system, functions as a rebreather.
  12. 30-foot-long bungee cord coil
  13. 20-foot-long roll of Fishing line
  14. Zippo Lighter
  15. 250ml flask of diesel fuel
  16. aluminum strips, a collection of folded aluminum strips with a hole big enough for fishing line to pass through at the base.
  17. Lockpick
  18. Binoculars
  19. Etool A folding shovel with a saw edge on one part of the spade and a wire cutter in the base.


Techniques:
Trained Combatant

Lock picker

Commando: Skilled at small-scale infantry maneuvers and Guerilla Warfare and Assault tactics

Reconnaissance Specialist: possess intuition born of battle and training towards the aspects of surveillance, alertness, stealth and infiltration.

Mist Knowledge: Has survived enough encounters with Antiquities and the Mist to seemingly "know the unknowable" as some would term the man in black. Or at least means he knows how to scavenge the New Mistzones and provided some degree of self sufficiency when and where possible.

Miscellaneous Info:
5'8"


Likes
Learning
Dead antiquities
Talking about his old family
Dependable coworkers
training
exploring the mists
when he's able to talk others back from the madness that plagues the mind in the Mistzones.
Cheese
Simple dishes
preserved or salted foods.

Dislikes
Rich foods
His homeland
Class systems
Lax or unreliable allies
Being without a weapon

In Suit, unmasked.

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Mistwalker Squad No.13 Initiation Record

“The ultimate 'digital interactive experience', yes, yes, it'll require a machine with 4- no, 8...No! A whole 16 megabytes of processing power!.”

Overview: An Encoder turned engineer and one of the youngest graduates of Miscantia University's Department of Computational Sciences, he is a self-proclaimed "artist" who is searching for inspiration in the Mist, but it's mostly to get away from his overbearing family.

Name: Damien "Navox" Cerulewurst (Goes by "Navox" outside of Aelfscyne)
Age: 18
Combat Experience: 2 years
Place of Birth: Kingdom of Aelfscyne

Current Citizenship: Kingdom of Aelfscyne, MAA Membership
Religious Belief: Agnostic Firmamentisim
Mist Corrosion Level: None

Encoding Affinity: Natural High-Affinity

Personality:
A somewhat eccentric youth and self-proclaimed "artist" despite being in a field that most would consider to be firmly scientific, Navox is not someone people would usually think to be a member of a Mistwalker Squad. He is rather optimistic, sometimes too optimistic about most things, and exhibits a curiosity that could very well kill the cat. But he has an extremely strong drive that cannot be diminished by other humans or Mistzone monstrosities, he would see the things he is passionate about through no matter what. He is quite unshackled by the opinions of others, which leads him to seem a bit annoying sometimes, unintentionally.

Navox is a rather intelligent and witty person, but it would be hard to tell at first glance due to his general demeanor. He still has a slight childishness to him, and often he sulks about insignificant things, yet always seems to rise up to the occasion when things turn for the worst. Most of the time he disappoints others and surpasses their expectations simultaneously due to his unorthodox way of handling things.

He dislikes people who are overly stoic or very uptight about rules, and loves it when people are willing to hear about his plans for his 'ultimate digital interactive experience' based on his experiences with the Mist.

General Background:
Damien Cerulewurst, son of the Cerulewurst family of Aelfscyne, is one of the noble families with a genetic tie to the current Aelfscynian King. This naturally ensured that their children were raised with the highest standards, as members of upper-class society and as Encoders alike. Damien was the middle child of five in his family, and was enrolled in the Royal Encoding Academy of Aelfscyne since he was 5 years old. But there was one issue, he hated learning about Encoding, he hated the teachers, his classmates, the textbooks, his (expensive) EAD, and was uninterested in almost every aspect of the life that he was born and forced into.

Being a problem child at the Encoding Academy for a few years, his family became troubled by his general unruliness and inability to fit in. Eventually, under some connection with his distant relatives, the family sent the child to one of Miscantia University's Aelfscyian campuses. They also studied and taught Encoding there, and the family hoped the child could learn better there with newer teaching methods, as now they only required him to be a good Encoder, which still prevails over all other priorities in Aelfscyne.

