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Rhythm Writer

Master of Music and the Arts

Character Sheet


Character Quote:



Title:



Name:



Nickname:



Age:



Gender:



Species:



Ability(ies):



Appearance:



Likes:



Dislikes:



Personality:



Origin Stein:



Biography:



Other:


Please show separation between these and the information you associate with them. Such as Bold and Not Bold, or different colors/fonts/sizes, etc. Thanks!

*CS created by @HighnessesReign*​
 
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Title:


The Outcast


th




~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Name:


Leothan A. Kenton

Nickname:

Leo

Age:

17

Gender:



Male


Quote:


"I would love to beat the face, of anyone who thinks they can change me. But I won't, 'cause that's not who I am."


Species:


Human (most of the time)


Ability:


Metamorphosis - Leo can shape-shift, transforming and reshaping his genetic and cellular structure. He can impersonate others or enhance his body for combat, either by turning into animals, monsters or simply make his body stronger.


Lycanthropy - Leo originally found out he was a werewolf, before discovering his other shape-shifting abilities. Although, it's the only one he has no control over.


Likes:


-Nighttime


-Quiet



-Thinking



-Being different



-Tea



Dislikes:


-Daytime


-Loud noises



-Irrationality



-People who pretend to be someone else



-Coffee



Personality:


Leo is serious, quiet, and has loner tendencies. Enjoys solitude and tends to sit back and observe. Although secluded and aloof, can be quite funny and entertaining when in the right mood. He spends most of his days awake at night, mostly because it's quiet; many people thinking he is a nocturnal being. Also, as much as he would like to, Leo in his human form is incapable of hurting anything. He can't bring himself to it without influence from a different form. He hates when people try and change him or make him do something, and when people pretend to be someone they're not. Leo is also perfectionist yet makes many clumsy mistakes.


Origin Stein:


2nd


Biography:


Opt. (I will write one ASAP!)


Other:


Has a deep interest in the unknown
 
Character Sheet


Character Quote
: "Dream with me, the impossible dream. Right with me, the unrightable wrong."


Title: Not that he ever officially accepted one, though he would find simply "The White Knight" to be quite apt.


Name: Sir Syrann and Kaatl


Nickname: Please don't call him Syr. Or Ann. Though Syr is preferable to Ann, that still does not mean it is generally preferable for any reason.


Age: 22 for Syrann, unknown for Kaatl


Gender: Male (Syrann), Female (Kaatl)


Species: Human (Syrann), Fairy (Kaatl)


Ability(ies): A strange resilience to magic of any sorts if hit directly. Syrann's body body appears to absorb the raw energy, though the process is excruciatingly painful, inducing long bouts of nausea.He lacks any control whatsoever over this, thus rendering more benign energies such as the healing sort just as crippling and nauseating as purposely destructive ones.


His armor, meanwhile, naturally opposes any forces of unnaturality, such as demons or the undead, generally anything supernaturally teeming with pure evil, his presence causing pain and discomfort to the more powerful, while outright destruction to those of lesser standing, though masters of their sinful craft can ignore any adverse effects.


Appearance:


ALWAYS_PROTECTING_zps5cf757d2.jpg



The knight, Syrann, is a giant among men, standing at seven feet, yet is never seen outside his armor, and when asked about his appearance simply replies something like "Nothing too worthy of wondering!" before making a hasty retreat.


There are some, however, who say that when they were near him, they could make out the distinct stench of ash.


Likes: Tales of all sorts, music, the quiet, resting, adventure, other compassionate persons, a good conversation regarding the state of the world and its possible futures, cooking, drama


Dislikes: Injustice, the weak getting exploited, magic of any sort, deep waters, bloodshed, darkness, the color red


Personality: Despite his ever-masked appearance, Syrann always tries to be cheerful, though his compassion and idealism appears to be purposely irrational, him going to insane lengths to trust even the most ruthless, while always striving to protect the helpless with a desperate disregard for his own life.


Usually, his voice carries a strange nervosity that appears to originate from a deep-seated uncertainty about himself.


