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Fantasy Nevermore (Characters)

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Tiramiisu

A hunter is a hunter, even in a dream.
This is where the approved character sheets will be stored. (PM me the sheets before you post them onto here. Thank you!)

Please include these main points in your character sheets as well! You could add anything else as long as these things are included:

Name
Age
Origin
Backstory
Written Appearance (You can also add a faceclaim)
Personality
Gear (What they usually carry around with them)
Abilities (Only one ability allowed atm; your hunter will learn new ones throughout the rp)
(Optional, but fun to add) A Theme Song

 
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Strength Instructor
Sir Walter Goodwin
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"People are losing the old ways of hunting. Sure magic and clockwork guns are fancy, but nothing beats the feeling of gutting one of those beasts with a well crafted sword!"[/font]
Walter grew up in a somewhat wealthy family. Being from Vexhaven, he was well kept and well protected from the vampire issue due to how far his town was from the threat as well as the guards constantly keeping watch of the export town. Walter began to admire the guards and signed up to become a squire for the Vexhaven guard, then he began to work up in the ranks. Walter worked in both Vexhaven and was also allowed access into Cloveshire for a short time to work on an assignment. Walter life was simple and he was drafted into Hunter's Vigil to help with the new flood of recruits. He accepted, finding it a noble cause to help the less fortunate parts of his nation.

He now is stationed at the Vigil. Working on teaching the recruits of 'Strength' the good qualities of wielding an old fashioned blade and not having to rely on guns or magic to save others.

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Name: Walter Goodwin
Age: 49
Origin: Vexhaven


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Appearance: Walter is a rather short man, standing at only 5"7' and weighs 150 pounds. He has a rather toned physique. He keeps his hair kept neatly and could usually be seen wearing some bits and pieces from his guard armor. He has several skulls of and bones of the monsters he had fought sewn onto his armor. Walter has a curly mustache and a slight goatee, something usually seen in the traveling merchants, but Walter sees them as attractive.

Personality: From his time as spent as a guard, Walter is a very polite man. Addressing others as "Sir" or "Ma'am." He also recognizes those higher up than him and adores being around the younger generation. Seeing them grow into a respectable member of the Vigil makes him proud that he helped them up there. Walter likes to view himself as a sort of father figure to the recruits, instructing them and helping them in both matters on and off the frontlines. The only issue Walter has been with the Deserters. He doesn't know how to feel about them. Seeing a supposed human with the qualities of their main enemy is unnerving. But what could they do? They didn't choose their parents. Walter would much rather avoid speaking to Deserters, but if he has to he keeps the conversation short and formal.

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Gear: A handcrafted blade from his first hunt, an iron dagger, smoking pipe
Abilities:

  • Flourish: Walter can swing his sword and spin (Think of a Beyblade) taking down large groups of enemies.
  • Warrior's Might: Walter can rush into his enemies, hurling his strength at them and stunning them momentarily.
  • Bauldr's Strike: Walter leaps towards his opponent before smashing his sword down at them.

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Theme Song:


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coded by dwale
 
Skill Instructor
— Judith Myrtle Wilkins
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"I see the battlefield as a ballroom. You must move in quick, rhythmic steps or suffer an untimely death."
Judith was born in Ironworth, one of the major industrial cities in Everelden. She had a decent upbringing under her parents and much like the other kids of the city, she was instantly put to work in the iron factories at the age of nine. At the age of sixteen, there was a vampire attack. The gates were struck down and the vampires began flooding the city. If it wasn't for the aid of the hunters stationed at Ironworth at the time, then there would have been much more casualties and the city would have been left abandoned. From that point on, Judith wanted to become a hunter and help stop the vampires from harming any more people. After much argument with her parents, Judith was finally able to leave Ironworth and join the other few recruits into Nevermore to apply. Her first initiation hunt was a nightmare, most of her group had been killed and the few left were critically injured. She was able to learn from her mistakes, taking a vow to make sure she was a better hunter and to perfect her skills from that point on. At the age of twenty-five, Judith was able to gain a name for herself at the Vigil and went on to begin teaching new recruits. Making sure they wouldn't make the same mistakes as her when it came time for them to go through their initiation.

She now instructs the 'Skill' class of hunters. Overseeing their development and making sure none of her students would die on the battlefield under her watch.
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Name: Judith Myrtle Wilkins
Age: 40
Origin: Ironworth


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Appearance: Judith is 5"7' weighing at 126 pounds. She is clad in the usual attire the women of Ironworth would be seen in, with a few modifications to help her move around better. She keeps a pocket watch with her at all times and is always equipped with a gun and dagger strapped to her thigh.

Personality: Judith isn't as strict as Iosefka when it comes to teaching. She believes her students should be seen as respectable members of society, yet chooses to have a relationship with them to have a better impact in her teachings. She requires her students to be punctual and quick. She insists those perks would help them wield a gun or a dagger better and take down monsters just as easily.

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Gear: Clockwork pistol, An iron dagger, A pocket watch

Abilities:
  • Bullet Rain: Judith shoots her pistol multiple times towards the sky, a barrage of bullets falls back down onto her enemies.
  • Ricochet: Judith can aim her pistol to ricochet through a large group of enemies. Requires a specific kind of bullet which is hard to find. She rarely uses this unless she needs to.
  • Heavy Shot: Judith's bullet could pierce through multiple enemies at once if standing in an almost linear fashion.

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Theme Song:


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coded by dwale
 
Will Instructor
— Caspian
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"Magic flows like water. Let it run through your veins. Let it overtake your enemies. Be wary, hunter. The power of will is as much a curse as it is a blessing."
Caspian was born in Morningtide. The origins of his parents are unknown from what the monks had told him, he was left at the doorstep of their monastery in a weaved basket. The monks brought him into their home and taught him the ways of will, magic. Over time, Caspian was able to master his mana and produce greater spells of restoration. Caspian was taught to not use destructive magic in the monastery, due to them believing it was harmful to the body. He later chose to learn destruction spells, finding it beneficial for him to study due to the constant vampire and monster attacks. Even though Morningtide wasn't directly affected by the attacks, it didn't hurt to try and prepare himself for them. The monks were distraught that he would disobey their instructions and suggested that he should take his practice elsewhere. Caspian began experimenting difference types of magic on himself, as a test to see how far he could bend will. His experiments backfired on him and now most of Caspian's body is has mutated into an ugly dar goo like substance. He ceased his experimentations and soon began roaming Morningtide in search of a cure, but couldn't find any. Caspian soon came to terms with his dilemma and learned to rather use his mutation to help his people. Some time went by before a representative from Nevermore was out scoping for new will users to help aid their hunters and Caspian was one of the first ones who volunteered to leave his home.