But things didn't really work out as planned, although his Encoding skills did get better, Damien was also distracted by some new-fangled trinkets that the MAA developed: portable computational devices. They seem to function and operate on similar principles to Encoding, but the boy saw them as much more fun, and much easier to work with. In fact, he was a bonafide genius with computational sciences, becoming one of the youngest graduates of one of the MAA's departments when he was 16, in the process aiding with the development of a mass-producible computational device known as the "Navox Odyssey".

During his schooling years, he had very limited contact with his family, mainly because he tried to hide the fact that he stopped taking Encoding as his main field of study, even going as far as changing his name to "Navox" based on the project he worked on and brought to life for so long to avoid contact. But now that the project is over and he has graduated, even though staying at the MAA was an option, staying in one place increased the risk of his family coming to fetch him eventually.
Navox decided to jump to perhaps, the most extreme method instantly, he decided to transfer and train in the MAA's Department of Mistzone Studies, and join a Mistwalker Squad, because where else is a better place to hide than that? During his time training with the Department of Mistzone Studies, Navox took up Encoding a bit again after learning that it could be useful in the future, and kept his computational development as a hobby. He developed some sort of "game" on a digital device, something previously unheard of that was dubbed "Pong", which many of his colleagues were heavily interested in. He dubbed these unusual games as "digital interactive experiences" and aims to create one based on stories from the Mistzone.

Will:
Transferring my share of the patent, production, and distribution rights of the "Navox Odyssey" and "Pong - Digital Interactive Experience" to my colleague Prof. Sandie Baer of Miscantia Academic Associa Department of Computational Sciences.
Inform my family, House Cerulewurst of Aelfscyne that they're all suckers and would never see anything as cool as I did.

General Combat Style:
Using a polearm and Encoding to compensate for his weaker melee capabilities, Navox fights in a more hit-and-run style and constantly shifts stances or strategies. He uses his near-impenetrable defensive Encodes to buy time and research the enemies present.

Stats:
Basic Mobility: ▰▰▰▰▰▱▱▱▱▱ 5/10
Tangibility Potency: ▰▰▱▱▱▱▱▱▱▱ 2/10
Physiological Resilience: ▰▰▰▰▰▰▰▰▰▱ 9/10
Abstraction Potency: ▰▰▰▰▰▰▱▱▱▱ 6/10
Psychological Resilience: ▰▰▰▰▰▰▰▱ 8/10
Corrosion Resistance: ▰▰▰▰▰▱▱▱▱▱ 5/10
Adaptability: ▰▰▰▰▰▱▱▱▱ 6/10

Weapons and Equipment:
EAD Glaive - A special EAD developed by the MAA's Department of Mistzone Studies, modified by Navox himself. It is a glaive with a heated edge powered by Radionica's technology and batteries, capable of cutting through various materials even without much physical force. As the name implies, it doubles as an EAD, usually for casting a larger area of effect support Encodes.
Cerakyo Portable Model 80 - A portable computational device with two main loaded functions: AutoCAST, an experimental software that aims to raise the speed of Encode casting of the user by calculating and projecting encoding glyphs partially. Antiquities Index: Digitalized version of the Antiquities Encyclopedia used by the AIMC.
Battery Pouch - For powering the heated edge of his weapon
Fog Fluorescent Lens - An attachment for his EAD glaive, by attaching it to the heated edge and activating the heat, it can disperse the light and create a temporary flash bang or signal beacon.

AIMC Reflective Uniform
Fog Fluorescent Distress Beacon & Signal Flare
Mist Density Detector
Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules
Techniques:
Basic Melee Combat - Polearm/Glaive
Encoding: Vaccum Barrier - One of the special Encodes of the Cerulewurst family, it creates a shield that creates a vacuum of space, capable of temporarily nullifying almost all tangible damage. However, it is a rather complex thing to cast, especially when it needs to be bigger in size. AutoCAST can support the speed of casting this Encode 4 times before needing a long recalibration session.
Digitalized Antiquities Index - Spend some time to search whether a specific antiquity has been recorded in the encyclopedia and whether they have recorded weaknesses.