If he manages to gather confidence, the way he carries himself is one of overflowing drama befitting the character of a romantic fairy tale, with him visibly reveling in the sheer audacity by emitting a loud, bellowing voice and incantations of righteousness.


He never takes off a single plate of his armor while in sight of anyone, with emotions appearing to be either shame or fear.


Kaatl meanwhile shares many traits with Syrann, always showing a good mood of sorts, though whereas he can be called shy at times, she likes to have the attention of those around her, however when it comes to threats she exhibits noticeable cowardice.


Due to her appearance, one can be quick to assume that she is rather childish, which her actions and usual behavior do reinforce, quite consciousely invoked as a defense-mechanism, though her friendship towards Syrann does appear genuine. Besides this, she takes some amount of pride in her knowledge of culinary delights, calling herself a traveling gourmet, even if she has not been able to indulge in such for a long time.


Origin Stein: 2nd


Biography: Born he was from the union of a smith and a noble knight, though the latter, his mother, vanished mysteriousely just after his birth. As soon as Syrann grew to be able to walk, he was given to the same knight-order that his mother had once been part of.


He was trained and found to be capable and full of vigor, though strange dreams, voices and visions of untold bloodshed plagued the young lad's mind, as well as an instinctive fear of females of any species that he appeared to have carried over from early childhood.


It was during this time that he found the fairy Kaatl, who Syrann, a young recruit at the time, found in an unconscious state, her wings broken and unable to fly.


After hiding her from the rest of his outspokenly xenophobic Order and nurturing her back to health, Kaatl befriended him and, via establishing a weak form of a mental link, safe-guarded his sanity and eased his pain, silencing the voices he heard. During his stay at the Order, she was always with him, though hidden from sight.


These days, he cut off all ties to the Order after an incident that ended with the death of several of his compatriots while Syrann himself appeared never again without his armor.


Other: Animals instinctively shy away from him. This also renders him unable to ride conventional mounts, as horses experience intense fear in his vicinity, to the point of being uncontrollable without exerting painful force.


He is also musically quite capable with the violin, a hobby he has taken to practice with a cheap fiddle he received from a thankful soul for service rendered.


Theme:

[media]
[/media]
 
Character Attempt 2: Electric Boogaloo


Character Quote: "Every puzzle piece is necessary, no matter how oblong or misshapen."


Title: The Foolish Philanthropist


Name: Marianne Tomie


Nickname: Mary, Anne


Age: 17


Gender: Female


Species: Human, Elf-blood somewhere far up the line of her ancestry.


Abilities: Very weak magical abilities (cantrips) from her weak elf-lineage, very talented seamstress.


Appearance:

j1vB4vg.jpg
Likes: Helping others, luxurious comfort, the smiles of the downtrodden, restful slumber, bragging about her heritage


Dislikes: The cruelty of the system, uncomfortable living conditions, dirt, actual hard work of any kind, reminders that her "heritage" isn't really that special.


Personality: Marianne is a very sweet, but very naive girl. Raised in pampered luxury, she had never, until very recently, ever experienced hardship of any kind. She is also quite headstrong, believing that any wrong can be righted simply by putting more effort into it, and that any obstacle can be overcome with enough willpower. However, she does not, in fact, have very much willpower, and is in fact very prone to complaining about even the most minor discomforts she is subjected to.


Origin Stein: Inner, then 3rd, then Inner again.


Biography: Born into a very wealthy noble family, Marianne's early life was practically perfect. Waited on hand and food, never wanting for anything, a typical fairy-tale princess life. At an early age she began showing interest in philanthropic pursuits, advocating to her (amused) parents for better working conditions for the servants, or less hours for their chefs, or whatever cause she fancied championing at the time. However, at the age of 15, she overheard some of the staff talking about the atrocious state of the 3rd Stein. Convinced that it was her duty to assist, she snuck out of her family's home late at night, and made for the outermost Stein. Only when she arrived did she realize how good she had previously had it. Resolute in her cause, Marianne managed to spend an entire year in the outer Stein, working as a seamstress, giving her meager earnings to anyone who requested them. She quickly came to be known as an easily manipulated fool. After being robbed one night, Marianne decided enough was enough, and managed to make her way back to her home. She has since spent her time relishing the luxury she once took for granted.