Caspian now teaches the students in Nevermore that are gifted in the magic of the 'Will' class. He teaches them as well as advise them to learn from their mistakes and move on in life.

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Name: Caspian
Age: 37
Origin: Morningtide


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Appearance: Caspian usually prefers to float rather than walk due to his lack of shoes. But while standing, he's at the height of 6"3' weighing 160 pounds. Caspian constantly has his face hidden behind a mask and wears the traditional clothes he had brought back from Morningtide. He has dark-tanned skin and he has gold jewelry decorating his clothes as well as his wrists. He usually is easy to spot from a crowd, since the people of Nevermore would never be seen wearing what the people of Morningtide would wear. He usually wears a long red cloak that would cover his head, some of his torso and his arms. His hands are pitch black and mutated into a thick tar-like substance. When Caspian isn't fighting, he prefers to keep his arms hidden within the cloak or wearing thick gloves.

Personality: Caspian doesn't talk much during social gatherings. His responses would usually consist of small nods of his head if he agrees. When he speaks to his students, he chooses to speak in proverbs or riddles. Usually, something that would benefit them later in their hunting career. Sometimes he zones out in the middle of conversations or lectures and would rely on the other person to pay attention and remind him of what he was saying. Otherwise, he'd just drop the conversation and leave.

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Gear: A satchel of coins he brought back from his home, his mask

Abilities:
  • Souls Shackles: Caspian causes chains to appear from his own soul and bind itself onto his opponent's soul. A difficult chain to break can cause damage to both the user and the victim.
  • Burnout: Caspian is able to summon a barrage of flames to swirl around him. Harmful to those around him, whether friend or foe.
  • Divine Light: From his time as a monk, Caspian has learned how to heal his party with a divine light. Usually requires the user to share his strength and good health to the one injured. Cannot be used continuously throughout the day and takes away a lot of mana.

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Theme Song:


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coded by dwale
 
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Deserters Headmistress
— Madame Iosefka
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"It takes strict discipline to become a hunter, especially for our kind. Pray you do not disappoint me."
Born 138 years ago in the hybrid town known as Crawford, Iosefka was orphaned at a young age, her birth mother being killed by a vampire. Like most hybrid children, Iosefka was put into the care of one of the human families in Crawford. Growing up to be the respectable woman she is today. She outlived her foster parents and began practicing with her vampire powers, discovering how strong she actually was. She found her purpose to get rid of the vampire menace, deciding it would be beneficial for both hybrids and humans to get rid of them. She went to join Hunter's Vigil. While she was allowed to teach within Nevermore, she was never allowed to reside within the city, but to make residence in Gizdale, the town outside the capitol walls.
She now teaches the 'Deserter' hunters within Hunter's Vigil. Working to cease the discrimination against her kind and make hybrids lives just as valuable as humans.

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Name: Iosefka Cruorem
Age: 138
Origin: Crawford


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Appearance: Iosefka stands at 5"8', weighing 132 pounds. She has an ash-blue skin color, like most hybrids. Her eyes have a slight yellow glow to them. Iosefka makes sure to present herself as tidy and proper, choosing to wear the most formal attire she could obtain for when she teaches classes.

Personality: Iosefka is a strict teacher. She believes that the first step to teaching Deserters to fit into society was through manners and etiquette. If you were able to present yourself as such, then you would gain no issues from the humans. Along with teaching young Deserters how to hone their skills, she also instructs a class on basic necessities, such as feeding, not staying in the sun for long, etc. Iosefka chooses to distance herself from her students, only keeping conversations strictly professional.

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Gear: Her claws and fangs, A handkerchief

Abilities:
  • Vampire's Seduction: Iosefka is able to enchant an enemy for a short period of time to fight for her. Has to maintain eye contact with them in order for the spell to work.
  • Reformation: Reanimates a corpse back to life to briefly fight on Iosefka's side. They turn to ashes when she is done with them.
  • Whiplash: Iosefka cuts her forearms and uses her own blood as long whips, usually stretching out to around 5 feet.

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Theme Song:


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coded by dwale
 
C.R.O.W.B.Y
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"What does my name stand for? Central Recruitment Operated Working Bot. Not sure where the 'Y' came from... I do have a theory my creator came up with the acronym after he named me."[/font]
Steambots have been recently founded as a main asset for industrial cities. The Rosewood Citadel had released an enhanced recruitment bot labeled "C.R.O.W.B.Y" to help recruit more hunters into the Vigil. C.R.O.W.B.Y was sent to Nevermore around sixty-five years ago by the Citadel. Not many people know what does on in the Citadel or what they are actually planning, but they would always equip the major cities with resources, such as new guns or bots, so no one minds when a new bot shows up in the streets one day. C.R.O.W.B.Y is the first recruitment bot of his kind to possess its own personality and there were some obvious flaws in his coding when it came to human interaction. C.R.O.W.B.Y was used as a prototype to help build the more enhanced personality bots that you may see running stores today.

C.R.O.W.B.Y now resides in Hunter's Vigil. He still has his flaws, but the Vigil decided to keep him as the main recruiter since he has been at the school for so long and they found no point in having to replace him.

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Name: C.R.O.W.B.Y
Age: Created approximately 65 years ago
Origin: Rosewood Citadel


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Appearance: C.R.O.W.B.Y is a steambot that stands at the average height of 6"0". He is usually seen wearing dark brown overalls and a brown hat, an attire normally seen on the working class of the city. His eyes are equipped with special sensors that are used to scan items as well as faces to register students of the Vigil. He is covered in long clothes, usually also wearing brown gloves to hide his gears and parts.