Miscellaneous Info:
- No visible corrosion, however, the Cerulewurst family has been known to have part of their bones be a dark blue colour rather than white. This is a genetic trait.
-
Colour Code: #3bd8fc

 

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Mistwalker Squad No.13 Initiation Record
Mistwalker Squad No.13 Initiation Record

I'm not smart enough to continue her work, so revealing the truth of Squad 11's disappearance is the only way to repay my debt to her.


Overview: A young swordsman on a personal mission to investigate the disappearance of Mistwalker Squad 11 and recover his missing sister's research notes.

Name: Vargus Farley
Age: 21
Combat Experience: 4 years
Place of Birth: Gerralian Empire

Current Citizenship: Gerralian Empire
Religious Belief: Firmamentism
Mist Corrosion Level: visible - His forearms and back are colored a dark, sickly grey. These marks were caused by an encode collapse when he first tried casting the encode "A call from beyond". They're usually covered in bandages.

Encoding Affinity: Natural High-Affinity

Personality:


The circumstances of his upbringing define Vargus' personality. spending most of his childhood isolated at home in addition to his natural quirkiness made him turn out quite socially awkward. A naturally monotone voice combined with a characteristically stoic, empty expression causes him to give off an air of aloofness. This stands in stark contrast to his childlike curiosity. He pursues things that interest him and very much enjoys talking with others about topics that catch his attention. At the same time, his general lack of decorum and inability to catch social cues will make him bluntly say when something bores him. He takes things literally, which makes sarcasm quite difficult for him to understand.

Vargus frequently blurts out observations and thoughts of his unexpectedly. These range from ordinary, nonsensical things to existential questions.

The young soldier is very critical of himself and cares a lot about his usefulness to the group. Because of that, he tries to observe comrades he considers more competent than himself and learn as much as possible from them. Since he tends to struggle with analysis paralysis in high-stakes situations, he appreciates it when someone takes the lead and gives him clear orders.

He greatly respects researchers and thinks of them as humanity's greatest asset. He would've liked to become one himself but didn't consider himself smart enough for such a career.


General Background:


Genealogically, Vargus stems from a family of Aelfscyne nobles who went into hiding and resettled at the mist's edge following persecution in the Encoder Suppression Age. He doesn't know anything about his family's origins other than originally hailing from Aelfscyne, as his ancestors found it safest to keep the truth hidden from even the following generations. Additionally, most members of his bloodline were taken by the mist in its expansion 25 years ago, with only his parents and older sister surviving the ordeal. With no financial assets left, they had no choice but to take up residence at the new mist zone's edge, ever fearful of another expansion. Traumatized by these events, Vargus' family was incredibly protective of him. The young soldier spent the majority of his childhood in seclusion as his parents feared the possibility of the mist taking their youngest from them. This fear would turn out not to be unfounded, as the creatures lying in wait behind the cover of the mist would indeed make another attempt at their lives.

It happened on a Sunday evening. His sister read him a book, his mother prepared his favorite dish. His father was outside, cutting timber to stoke the fireplace. Suddenly, there was a commotion outside; screaming, shouting, then the nightmarish sound of ripping flesh. His sister's quick thinking allowed them to slip inside a closet just moments before the eldritch creature broke through the door, its tentacle-like appendages lashing out at whatever living thing they may reach. It only took seconds for Vargus' mother to meet the same fate as her husband, her children unable to do anything but watch in horror. When the Gerralian army arrived one week later, the mist's creatures had already claimed the lives of most, with only Vargus and his sister surviving its visit uninjured.

From now on it was only the two of them. His sister had always been academically gifted and eventually pursued a research career following an offer to study at Miscantia. As the mist had taken everything from her, she dedicated herself to studying the phenomenon and eventually joined the AIMC's Mistwalker Squad 11, believing that one would have to experience the mist to truly understand it.

With every successful expedition, her sanity seemed to dwindle further. Whenever the young researcher returned to the clearing she would isolate herself in her study for days, formulating increasingly esoteric hypotheses. Most of her work was too far out there to ever be taken seriously by the greater scientific community at this point.