Other: IGNORE THE FACT THAT THE CHARACTER PICTURE HAS WEIRD DOLL JOINTS ON SHE HANDS
 
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"Have you tried turning the rune reactor off and on again?"




The Restless Enchantress




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Name: Nina Farore


Nickname: none.


Age: 23


Gender: female


Species: human


Abilities:

  • Enchanting Master: Nina has successfully mastered the art of enchanting, the action of imbuing objects with magic or simply making their innate magical properties flow correctly.
    Using both cutting edge and long forgotten techniques, Nina is capable of turning the most mundane items into artifacts ranging from the most beautiful decoration articles and fashion accessories, to fearsome pieces of arsenal capable of boosting the inherent properties of the object itself and its wielder, both magical and physical alike.
    However, not everything is as easy as it sounds. Not every material is capable of holding the same amount of magical energy, and those that can hold the most and act as "magical batteries" are often the most expensive and rare precious metals and gems, which not everyone can afford (or, in some cases, even find), or at least in meaningful quantities.
    In addition, charging these batteries to their fullest potential requires extracting magic from other places. While there is residual magic in the ambient in pretty much every point of the planet, it is not an efficient enough energy source to depend on it. The quickest methods, like elemental or matter burners, may require expensive and clunky devices or materials, but in the long run they are probably the wisest choice.
    Knowing the exact amount of magic a battery can hold is important to avoid overloads. If an enchantment ever receives more magic flux than its maximum supported amount, it could break and cause unpredictable (although confirmedly very painful) effects on the user and whatever is next to the enchanted item in the moment of the overload.
  • Indefatigable Investigator: but Nina isn't only good at repeating stuff she has learned from books. Due to the nature of enchanting, much more mechanical and logical than casting (which she's terrible at), Nina has been capable of developing on her own new technologies that helped to improve her ever growing repertoire of techniques.
  • Basic Raw Magic Manipulation: despite not being a brilliant witch, and having shown very little interest in traditional magic since her school years, Nina knows how to manipulate raw mana.
    Raw mana manipulation is the most basic magic school of them all. It provides a common ground, a framework for the great majority of other schools to work with. Other more advanced schools like pyromancy, conjuration or telekinesis use their spells to refine raw mana in other forms of power, such as fire, material constructs and kinetic energy, respectively. This is why raw mana manipulation is considered both the most important and, at the same time, simplest school of magic of them all.
    Using raw magic, Nina can form simple solid objects at will, which can then be propelled at high velocities to use as projectiles or simply wielded as weapons. However, although this seems quite useful and very similar to conjuration, it actually has many limitations that make it considerably less useful than other forms of magic. For example, forming sharp, complex or small and detailed shapes is pretty difficult, and spawning sentient constructs is almost impossible, not to mention it is probably the least efficient form of magic. Because of this, no serious magician has ever tried to use raw magic in real world situations.
    The velocity at which the construct is spawned and the size, weight, and shape of the object are determined by the ability of the caster and the amount of magic used during the casting. Spheres are the most stable shape raw magic can adopt, and is therefore the easiest type of construct to produce.


Appearance: Nina has a long, beautiful silver mane. Feminine facial features, delicate body; obviously not built to be a fighter, but a princess. However, behind her apparently soft appearance, there is a piercing glare and a defying countenance forged after years of being mocked by her classmates.


Her favorite attire is a white cotton dress with a long tail and dark brown details. She also loves wearing her family's jewelry, given to her by her mother when she reached adulthood. However, some of said pieces have been modified and enchanted by Nina to help her boost her more than deficient innate magical abilities to match those of an average magician. She also wears a pair of golden anklets as a replacement for other footwear. The reason why she chose to wear these barefoot sandals instead of proper shoes is unknown.


Personality: Nina is a competitive and stubborn girl. While very energetic, she will remain fairly calm and serious as long as she is not provoked. Shall someone defy her or suggest that she couldn't perform a given task, Nina will do everything she can to prove them wrong. Nina always has to be the best, and if she is not she will not rest until she is.