Personality: C.R.O.W.B.Y is a normally cheerful bot. Greeting newcomers and interacting with the students. He runs the main recruitment box, as well as instruct newcomers on what weapons would suit them best or give them discounts on certain items. When C.R.O.W.B.Y gets slightly annoyed, he begins glitching. Saying things he shouldn't, being much harsher than usual, before switching back to his cheerful self. He doesn't seem to notice it and everyone else who has been in the Vigil long enough has gotten used to his constant glitches.

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Gear: Item Recognition Scanner; Registration Processor
Abilities: None.


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Theme Song:


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coded by dwale
 
Name: "Dragonfly"

Age: 20

Origin: Morningtide

Backstory: Those who're born into such an age of barbarism largely fear the denizens of the underworld, vampires, beasts, or other horrors of the night. What civilization forgets is that their fellow man is capable of the deepest darkness to rival that of all the ancient races, for they use their mortality to oppress and subjugate. One such example is Auriel. Morningtide from an outside perspective appears soothing calm, a place of security and joy. A paradise. The reality is their heavy stance on magic leads to various civil wars and clashes within, the Mystic Marauders being one such example, a highly volatile and lethal terrorist group who believe destruction is the way of life and there can be no light without the dark, no restoration without destruction, they seek to balance the scales, and so do what their namesake suggests; destroy.

On the eve of birth, a High Priestess of one of the monastic orders was kidnapped by the Marauders, held in captivity until the birth was complete, where she was then murdered and shipped back to her Order in a box. Like most fanatical cults, the Marauders used child brainwashing as a way to bring in a steady supply of recruits. They never feared discovery or death, their methods meant they held a natural advantage. A man willing to burn a forest in a haze of fiery doom to kill a few soldiers was far more dangerous than one who could heal bones with his mind. Assigned the moniker "Dragonfly" Auriel was assigned with the other children at the age of 8 for trials. Having been educated and thoroughly indoctrinated into the beliefs of Destruction, academic lessons made way for combat trials. A year of grueling fights and tome studying followed, and the children were divided into two groups. Those who had a talent for fighting, and those with an affinity for the arcane. Dragonfly was sorted with the fighters as one of the worst mage prospects due to a severe lack of concentration and disinterest in magical theory, yet was commended on her fighting spirit and refusal to stay down.

Yet the Mystic Marauders divert from the path of traditional warfare, as preachers of destruction magic - and as a cult of eccentricity - they teach their fighters to use their natural bodies. A viable option in Morningtide, where the most fierce opposition the cult faces is their fellow man. As such, martial artists are conditioned from 9 onwards to ignore pain and fight with incredible skill and grace. Dragonfly excelled in these studies and was always on track to be one of the cult's prospective best. Yet the mind of youth raised without affection but blind obedience, is a mind prone to aggression and irrationality. She was 16 when selected to spar with one of the older students, a 20 year old who was superior in strength, size and skill. The aim of the battle was to assess her ability and worthiness as a fighter, yet the endless humiliation and inability to surpass her opponent drove Dragonfly mad. The battle was ended and, in a fit of rage, she grabbed one of the instructor's throwing knives and hurled it at the older boy.

Punishment was swift and without mercy. They merely dragged her to the heights of their mountain home and threw her off. An otherwise lethal thing, if not for the massive array of trees to painfully break her fall, even so the aftermath would've killed her if not the the help of an adventuring monk, who healed her wounds and nursed her back to health. Despite her volatile and radical behavior towards the restoration priest, he would only ever smile and offer her food and water, trying to help this indoctrinated cult girl. It took months for her to fully recover, but months was all he needed to make some progress into reversing her psychological damage. She decided to stay for an additional year, living life normally and relative comfort among the restoration monks. It was only when she was 19 that she decided to leave, a conscious choice. The life of a peaceful monk hiding away in a temple was ill-suited to her, even outside the confines of the Marauders she had a thirst for combat. To turn her talents to more beneficial uses, the monks suggested the Hunter's Vigil across the seas, and so she began her journey to self-enlightenment. It didn't take a hunter to understand that the world of martial arts was ill-fitting for the realm of monster hunting, Dragonfly was a good martial artist, against martial artists. She had no experience with the varied and bizarre styles outside Morningtide's isolated island, flesh and bone would break against the onslaught of a ghoul or vampire, if any sane person valued their arm they wouldn't use it to try to fend off fangs and claws. Only steel was suitable, and steel was a different skill. Despite her training, Dragonfly was now a blank slate.

Written Appearance: A relatively below average size, Dragonfly stands at 5'5 and weighs 130 pounds. She's extremely athletic and well-toned, muscles visible from a lifetime of training. Her body is marred with scars and her skin is rough and coarse. The outfit worn varies by situation, with her Morningtide outfit being preferable for warmer climates or casual wear. The other outfit is crudely made to fit the appearance of someone tribal or barbaric, which is exactly the impression Dragonfly wants to give. Regardless of the clothing choice, her mask is always worn in public, which often makes for a stark contrast with the jet-black fur cloak and pointed blacksteel spikes.
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Personality: An often competitive and volatile woman, Dragonfly is struggling within herself between the betterment of what she knows is right and the indoctrination she's still suffering from after all those years. Often times, she can be pointlessly snide and sarcastic, even stretching to downright antagonistic, though such actions cause her great regret. Despite her desire to be better, when not being unnecessarily harsh, Dragonfly is more likely to retreat into a shell and be a silent bystander to most conversations. Due to her history in the Marauder Cult, she still has an infectious bloodlust in combat and can get overly enthusiastic in simple sparring exercises, extending to the battlefield itself, which makes her both reckless and fearless. Brave and foolish. However, one positive to come from her tragic indoctrination long ago is the fact that she still maintains that harsh teaching of respecting your teachers. Dragonfly would never step out of line where the faculty are concerned, and is likely to be instinctively territorial towards her fellow students due to the environment of her growth.