His sister eventually disappeared with the rest of Squad 11 after entering the deep mist zone.

With his closest and only confidant falling prey to the mist just as the rest of his family did, Vargus swore himself to find out the truth about the disappearance of Squad 11 and recover his sister's most valuable belongings - the research notes she must have taken during her final mission. This prompted him to join the Gerralian army at 16 years of age, with plans to eventually join the AIMC.


Will: blank.

General Combat Style: Up close and fast-paced. Vargus focuses on overwhelming the enemy with superior speed and dexterity. He likes to catch the enemy off guard by incorporating kicks as well as the occasional acrobatic maneuver whenever appropriate. Additionally, he uses encoding to temporarily grow additional appendages. These usually take the form of long, ghoulish arms or tendrils sprouting from his back. While they boost his range, his mobility and significantly increase his damage potential, Vargus tries to avoid using them since growing them is quite painful and exhausting.

Stats:
Basic Mobility: ▰▰▰▰▰▰▰▰▱▱ 8/10
Tangibility Potency: ▰▰▰▰▰▰▰▰▰▰ 10/10
Physiological Resilience: ▰▰▰▱▱▱▱▱ 4/10
Abstraction Potency: ▱▱▱▱▱▱▱▱▱ 1/10
Psychological Resilience: ▰▰▰▰▰▱▱▱▱▱ 5/10
Corrosion Resistance: ▰▰▰▰▰▰▱▱▱ 6/10
Adaptability: ▰▰▰▰▰▱▱▱▱▱ 5/10

Weapons and Equipment:

  • 2x Gerralian Vibroblade - when activated, the blade's edge vibrates, increasing its cutting power
blade.jpg
  • AIMC Reflective Uniform: AIMC’s standard uniform is equipped with fog fluorescent bands. Members may turn the outer jacket inside out in the event of not wanting to be seen.
  • Fog Fluorescent Distress Beacon & Signal Flare
  • Mist Density Detector
  • Acute Mist Corrosion Symptom Suppression Medication - Injection Type x1 Oral Ingestion Type x16 Capsules
Techniques:

skilled melee combat/dual vibroblades

Encode - A call from beyond [ Vargus' ace in the hole and the only encode he knows. Causes nightmarish arms/tendrils to sprout from his back. Improves his damage potential significantly and increases his range. May be used to navigate certain terrains more swiftly by pulling and swinging himself along environmental objects.

The corresponding rune is quite intricate, takes a moment to draw, and has to be drawn on his chest. Additionally, the encode causes exhaustion and significant pain to the user.

Learned by scouring the remaining notes scattered across his sister's study following her disappearance. How his sister had learned about the encode is unknown to him.]

Miscellaneous Info:

height: 5'7

likes:

- clarity
- science
- carving wooden figurines
- reliable comrades

dislikes:

- lying
- politics
- A call from beyond

 
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Yurina Yamaguchi | 42, ♀ | A.K.A. "Lifegiver"




Mistwalker Squad No.13 Initiation Record

“Traditions, customs, even the pre-existing order... For progress to occur, they must first be dismantled.”


Overview: A bastard child of the Hildebrand family and a well-respected researcher at the Department of Encoding Studies in the MAA. Since leaving Aelfscyne, Yurina has shed her former name and cut all ties with the Hildebrands. In hopes of re-inventing herself, she has taken on her late mother's name: Yurina Yamaguchi. She gained the moniker of "Lifegiver" after having astounded her colleagues at the MAA with her encodes, which conjure up monsters reminiscent of antiquities.

Name: Yurina Yamaguchi, Celeste von Hildebrand (Former)
Age: 42 years
Combat Experience: 20 years. For 14 years straight, starting at age 22, Yurina was active in exploring known areas of the Mist with the MAA's other departments, particularly the Department of Mistzone Research. Since her encodes necessitated lifeblood from antiquities, this arrangement was beneficial for her. In exchange, she acted as a protector for MAA members who were not combatants, her summons taking the lead. It was only until after she sustained a grievous injury that her ventures in the Mist stopped, though not completely. For the next 6 years, while she would still continue to assist the Department of Mistzone Research here and there, she is more picky with the assignments she chooses to take.
Place of Birth: Kingdom of Aelfscyne

Current Citizenship: Miscantia Academia Associa
Religious Belief: Non-religious
Mist Corrosion Level: Visible; the skin on one side of her face is all but necrotic, though she has since had it grafted through reconstructive surgery. Still she hides it with an Oni mask.