Likes: perfection, knowledge, magical reactors, experimenting with magical reactors, investigating magical reactors, long baths, calm afternoons, good wine or liquor, magical reactors.


Dislikes: people who underestimate her, pretentious assholes, not being number one, expensive materials, beer.


Origin Stein: 2nd


Biography: Nina had never been a brilliant student. Even though she tried her best at dominating magic, she simply couldn't keep up with the rest of her classmates. Not even the best particular teachers her parents could pay were able to make a difference; she had effectively reached her fullest potential at the early age of nine. Where her classmates had to take a week to learn, she had to take a month and sometimes even two to do the same. And as everybody knows, kids are cruel, and their magically inept classmate was obviously the easiest target.


Year after year, Nina had to watch classmates from several grades further and some years younger than her laugh at her for being what was probably the worst student in the story of the school. The cruel students progressed from simply talking behind her back to practical pranks, and then to plain assaulting her. But one day, after some unlucky soul decided to insult her mother for being from the outer stein, she decided enough was enough. One disciplinary expedient and one thrashing of an important magician's son after, Nina got expelled from the school permanently.


However, that day something clicked in the young girl's mind, and an unseen sense of self determination emerged from the depths of her soul. She promised to herself to never let anyone else step on her or her family's honor again, but for that she should have to become powerful enough to avoid something like this to happen again.


Nina heard some of her teachers talking about enchanting, a technique capable of transforming the most useless items into tools capable of performing wonder. Almost instinctively, she knew enchanting was the key to her success, and so she decided to dedicate her life to the study of this art until she was powerful enough to show the people who laughed at her for years that they were wrong.


Other: Nina is capable of tasting the magic in things. This is the reason she is a vegetarian, because according to her, vegetables' life energy tastes better. It is also the reason she dislikes beer, although in this case it is because "its crude taste simply kills all the magic flavour it has".

 

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"It's said that dead men tell no tales. The truth is... there's no one to listen to them."




The Undying Family




Name: Leroy Peddimarco


Nickname: Necromancer


Age: 65


Gender: Male


Species: Human


Abilities: Leroy's family is cursed to forever wander the earth, undying. Eternally bored, the extended Peddimarco family's shambling corpses follow Leroy wherever he goes, offering advice and assisting him in his duties. Leroy's current undead family is ten in number, of varying ages.


Leroy is also able to speak with the spirits of people outside his family through one of the deceased person's keepsakes.

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Likes: Peace & quiet, hot tea, cotton pants, cats, dogs, maggots, sweet-smelling herbs, his grandchildren.


Dislikes: Decay, disease, marshes, hammers, pain, his grandchildren going off on their own.


Personality: Leroy embodies the concept of the sweet old man. He is non-confrontational, but will often argue against his family's wishes. Leroy is immensely patient, but patronizing towards anyone who wants to keep a quick pace. Leroy believes patience is a virtue, and has all the time in the world to do what needs to be done.


Origin Stein: 1st Stein


Biography: Three generations ago, the Peddimarco family angered a gypsy tribe by forcing the gypsies off the land they were staying on. In retaliation, the gypsies' matriarch cursed the Peddimarcos to never know the sweet release of death. After two generations of agonizing fear and suspicion towards older members of the family, the Peddimarco's finally accepted their fates. Now, any Peddimarco that dies has their flesh removed and their bones coated in metal, allowing them to remain active for years to come. Leroy and his grandchildren are all that remains of the Peddimarco family, after Leroy's daughter and her husband were assassinated.


As of now, the Peddimarco family consists of: 1 member of the 1st generation (a great-uncle), 3 members of the 2nd generation (one grand-parent and two grand-cousins), 3 members of the 3rd generation (Leroy's mother, father, and aunt), and 3 members of the current generation (Leroy's brother, his daughter, and his daughter's husband).


As the Peddimarcos are members of the 1st Stein, they are exceptionally wealthy and sociable. Most of the other noble families know of the family's little "eternal-undeath" problem, and treat it as just another eccentricity.