Gear:
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-Her partially broken mask
-Her fists and legs
-A simple sword for a beginner hunter




Abilities:
Flying Kick - Though she often tries to intermingle Martial Arts with the style of a hunter, Dragonfly's current go-to move is the flying kick, as it's the most advanced she knows. Though not something that's going to do a ton of damage, and is completely ineffective against larger monsters, this is a kick she can do extremely quickly and with the element of surprise, the high-angle of the skill and the complexity of the form makes it nearly impossible to see coming and very difficult to react to. Very effective against humanoid opponents, able to inflict a large amount of blunt force which is only worsened by an opponent's helmet, though non-lethal and needs an opening to be used confidently.

Theme Song:

 
— Miss Armita
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"The one and only treasure that you must protect and improve is your very own soul."[/font]
A
Father: Sam the farmer
Mother: Sara the farmer
Family condition: Two great grandparents, four grandparents, a pair of parents, seven children. Armita is the third child. They own a farm and an olive and fig orchard.
Back ground story: Armita has educated in the village along with working at farm. There, she has learned healing by power of WILL. She was betrothed to one of her father’s cousins at age of 15 but the guy left the village for a long journey/voyage and never returned. So at age of 20, she left the village with her older brother, who was looking for a job at Vexhaven port, to find her fiancé or her destiny. And her destiny became turning to a huntress since she found out that her man had been murdered by a vampire. Before that, she had work seven years as a nurse and then a doctor’s assistant. The doctor she worked with, Ben Brown, was an interesting person. He didn’t only use his knowledge of medical books to heal people but did studies and experiments to discover new facts about human or beast body and wrote it down in his books. So far, three books have been published from Dr’ brown; “Facts about human blood”, “Facts about Deserter blood”, “Medicine or poison”. Armita learn a lot from Ben but left him after seven years to join the Vigil.
Family’s point of view about vampires: Vampires are demons that should be cleansed from the face of the earth. Everything about them is vile and sinful. No words, no deals; just destroy them. Deserters_ they call them Dhampyres_ are unfortunate abominations. It’s mercy to kill them but no human is allowed to kill for mercy so the best to do is to let them have their own society and never allow humans to mingle with them. Marriage between human and any other form_ vampire and dhampyre_ is forbidden.



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Name: Armita Farmer
Age: 27
Origin: Greenvilla; a village with often sunny sky close to a river. You can see the Eastern Watchtower from rooftops.


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Appearance: Height= 170cm / Weight=68kg/ Shape= Curvy/ Skin color= Coffee milk/ Hair= Long black locks/ Eye color=Brownish green/ Face= Round with small mouth and full lips

Personality: Modest, gentle, fateful, cautious, dutiful, hard worker, loyal and proud.

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Gear: Her medical support bag and a badge from Ben. (That badge gives her every lawful right of a doctor)
Abilities:

  • Devine Light.
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Theme Song: "May It Be" by Enya

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coded by dwale
 

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Winnie J. Popkiss
Age:
Thirty-four ( 34 ) years old
Origin: Nevermore

Backstory
Childhood

Winnie Julia Popkiss was born into the Popkiss family on a fairly average evening in Nevermore. Child too two advanced mages the assumptions about her future were easy to make, she’d follow in her parents footsteps. Yet, it couldn’t be more different. Though at the time there were no signs. Only when she got older it became apparent that the girl had no gift for casting, yet access to far more natural mana than others in her age range. This trait became the reason for her parents to ‘stimulate’ her apparent latent magical prowess by pressuring their daughter. Getting her into a magic oriented education as soon as she was of a proper age to attend.

Adolescence
During her teenage years the girl started to develop an opinion of her own. Traits, desires and interests clashing with the views of her parents, just like any teenager would. Yet, it wasn’t just a phase. She adopted the name Jules, an alternate form of her second name, dropped her practical studies and focused on theoretical magic and mana studies as her mayors. Along with courses in medical engineering. This period in her life also sparked the interest in eugenics and vampires, wondering whether or not those ‘monsters’ could actually be more advanced than humans.

Adulthood
After her graduation she would spend the next decade of her life developing magical remedies to ailments of both magical and natural sources as she worked for MediCast. A large scale supplier of medication and magical cures. During these years obsession took hold of Jules, getting more determined to achieve advanced eugenics through ways that were far more experimental than MediCast was willing to be associated with. Jules was fired with a statement of her practices being unethical.
Feeling misunderstood by everyone who’d been a prominent factor in her life, her parents, education and workplace, she decided to prove them all wrong. Turning to the one place as eager to outmatch the vampire threat as she was; the Hunter’s Vigil. Even if she had no combat prowess to speak off, her prowess in the field of restoration and eugenics would surely be an asset to fight the vampires.

Appearance
Written

Jules is a fairly tall woman with well-defined features, standing at roughly 5 foot 10 inches and weighing an estimate of 152 pounds. Her physique is slim and delicate. Her most notable features come from an abundance of untapped magical energy shining through in her eye and hair color. Both having a distinct pinkish hue, with her hair being predominantly a grey-black color apart from the pink accents. She dresses mostly in modified working attire. A grey slim-fit dress cut up to allow more movement and freedom. Boots and leggings to cover up her legs more practically than fashionably. As a ‘final touch’ she modified her attire with metal bits and half-finished inventions.

Personality
Overview

Jules is an inventive intellectual with a creative mind that’s working overtime indefinitely. Priding herself on her unique perspective regarding logical problems and the intellect to resolve them effectively. Observing patterns and spotting discrepancies between statements could almost be considered a hobby, making it a terrible error to even attempt lying to her. This makes it all the more ironic that her own words and statements should always be taken with skepticism. Jules has the habit to share unfinished thoughts, using the people around her as a ‘sounding board’ for her theories in a debate against herself. These theories are seldom directed at her conversation partner and will result in confusion should she be called out on it.

In fact, Jules can appear to be quite the daydreamer, but that’s solely due to the way her thought process functions. This constant thinking, combined with the habit of voicing unfinished thoughts can make her appear detached from the world around her. Yet, she’s actually quite friendly and more than willing to strike up a proper conversation with people she knows, or even total strangers so long as they share interests with her. Should the topic of conversation become particularly exciting then there’s a risk of incoherency as she will try to explain a chain of logical conclusions and statements leading up to the formation of her ideas on the matter at hand. Oftentimes, Jules will opt to move on from a topic before her ideas on it are understood, rather than trying to use more plain terms.
The reverse can also be true when people try to explain something based on subjectivity and feeling. Jules is unlikely to grasp emotional complaints at all, and there is little emotional support to be found in her. She would much rather give logical suggestions for how to resolve the problem, rather than providing a listening ear and comfort. Something that isn’t always appreciated in terms of social appropriateness.