Encoding Affinity: Natural High-Affinity

Personality:

Yurina can be described as friendly but distant, at least at the onset. Due to her environment growing up, she finds it difficult to let her guard down. This results in her keeping people at arm's length, even if they mean her no harm. Needless to say, trust is something that Yurina is hard-pressed to give. Once a person has Yurina's trust, however, she proves to be a fierce and loyal ally, one who is more than willing to lay down their life for a friend.​
Yurina is a teacher through and through, and the qualities one would usually ascribe to an educator can be ascribed to her as well. She is patient, and knowledgeable, and her wealth of experience allows how to interact seamlessly with people from all walks of life. Yurina has an uncanny ability to set people at ease when they speak with her. As a result, some of her students have even taken to calling her "Dr. Yuyu," to which she responds. While Yurina prefers a relaxed atmosphere in her classroom, she is still an enforcer of etiquette. "There's a time and place for everything." That is her rule of thumb.​

General Background:

The great and proud Hildebrand family, once never failing to produce an adept Encoder in their line, suddenly bore children who were not suited to the art at all. Cedric, Florina, Celine, Adelia, Alistair — all names of Duke Hildebrand's offspring, who were impressive individuals in their own right. Yet they lacked a high affinity for encoding and were therefore not suitable heirs. Duke Hildebrand was growing desperate. The duke was not getting any younger, and time was ticking. Then he met Yurina Yamaguchi. Beautiful and well-versed in encoding, Yurina checked every box that the duke required in a mate. So, the duke courted her, and she — as one of his mistresses — eventually bore his child. This child was named Celeste von Hildebrand.​
Celeste was doted on by the duke, but it was not out of love that he was affectionate towards her. No — far from it, in fact. Celeste was every bit like her mother, from her long, flowing hair to her gentle, brown eyes. More importantly, she possessed her mother's talent for encoding. "Finally, a worthy heir to the Hildebrand name." Words of relief escaped the duke's lips, though they were like daggers to the back for his other children. Once Celeste began to display the full extent of her abilities, the duke directed his undivided attention to her. While this meant Celeste enjoyed every luxury that the duke had to offer, her siblings fell by the wayside and were treated like chaff despite their own achievements. Naturally, this did not go over well with them, and Celeste became an object of scorn and envy.​
Ever since Celeste's birth, the duke's wife had long questioned her legitimacy. "My love, she is base-born, and spawned from a mistress, no less." She massaged the duke's shoulders. "She is not fit for inheriting your position." She pursed her lips. "But I am your wife." She drew closer. "I can produce an offspring worthy of your title. All you need do is command it." At first, the duke resisted the woman's poison and was wholly dismissive of her advances. But the snake was persistent, and her poison continued to course through the duke's veins, increasing in concentration with each whisper. Eventually, the duke was wrapped around her fingers. Her grasp on him was assured the moment she gave birth to Bertram von Hildebrand. Seeing a potential heir in Bertram, the duke rejoiced. From then on, Celeste would share the same fate as her less fortunate brothers and sisters. Still, it was not enough for her to resent her father. This hatred would only develop later in her life, and with the loss of her support system: her mother, Yurina Yamaguchi.​
Although Bertram was now the "golden child" in the duke's eyes, he did not completely forget about Celeste. Or so her younger self believed. "Father still loves me," she would tell herself. This thought was further validated when he furnished a home in Aelfscyne for her and her mother to stay in. "This is a gift from Father!" That was how Celeste viewed it. Unbeknownst to the pair, this estate was meant to be their grave. With his wife firmly in his ears, the duke was convinced that Celeste's birth was a stain on his otherwise pristine lineage. Thus, a plan had been hatched to dispose of her. A band of assassins were to use the dead of night as cover and set fire to the