Other: Leroy never goes anywhere without at least one ancestor with him. In public, his ancestors wear thick, concealing robes. Though Leroy doesn't understand the first thing about fighting, the males of his family traditionally were knights. Though these old bones can no longer support full armor or powerful magics, they are still quite knowledgeable.

 

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"You want it? I can get it for you."

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The Black Dragoon



Name:


Sir Isaac Dorovich


Nickname:


Zak


Age:


24


Gender:


Male


Species:


Human (though many call him a snake)


Abilities:

  • Spare Change: Zak has learned that not all items can be obtained naturally, and discovered methods through which he can change less valuable objects into those which his clients desire. By imbuing unwanted matter with magic, he transforms them into other forms. Also known as Alchemy.
  • Confound: Causes general befuddlement to the target. Slowly increases in effect over time, similar to the effects of a night at a bar. Commonly used to gain an upper hand in negotiations, or to talk his way out of an encounter with guards.


Likes:


Money, respect, alcohol, change, black clothing.


Dislikes:


Guards, the White Queen, pay by credit, being called old, needless bloodshed.


Personality:


Isaac is every bit the shrewd businessman that a black market salesman needs to be. He is known throughout the less savory parts of Wunderheim for his reliability and skill. He has a rebellious streak, which is what led him to his current profession. Those who have gotten onto his bad side find he is quick to take up his infamous lance, although...


A few mannerisms remain from the days of his high-class upbringing. He conducts himself with an air of elegance that makes him stand out from those outside the inner district. Those lucky enough to be on good terms with him find he's quite the pacifist, as he frequently moans about times he is forced to use force. So long as he's given the respect he believes he deserves, he is happy to return the favor.


Origin Stein:



Inner, though currently in 3rd/2nd


Biography:


Isaac was born to a noble family in the inner district. His family's high standings brought him close to the White Queen on many occasions as he grew, from banquets to parties to just playing in the castle gardens. Through these many meetings, Isaac grew to know the White Queen well, and his opinion of her formed quickly: He saw her as weak when she cried. He saw her as indecisive when she tried to treat all equally. He saw her generosity as a mask over her loneliness. He saw her single-mindedness as lacking the broad view necessary for leading.


Isaac did not like the White Queen, and thought her unfit to rule.


This led the young Isaac into a rebellious phase that got him and his family into a lot of trouble. Eventually his infamy convinced his family to disown him, and they droped him into the second district at the tender age of 12. Isaac refused to acknowledge the loss of his nobility, insisting on being referred to as "Sir Isaac" while living in the slums.


Isaac was taken in by a group involved in the black market at age 13. They taught him the ins and outs of procuring valuable objects for clients, including a number of runs to steal dragon eggs from their nests. At age 16 the merchant he procured goods for began to teach him the skills needed for fencing, such as finding clients, setting up trade locations, and negotiation tactics. It was during this time that he discovered his ability to confound others.


By age 21 Isaac had begun his own business in the black market, handling both the procurement and sale of illegal goods himself. Only one of his orders ever went unfulfilled, and that due to special circumstances. A client approached him and requested a peculiar stone and a number of research journals find their way out of the possession of an old man deep in the third district and into the client's hands. Isaac agreed (after more than doubling the client's price) and began his work as normal.


In the old man's home, things quickly became paranormal. The old man was bedridden when Isaac arrived and held the stone in his hands. After a short conversation, the man requested that Isaac protect the research and stone from thieves (despite Isaac being one himself), then promptly died. Upon reading the research, Isaac decided that it would be far more valuable to keep the stone and research for himself, thus reporting to his client that the goods had been destroyed. The research and stone, of course, served as the basis for Isaac's Spare Change.


Over the years, Isaac has suffered many betrayals. These, coupled with his Spare Change, led to the creation of his infamous lance, Bei. The lance was first created from bones and blood taken from the corpse of his first betrayer, but soon was reduced to the blood from each of those he killed with Bei. Using Spare Change, he keeps it with him at all times, wearing it beneath his clothes as what seem like bloody bandages wrapped around his chest.