Strengths
Open-Minded – Highly receptive to alternate theories, so long as they’re supported by logic and facts.
Objective – Analysis, creativity and open-mindedness aren’t tools fit for a quest for ideology or emotional validation.
Honest – Strong belief that the truth is the most important factor.

Weaknesses
Absent-Minded – Forgetfulness, missing even the obvious if it is unrelated to the current infatuation.
Insensitive – Oftentimes getting so caught up in logic that any kind of emotional consideration is forgotten.
Condescending – Explaining thought processes can be frustrating, sometimes simplifying things to the point of insult.

Gear
Weaponry

Unicorn - or Uni-C.O.R.N. (Universal Combat-Oriented, Restorative Needle), is the result of decades of education and research into magical theory, mana studies and the engineering trial-and-errors of Jules with the goal of achieving a breakthrough in restoration. The weapon is a wrist-mounted syringe attached to a tank the size of a fire extinguisher. This tank is in essence a container attached to a mana-absorbing device. Drawing in Jules’ mana reserves whenever the container isn’t entirely filled. Unicorn is quite a deadly piercing weapon if utilized right, but truly shines as a restoration tool. Using the mana of the wielder to restore the ailments of the target. Energy conversion at its finest.

Debug – A more conventional weapon than Unicorn, Debug is an emergency single-shot pistol packing quite a punch at close range. Lovingly dubbed ‘Debug’ for its effectiveness at getting rid of unwanted issues.

Utility
Utility Belt: Binoculars – Useful for observing from a safe distance.
Utility Belt: Blueflame Geodes – held within a small pouch are multiple brittle stones with crystal growths in the center. Crushing these will release the mana held within, being absorbed by the user of the geode.

Abilities
Destabilize (Support Skill) – Unicorn's mana tank emits a burst of mana, disrupting the natural flow of energy in the surrounding area. Lessening the success-rate and increasing the mana requirements of all spellcasting for a moderate duration.

Theme Song
 
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  • 1548452013790.png
    Amber frowned, setting down the last card. She sat in a protective circle, blocking any evil spirits from entering her thoughts while she learned. Her father sat outside the circle, watching her. He waited patiently, cross legged and eyes closed. Finally, Amber looked up and said, "Da, I think the cards aren't working today."

    "The cards aren't the ones who aren't working," her father intoned. "Take a breath, clear your mind."

    "I did."

    "Clear it harder, then," her father chuckled. "Don't worry, my little miracle. You'll get it eventually."

    Personality: Amber is calm and gentle, and her da jokes that she was given the last name of "Tempest" because the universe wanted to have a laugh. She prefers to watch from the background, and meditate on a situation before acting or speaking. This sometimes works against her, as louder more rambunctious people will jump in before she can speak. Once they do, she's polite and won't interrupt them. She uses as few words as possible, and prefers to show people rather than explain through words.

 
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Name Chris Fëllsstonn
Age 20
Origin dead man's forest,in a cabin
Backstory he was born in a cabin in the forest,as he was in the middle of nowhere,He found dark magic in a tree that was extremely black,it was invisible in the dark and looked like a hole during the day and had black smoke leaking out of it every now and then ,and learned it to defend himself and his father.He used it to alter his body ,the alteration made him half shadow,which allowed him to use shadow magic,a powerful but dangerous power,it had a drastic consequence…, .He always keeps the book in his shadow storage.He first heard about the great city, from a mysterious trader who he was going to kill for his blood but ended up not doing so,so he wanted to finish his training in his first ability,when he finished,he set out to travel to nevermore,making it a few days.He went in hunters vigil after he found it,he wanted to join,he hated killing just to live and it was all because of the vampires fault.He managed to get in.
Written appearance morning to afternoon he looks human,as the bottom picture,He usually has a hoodie over his face at all times,only his face and mouth are visible,his hands are gloved,and his hoodie is averaged sized,while wearing wool pants,his shoes are black,weight 158lbs height 5’11
Afternoon till sun begins to go down,He looks mostly the except his face isn't visible,all there is darkness
Nighttime he looks like the first picture

4U335WNbiej6r9Fq6DLv8bsZs5YaRdXaPbTC9dbwRjMTx127N1AzALsd4ASSoS0shSg-FaWejst9jxVeVmkREUyZqvG9hfIWindPhWI1ZIFpdXDrb--_c-gNFAWn8c52M2iUH_ps


pC3CxqI0H2-s_C3vZH2FwKPM0U3y_Du5g9uCAP6CdFfXcaZz36BwEtZIayf8FyPkUcAev70CAYDr8SG45arJG5Wqa1UAVVsgOVGgZMepKNcR4tayywxVmjQnJOYpsngKcZfmluNR


NmURiiXF6uTnsFcea_CvcUOj8oKHskwmBN4MWMVn0x-xsTxNTR2N98nzQ1eVtRSp9XPbSbtxnrL6u9cQ__3sgL9zK4ECtzoeYNm4w7vKyLu_g4y3K-1WZ77acsekGllUO3mwMq69


Personality He is slightly anti social but will talk if talked to,serious,likes bright colors,seems tired but isnt,trustworthy
At night his personality seems to change drastically,he’s more talkative,reckless,dangerous,bi-polar
Gear A silver sword,a sling shot with small bombs meant for distractions or to blow back something from a distance
Abilities
^shadow tendrils:he can make 5 tendrils come out of his shadow and they can reach a 5 ft radius,they are all strong enough to drag 350 lbs or to lift 150 lbs together,also used to hit
Drawback:pulling or lifting straight on for about 30 minutes will make him pass out,can be cut off with magic or silver and takes hours to regenerate
^shadow blades:similar to tendrils but these are meant for stabbing and slicing,2 come out and can reach a 2 feet radius
^shadow transformation: he can go in somethings shadow and become it for about an hour,the form is a replica of the thing ,he use its abilities but a very weak version of them
Drawback:he cant use any of his other abilities
Shadow escape/storage/lurk:he jumps in a shadow and appears in one of the 3 closest shadows /he can store things in his shadow or in others shadow/he can lurk in shadows and just stay there
Drawback,he can do it for about 3 times before tiring out,it takes an hour for him to be able to do it again/max weight 30lb/max time 1 hour
A Theme Song
 