estate. The assassins were able to infiltrate the home with no issue, and they would have succeeded, had Yurina not already known of the duke's intent. She knew that Bertram's birth would paint a target on her daughter's back. When the duke had suddenly offered them a home to live in, with no strings attached, Yurina's suspicions were confirmed. So, she was ready. Acting as another caretaker for Celeste was Yurina's brother, Kaito, and he was also present during the attack. While Yurina held the assassins at bay with her encodes, Kaito carried Celeste on his back and fled to safety. Yurina was an encoder with herculean capability, but the years of playing house had caused her to become rusty. In a battle of attrition, she knew she would lose. There was only one way to guarantee her daughter's safety: she exploded the estate and everyone in it. A large crater now stands in its place. At age 20, Celeste had lost her mother.​
Celeste, along with Kaito, was able to make for the enclaves of the MAA. With the duke having believed her disappearance meant her death, he was rather unconcerned whether she truly lived or died. The only thing that mattered was that she was out of the picture; in other words, she was safe as long as she stayed put.​
It is said that grief can transform a person immensely, turning them into a shadow of their former self. Celeste is a prime example of this. Like a butterfly sprouting from its chrysalis, the meek and subservient Celeste would metamorphose into a monster nourished by pure spite. She even shed her previous name, and in its stead, had taken on her mother's name: Yurina Yamaguchi. "Stay put"? "Hide"? Such cowardly things were far from Celeste's mind. She was determined to broadcast to the world that she lived. And what better way to do that than to gain renown at the MAA? News of her successes would surely spread to the Hildebrand domain. Although she had no proof that it was the Hildebrands who wanted her dead, she was all but certain of it. Her fame would be a reminder of what the Hildebrands failed to snuff out.​
Celeste, now Yurina, held onto her grudge for a long time, though that is not to say that she did not eventually let it go. All her life, Yurina was treated as an object to be put in a glass pane to showcase. But as she studied encoding at the MAA, she brushed shoulders with people who genuinely cared for her well-being. Their goodwill would only become further evident when she was gravely injured during an operation in the Mist. Yurina let her guard down while casting an encode, and in that moment of vulnerability, she was struck in the face by an antiquity. Immediately, she started showing signs of Mist Corrosion, and the side of her face that was hit by the monster began to necrose. If it wasn't for the timely intervention of her colleagues, she figured she would have died then and there. For the first time in what felt like an eternity, Yurina was surrounded by people she could consider friends. This positive environment began to change her, and slowly but surely, the hate that smoldered in her chest was being put out. Months in the MAA turned to years, and with the continued passing of time, wounds unseen would start to heal.​
Nowadays Yurina spends most of her time as a tenured professor at the Department of Encoding Studies. It's a peaceful if not somewhat boring life that she leads, but she finds it hard to complain. As is characteristic of life, however, its steadily flowing rivers can only remain still for so long. The call of duty has once again beckoned for her, and under the recommendation of the MAA, she joins Squad No. 13 of the Mistwalkers.​

Will:

"Upon my death, I relinquish ownership of all research materials to the Associa. Do what you will with my other possessions. Signed, Yurina Yamaguchi."​

General Combat Style:

Yurina is someone who cannot fight on her own. She instead enlists the help of her creations to do the fighting for her. Though, if she is left to fend for herself, she can use her Fabric Manipulation encode to defend against attacks or launch attacks of her own. Yurina is at her strongest if she has a team to buy her time for her encodes.​

Stats:

Basic Mobility: ▰▰▰▰▰▰▱▱▱▱ 6/10​
Tangibility Potency: ▰▰▰▰▰▰▰▰▱▱ 8/10​
Physiological Resilience: ▰▰▰▰▰▰▰▰▱▱ 8/10​
Abstraction Potency: ▰▰▱▱▱▱▱▱▱▱ 2/10​
Psychological Resilience: ▰▰▰▰▰▰▱▱▱▱ 6/10​
Corrosion Resistance: ▰▰▰▰▰▰▱▱▱▱ 6/10​
Adaptability: ▰▰▰▰▰▰▱▱▱▱ 6/10​