Other:


Yes, he has a reason to work with the White Queen on this assignment, despite his dislike of her. A good order delivered by a bad leader remains a good order.
 

Character Quote: "Kid, I'm wearing a tiger. You don't mess with someone wearing a tiger."

Title: The Oni With an Iron Club




Name: Akane

Nickname: Akane

Age: Unknown, records of her go back at least 60 years.

Gender: F

Species: Oni

Abilities:

Oni: As a powerful oni, Akane has arbitrary levels of physical strength, toughness, and endurance.

Kanabo: Akane carries with her an enormous, heavy, and nigh-indestructible iron club that she is skilled at fighting with. She is also capable of throwing it with incredible speed and pinpoint accuracy. Finally, the handle has been enchanted so that she can recall it to her hand at will.

Resistance: Akane carries the brand of the cult that "captured" her, granting her extreme resistance to all forms of magic. Furthermore, it grants the ability to see and treat magic as a tangible thing, allowing her to handle barriers and the like with her bare hands.

Appearance:
kkGT0Mf.jpg


Likes: Sumo, Drinking, Fighting, Gambling, Free Stuff

Dislikes: Beans, Holy Men, Magic, Self-Righteousness, Boredom

Personality: Akane is a hot-blooded oni with a chip on her shoulder, ready to kick ass and take names. She's a loose cannon that lives on the edge. If she had a middle name, it would be "danger". She's an oni on a mission, and she's not gonna lose sight of it no matter what.

Origin Stein: N/A

Biography: There exist records of a bandit terrorizing the mountains to the east of Wunderheim, a terrifying red-skinned woman who robbed caravans but stole only food and liquor. About forty years ago, a small cult dedicated to the study and eradication of dangerous mystical creatures made a great effort to bind her, knights and magi working in tandem to seal her away. While they ultimately failed, the massive amounts of mystical power the magi pumped into sealing Akane did manage to stun her for a time, long enough to bring her back to their stronghold, locking her into a cell deep underground and sealed with every manner of enchantment and barrier they were capable of. She broke out within the month, stating matter-of-factly that the gruel they had been giving her was a little too watery. The cult and the oni continued on back-and-forth throughout the next twenty years, the cult developing new forms of magic to seal Akane, and Akane breaking through them with sheer brute force. Akane found it enjoyable, like a sort of game. The steady diet of wheat gruel was, while admittedly bland, more consistent than the constant up-and-down of a bandit chief's diet. Eventually, both parties came to an agreement: Since the cult could not hold Akane, she would be their agent, handling those creatures that mortal men could not. In exchange, Akane would receive better meals, some liquor, and a nicer place to sleep. Akane, being a creature of simple tastes, agreed. Over the next twenty years, Akane fought against the enemies of the cult and man, their final offensive measure for hunting rogue agents or the creatures of the night. Most recently, she has been sent to Wunderheim to track down a rogue agent who is thought to have fallen to the dark powers.​
 
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"As a healer I would gladly give my life if it means another is spared; shall District 3 ever face retaliation for goals of this land by the gods I promise you will see me in the front lines of battle."

Faith of the Healer's Heart


Faith Ariawyn

witch_forest_eyes_amber_moon_female_night_hd-wallpaper-1573791.jpg


Nickname: Green [To those who know her well]


Age:
20

Gender: Female

Species: Human

Ability(ies):


Healing- While Faith is very skilled at using her abilities, healing certain advanced injuries can require a toll on her body; if a attempt too much for her is made such as healing someone very close to death, she can end up sacrificing her own life as a result.

---

Herbal Care- While not technically involving her own abilities, falling to natural herbal remedies in truth has allowed Faith to treat and prevent illnesses from spreading or getting worse while not fully risking her life. In the Ariawyn Shelter, there is a herbal garden where Faith grows her herbs for those she treats. When she starts to run out of a certain herb, she will occasionally call upon help from plant manipulators to help her plants grow faster to take care of an outbreak quickly.

She falls to herbal remedies because it is a result of the 3rd Stein not receiving proper medical supplies, something she still infuriated by to this day.