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Age: 26
Origin: Gizdale, Everelden

Back Story:

Eoin grew up in Gizdale to Conor and Siobhan Quinn. His life was comfortable. It wasn’t perfect for vampires still haunted the night, but it was good enough to not inhibit his imagination. Eoin always had a knack for numbers ever since he learned to count. He spent half of his childhood in books, and the other half playing in the streets with other children. As he grew older, and childhood innocence became warped by puberty, ignorant children started to insult him for being smart. They beat him up, perceiving his intelligence to be inferior to their strength until one day, Eoin decided to out-smart them. While Eoin was fascinated by magic, he was even more fascinated by science to the point that he believed science itself was a form of magic. His first alchemical transmutation was taking glass and transmuting it into pure carbon. He made a pair of glasses and through them, he could see things others could not: numbers; formulas; degrees; angles; and other measurements. Eoin spent days in his room, covering the walls in equations and writing down the formulas he could see. He learned to manipulate the numbers, which resulted in slowing, shifting, speeding up, decreasing, and increasing results. Eoin tested his new power on the bullies, and they never bothered him again. He decided to keep his magic a secret, and often hid his glasses until he felt he needed to use them. Eoin’s education led him into a profession as a chemist. He concocted various potions from toxins, to corrosives, glues, combustibles, and oils. He left Gizdale and moved to Nevermore in pursuit of a job at one of the steamboat industries, Clancy’s Clunkers. His role was to discover an alternative energy source for the robots that granted more long-lasting energy and less pollution.

Eoin was approached one evening by a recruiter of Hunter’s Vigil. He confessed to having been spying on him, and he learned about his developments. Eoin was invited to join the Hunter’s Vigil in the hopes that they could use his chemistry to develop new and effective weapons and defenses to combat the vampires. Having joined Hunter’s Vigil as a chemist—for he was also curious about the vampires—the Vigil learned that there was more to Eoin than they realized. While he demonstrated above-average intelligence, he also demonstrated an affinity for magic. Unexpectedly, Eoin finds himself training to become a hunter.

Written Appearance:
hx0LCOb.jpg

Eoin wears waistcoats, dress shirts, cravats, cotton trousers, and buffed shoes when he is out of combat. His brown hair is long and his bangs often pass over his brows into his auburn eyes. His complexion is a natural pallor and his physique is tall and slender, but lately his hunter training has him putting on some muscle. Some would say that he still could use a sandwich. Out of combat, Eoin dresses smartly. He resembles an inventor of some sort, which is how he prefers to be perceived. When in combat, Eoin wears hard leather over his torso and vulnerable areas. He has special gauntlets that produce claws for slashing enemies and affecting them with whatever chemical he has laced them with. Vials of corrosives, glues, toxins, combustibles and oils lined the straps that cross his chest and hips. He has pouches for collecting samples and storing other miscellaneous things such as ink, paper, quills, and snacks. Sometimes, Eoin can be seen wearing glasses and many will believe them to be corrective in nature. Little do they know…The chemist isn't considered intimidating and is often underestimated due to his studious appearance. There is, however, more to Eoin than meets the eye.

Personality:

Once Eoin puts his mind to something, he will become engrossed in it. He is the kind of person to work until the job is complete. He will spend hours working without stopping to eat or drink. He doesn’t like having a list of unfinished tasks, and so he will develop time management methods to complete them in the fastest time, at the highest quality, and yet still have time for things that he would rather do. Eoin likes to learn and is always developing his intelligence. He can be found in a library or in a lab researching and experimenting on something. Because of his academic ambitions, he doesn’t have too many social skills. He is used to people leaving him alone and taking no interest in him. He is the quiet kid in class that just disappears among the more dynamic personalities. Because of this, Eoin has no experience with dating or participating in other social events such as going to pubs or parties. He may make an appearance, but then he will shortly leave.

He is capable of functioning in a state of chaos. Books, scrolls, beakers, and other do-dads clutter his bedroom. Other strange things are horded away in chests beneath furniture or hiding on the highest shelf or ledge in the shadows. The walls are covered in diagrams, formulas, and transmutation circles. No wonder he’s so pale. He hardly ever sees the light of day!

Gear:

Bear Claws: Eoin calls his gauntlets such. He will insert a vial—one at a time—containing either a corrosive, toxin, or germ to lace the gauntlets’ claws with.

Cross Belts: Glass vials line two belts on Eoin’s person. One crosses his chest and another crosses his hips. He can remove these vials and lob them at enemies as a weapon or diversion.

Satchels: They allow him to carry things. See the Written Appearance section.

Carbon Spectacles: The enchanted glasses that allow Eoin to see numbers and use his manipulative powers.

Abilities:

Mathematic Manipulation – Eoin can see numbers. He is able to do this using a pair of special glasses he created. By being able to see these numbers; formulas; degrees; he can calculate the distance, speed, force, angle, trajectory etc. of an object, person, or thing. He can manipulate these formulas to slow, reduce the strength of, alter the trajectory, alter the landing, etc. of said person, object, or thing. Without his glasses, he would not be capable of doing this for he needs them to be able to see the numbers that naturally exist in the world. He also cannot use this ability if his glasses are obscured by condensation, mud, water, cracks, etc. They are after all a normal pair of glasses but are not corrective. Eoin is highly intelligent and capable of performing accurate computations that grant him accurate and desired results. His mathematic manipulation power relies on his natural intelligence in order to not make mistakes that could lead to miscalculations. Depending on the situation, miscalculations could be grave. This power can never be detained as it is based on Eoin's intellectual level.