Weapons and Equipment:

AIMC Gear Kit: Items are listed here — AIMC Reflective Uniform, Fog Fluorescent Distress Beacon & Signal Flare, Mist Density Detector, Acute Mist Corrosion Symptom Suppression Medication (Injection Type x1, Oral Ingestion Type x16).​
Customized Combat Kimono: A layered and rather bulky kimono that Yurina had tailored for her by the MAA. It is made of an elastic fabric that can withstand an enormous amount of force; more importantly, it can also be manipulated by one of her encodes, which means it is effectively a weapon. In the sleeves are zipped-up pockets that Yurina can use to safely store vials of blood; she requires these vials to be intact for certain encodes. Currently, Yurina keeps 12 vials of blood on her person, each measuring 10 mL.​
Modified Oni Mask: An ornamental Oni mask that doubles as a scope. At the eye hole is a prescriptive lens that Yurina can adjust to see from far away.​

Techniques:

Fabric Manipulation: With a flick of a hand, Yurina can manipulate any textile, causing it to stiffen or turn sharp as a blade for various purposes.​
Guardian of the Mist - Eli'yggughil: A chthonic beast that Yurina creates through an intricate encode, it manifests as a blob of disfigured flesh that is extremely malleable and can grow blade-like whips which extend a great distance. Due to its gelatinous consistency, this blob can expand as large as it wishes, up to 10 meters in width at the most extreme, and its greatest feature is its ability to absorb impact. It is Yurina's primary defense against tangible attacks.​
This encode, although powerful, requires a lengthy cast time and a sacrifice of blood. From its structure, shape, and form, down to the muscles, tissues, and organs, Yurina carefully architects each detail in her mind. Demanding the utmost focus and precision, the encode can take up to a minute to fully cast.​
Blood, specifically the life essence of an antiquity, is an important component of Yurina's encode. And not just any blood will do — in order to cast the encode, one must use blood that is free of impurities. Of course, this can only be produced in a lab setting, through a centrifuge which separates mixtures into their various components.​
It should be noted that Yurina's encode simply sculpts the body, a husk lacking vitality; the offered-up blood is what animates it. Moreover, the amount of blood Yurina uses during the casting phase also determines how long her creation lives. 20 mL of blood equates to a minute of life, and it cannot be extended after manifestation.​
Lastly, while it is possible for Yurina to deploy more than one of her creations at a time, her other creations will be operating at halved capability.​
Basic Mobility: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Tangibility Potency: ▰▰▰▰▰▱▱▱▱▱ 5/10​
Physiological Resilience: ▰▰▰▰▰▰▰▰▰▱ 9/10​
Abstraction Potency: ▰▱▱▱▱▱▱▱▱▱ 1/10​
Psychological Resilience: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Corrosion Resistance: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Adaptability: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Berserker of the Mist - Rsh'ekeki: A chthonic beast that Yurina creates through an intricate encode, it presents as a giant humanoid entity with glowing red eyes and a goat-like head. It swings a battle axe that is almost its size without breaking a sweat. Contrary to what its brawn might suggest, this 4-meter tall behemoth moves deceptively quick.​
Like its "guardian" counterpart, this encode follows similar rules and constraints.​

Basic Mobility: ▰▰▰▰▰▰▰▱▱▱ 7/10​
Tangibility Potency: ▰▰▰▰▰▰▰▰▱▱ 8/10​
Physiological Resilience: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Abstraction Potency: ▰▱▱▱▱▱▱▱▱▱ 1/10​
Psychological Resilience: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Corrosion Resistance: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Adaptability: ▰▰▰▰▱▱▱▱▱▱ 4/10​
Miscellaneous Info: N/A
 
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Overview of Harper:



Click Tabs

  • SURNAME:
    Miller

    GIVEN NAME:
    Harper

    GENDER:
    Female

    AGE:
    25

    BIRTHDATE:
    October 31st

    BIRTHPLACE:
    Greater Gerralian Empire


    CURRENT CITIZENSHIP:
    Greater Gerralian Empire
Art by bobatae
 
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