Theme: None
 
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    Name: Magdalene "Maggie" Sørensen

    Age: 33

    Origin: Crawford

    Written Appearance: Magdalene stands at the height of 5’4” with a slim build. Her wavy blond hair sometimes in a messy plait cascading over either shoulder. Her eyes are a light blue, a stark contrast to dark circles that hang under her eyes. Magdalene isn't very picky when it comes to clothes, usually sticking to simple dresses accompanied with an apron and her signature belt. She has yet to pick out anything to wear to combat, Magdalene joining the Hunter's Vigil only recently and hasn't fully begun training.

    Personality: Magdalene is known to be very affectionate, sometimes to the point of being overbearing. She also has a tendency to baby her friends, always bringing them home-cooked food or worrying about their wellbeing, not afraid to go to great lengths to aid them in any way. Not the chattiest person, but can hold a decent conversation. If you do somehow manage to stumble across a topic she's interested however, she'll definitely become a chatterbox. Her obedience and loyalty to her higher-ups is questioningly too solid, but that loyalty can be overpowered when it comes to loved ones. Magdalene would always agree with her superiors, even if they belittle or criticise her. She’s always happy to serve with a smile. Behind closed doors, she’s cold and apathetic. If she’s not practicing or creating, Magdalene just sits still, staring ahead with a scowl, her hopelessness taking root every time. Not many has seen the more disturbed aspects of Magdalene. To avoid this, Magdalene tries her best to spend time with others. Likes call her friends pet names and make little gifts for them (especially handkerchiefs decorated with embroidery that symbolises the person Magdalene plans on gifting it to).
 
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Name: Leandra Sinciato

Age: 23

Origin: Snowfell

Backstory: Leandra grew up with her twin brother in Snowfell, finding life to be less than welcoming. Their parents were not exceptionally wealthy nor were they living in the slums. As a result, the twins learned an average amount of education – just enough to read and write. Beyond that, their parents did not see any point in wasting more of their money on education. The twins joined the workforce at fourteen-years-old and have worked in factories for most of their teenage years. They struggled to maintain friendships past their educational years and became very introverted and withdrawn over time. They leaned on one another for support and understanding that seemed lacking from most people in the city. Their relationship with their parents remained estranged for years to come, as their parents did not put much effort into rekindling the relationship once the twins began working. As they neared their twenties, Leandra grew increasingly weary of working in factories. While the pay sustained them, she found the workplace to be dreary and she saw a bleak future for them if they did not change their course. It was difficult for her to convince her brother to leave behind their security, as they finally saved up enough money to leave the city behind.
After spending several months traveling west from Vexhaven, the twins encountered a pack of monstrous hounds. Having never been in a serious fight before, they were severely outnumbered and their lack of skill in fighting was obvious from the start. As her brother attempted to distract the hellhounds from Leandra, he was struck down with a blow to his face. Seeing the blood seeping from her brother’s swollen and marred face, Leandra reacted in the most sensible way possible – she screamed at the top of her lungs. Her brother got to his knees and reached out for her just as a gunshot rang out in the air. Leandra’s ears rang from the blast and she clutched at her ears while she stumbled towards her brother. Dropping to her knees beside him, Leandra tried to get a better idea of the damage to his face and tears blurred her attempt. Wiping them away, she tore off part of her brother’s shirt before using it to dab away the oozing blood. The cloth was soaked thoroughly before she finally got a glimpse of the raking claw wound that went crookedly from the right side of his forehead, over his right eyebrow and partly onto his nose before continuing down over his lips and ending just beyond his chin. There were four claw marks from the hellhound’s paw and the wounds did not appear to be slowing in their bleeding anytime soon. Hurriedly, Leandra forced her brother to his feet and draped an arm over her shoulder, as she surveyed the new scene before them.
It appeared that some guardsmen, or perhaps mercenaries, had found them at just the right moment and were now fending off the hellhounds. Shouting at the twins, they shepherded the pair away from the monsters and onwards down a trail. Her brother lasted half an hour before he passed out from the blood loss and they were forced to wrap most of his head except for his nostrils and mouth to ensure he could breathe. One of the guardsmen helped Leandra carry her brother back to the town, Aethertowne. It was here that the twins resided for the next few years, her brother mostly recovering and learning how to handle himself with half-blindness while Leandra learned from the guardsmen how to better handle herself in a fight. The guardsmen did, in fact, turn out to be mercenaries hired to protect the town and its few locals, but they were not the stereotypical “survival of the fittest” types and instead were more than happy to teach Leandra a trick or two.

Written Appearance: Leandra and her twin brother are both albinos – having characteristically sheen white hair and light blue eyes. Their skin is exceptionally pale, though their appearance is not entirely uncommon for those living in Snowfell. Many generations of people there have adapted over time to the conditions and thus, many appear lighter overall in appearance than others. Leandra’s hair falls just past her shoulders and is mostly straight except for some stray hairs doing their own thing around her face. As previously explained, her overall physique is slim, but toned. She stands at 5’5” and weighs around 120 pounds. Her general attire is more tomboyish with khaki trousers and working boots along with a simple long-sleeve shirt underneath a heavy jacket for colder weather. She also sports a heather grey beanie that slumps behind her head for the colder weather. Even in warmer weather, she may take off her jacket, but she tends to keep her beanie on. This means she has wonderful bedhead whenever she finally does take off her beanie.

Leandra Appearance.jpg
(Ignore the snowball in her hand in the picture, she does not have any skills or abilities relating to that)

Personality: Leandra is extroverted and loves to make new friends. She has a natural curiosity about the world around her and is not afraid to ask questions. She has a tendency to overstep her boundaries and may not realize it until someone reprimands her for it. She cares deeply for anyone she befriends and will willingly put herself in danger to defend them. When it comes to her brother, he comes first in all situations. He is her best friend, after all. Leandra can come across as eccentric to most and if she realizes she is making someone uncomfortable, she will back off and feel ashamed for doing so.

Gear: Leandra always has a walking stick handy, but she often refers to it as an unofficial quarterstaff. She has trained with it in the past few years at Aethertowne and is rather adept at disarming and tripping up her opponents. If the opponent is too far for her to reach or too close, she can falter, but then her brother will typically step in to defend.
She also keeps a knapsack handy on her back and collects “trinkets” from places she visits. She has a snow hare’s paw from Snowfell and has a hellhound’s fang from Aethertowne’s surrounding forest. She uses small chains to dangle the “trinkets” on the outside of her knapsack.
She is fond of boasting about her cooking skill that she acquired after her parents more or less disowned her. She tends to keep a small collection of spices and herbs handy for any cooking occasion along with a small pot and kettle. Leandra has also learned what plants and herbs are edible and useful over time through reading various books she has found during her travels, as well as asking for advice from locals. She is something of an herbalist because of this and is slowly but surely learning how to make a small variety of potions.

Abilities: Leandra has one skill, but it is not an obvious one to the naked eye. If she calms herself and really focuses on the world around her, Leandra can “sense” the souls around her. By souls, she is able to recognize nearby entities of any kind – monsters, humans, animals, etc. In order to sense anything or anyone nearby, she must be within thirty meters. She is only capable of doing this once a day thus far, as it tends to exhaust her mentally, so much so that she feels physically exhausted. She usually cannot do much else after utilizing her ability beyond simple defense and short distance traveling.

Theme Song:
 
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Name: Manjano Sinciato

Age:
23

Origin:
Snowfell

Backstory:
Manjano’s childhood was rather bleak and mundane, similarly to Leandra’s. Neither of the twins spent much of their childhood playing before their parents insisted on some education and then they were off to join the workforce. His journey with Leandra was different for him than it was for her. Instead of being excited and curious about the world around them, Manjano spent most of it making sure they were safe and ensuring they had enough supplies to travel. He spent so much of their journey worrying for Leandra that when he finally was injured by the hellhound and forced to heal, he did not know how to react to Leandra worrying over him. She helped ensure he never gave up learning to work with his new disability versus accepting defeat over it. He trusts his sister with his life and refuses to partner up with anyone else when it comes to fighting. The twins joined the mercenary guard for Aethertowne and Manjano has had to learn how to fight from afar as opposed to up close and personal as he used to enjoy doing.

Written Appearance:
Most notable of his features is the jagged claw scars running over his face. It starts at the top right of his forehead, goes over his eyebrow and eyelid, all the way down his cheek to the edge of his chin. It is deep enough that there is a clear indentation in his scarred skin along his face. The scarring is pink at this point in time, making it all the more obvious against his pale skin pallor. Like his sister, Manjano is an albino with stark blue eyes. His hair is just over his ears and slightly unkempt, as he has difficulty cutting his own hair and even shaving with his half-blindness. His sister helps him with the shaving most mornings. His body physique is much like his sister’s and their traveling has helped them build up their stamina over time.

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Personality:
Manjano is the introvert of the twins. He is keen to keep to himself and is the definition of a bookworm when he can get his hands on any fictional novel. He is not the best at conversing and tends to say as little as he needs to, in order to get by. He has difficulty maintaining eye contact with anyone other than his sister after the ‘incident’. His second most favorite hobby is sketching and it is not unusual for him to have a piece of charcoal stashed somewhere in his pockets. He sometimes will draw in books he has had for a long time, mindfully keeping the words intact, so he can read the book again. Overall, he is a very withdrawn type of person, but he does have a warm side to him that only his sister sees for now. He is wary of strangers and views everyone as a potential adversary until proven otherwise. His caution is what helped keep the twins safe for most of their journey.

Gear:
Manjano has a small belt that sits diagonally across his chest and has five small knives in it. He used to use them as quick ways to get out of trouble, but has now learned how to utilize them as throwing knives instead. He also has a small revolver in a holster on his right hip, which he has been learning how to fire accurately as of late. He keeps a small pouch attached to his left hip with bullets in it. He also keeps extra charcoal in another pouch inside of his knapsack alongside two fiction novels as well as one ragged and aging sketchbook. He is keen to learn more about applying poisons to his throwing knives and bullets, and knows some basics from the local poison specialist in town. He currently uses two types of basic poisons, which he stores in vials that are then placed within two different pouches per their use. The first poison is a simple one that causes a small amount of damage over time, whereas his second poison can temporarily paralyze someone. Both poisons last for up to thirty seconds. With the use of a proper antidote for either poison, someone can end the damage or paralysis early.

Abilities:
Manjano only has one ability currently and it is the ability to seemingly vanish into thin air. The way it works is that by sitting still long enough, Manjano does not vanish but instead leaves a person’s conscious awareness. So long as he remains quiet and unmoving, Manjano can remain hidden from everyone’s awareness until he reacts again or someone bumps into him accidentally. It does work much more smoothly if he is in dark lighting, but Manjano can do this rather seamlessly in lighter environments, too. Even Leandra has mistakenly forgotten he was with her before. This ability uses a small amount of mana in order to activate.

Theme Song:
 

  • 5ed21a1eefaae1f38a8d25db2cc7ad13.png
    Name Henrik Alcorn

    Age 21

    Origin: Ivorymourne

    Written Appearance Henrik is rather small, probably due to the lack of proper nutrition. However, years of farmwork have made him strong and sturdy. Dirty blonde hair frames his freckled face and his bright brown eyes. A smirk dresses his face most of the time, showing off his broken off front tooth he got in a petty brawl. He dresses practically in comfortable working clothes, modified to suit his needs. He mostly sticks to a colour pallette of coppers and browns.

    Personality Henrik is an outgoing person who talks a lot, especially if he is feeling nervous or uncomfortable, which can easily be annoying to some people. He is naturally very inquisitive and tries his best to see the positive in things and stay cheerful. He is however easily distracted, especially by things that bore him and he prefers practice over theory. He is a hard worker and very crafty and astute, which makes up for his lack of book smarts. As hee never had the access to a good education or a wide variety of books, this is a sore spot for him and something he is self-conscious about. Subsequently, one of the quickest ways to get Henrik to dislike someone is making him feel patronized or condescended to. He is loyal to any cause he supports and also very trusting, as he grew up in such a small tight-knit community. He expects this sort of trust and companionship from others and thus has had difficulties adjusting to life in Nevermore.
 

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