---

Spirit Connection- After making attempts to revive the dead, Faith has managed to make connections with spirits. More often than not it can only be used when the spirit is still connected to its original body; however, there are times she has managed a connection by chance alone if victim suffered a violent death.

---

Control of Life Essence-For the most part, Faith's abilities are rather innocent carrying the beauty of life with them...however there is always a balance necessary for each individual, and that is Faith's ability to not only grant life...but take it away.

This ability is a very complex one that Faith does not like to talk about with anyone. It is dark, carrying the essence of violence that the young woman wants to avoid. She has been warned by both her grandmother and spirits alike that this ability is not to be trifled with.

The rules for it are:

-She cannot directly kill anyone with the ability


-She has to try other methods first, attempting to beg, bargain, plead, or fight to get out of the situation.


-Life must be at risk: their must be a
threat of death and the premeditation to do so.


-The ability cannot be used as a
punishment to a crime


-It is a last resort


-Punishment for ever misusing the ability with any sense of malice is death

Her grandmother who also had this ability warned her that controlling the essence of life was not something that could be messed; all life is sacred and the spirits will not be pleased knowing she was messing with things beyond her control. As a result of her grandmother's teachings and warnings from spirits over time, she is very reluctant to use this ability.

Likes:

Pleasant people


Gardens



Fishing



Chatting with spirits



Back/Shoulder Massages


Dislikes:

Violence


Rudeness



Necromancy



Taxes



Prevention from getting medical aid by the Armed Guard


Personality: Faith is a kind and gentle person willing to give her own life to protect someone else's. Making every effort to bring happiness to those who have none, she does her best with what she has. Within her district she set up a medical shelter to provide medical aid to anyone without asking who they are or what gave them their injuries. Her hatred for the guard comes from the refusal to provide medical aid to District 3 due to the criminal activity within said district.

Origin Stein: 3rd [Her lineage is from the 1st]


Biography:


Faith was not born into a noble family, she started life hard scavenging for food and supplies in the farthest outskirts of District 3 where the city is the most densely populated. Her family was torn apart as a result of being forgotten; her mother died giving childbirth to her daughter, while her father grew sick after Faith reached five years of age. For many years she fought to keep him alive by scavenging, sometimes even stealing food and medicine from others during times of desperation.

Eventually there came a time she stole medicine from the wrong person. A elderly noblewoman by the name of Helga D. Ariawyn grabbed the little girl before she had a chance to get away. At first she meant to scold the girl, but the abilities she sensed the young Faith had made her realize that there was more to the child. Faith only begged and pleaded to let her go so she could get home to get father which Helga eventually did.

That night by the time Faith arrived home...her father was dead. Because of her youth and lack of training with her healing abilities, when Faith attempted with all her might to revive him, she collapsed on the ground at her father's bedside and fell into a slumber for five entire days. During those five days Helga had found her, buried her father, and brought little Faith home and healed her enough to keep her alive.

When Faith woke up Helga immediately scolded her for her actions, stating that using that much of her healing ability without proper training would have killed her immediately if her father had been more alive. Faith was alone now, the thought causing the young girl to cry and weep unsure of what to do to survive. She explained to Helga that she had pleaded with the guards to help her father, begging them to provide her with medicine; however they only ever mocked her.

Helga made a deal with Faith, she was much too old for it now because she knew it would require very much attention. If she accepted Helga's healing training, she would use what she learned to help those who could not afford medical care on their own. Faith promised and under Helga's noblewoman name Ariawyn she became her apprentice and almost a daughter.

Over the course of fifteen years Faith would receive extensive training on how to heal the sick and injured. At the age of 8 Helga realized not only did Faith have the ability to heal people, but she also a bit of talent and desire for planting herbs in her garden. With Faith's help the two of them were able to provide dozens of people with more adequate care, saving many lives with a mix of healing power, and herbal remedies.

When Faith turned 19, Helga was dying gave instructions to Faith to examine a box of photos and trinkets. Faith did so, and eventually came to the realization she could never have expected. Helga was really her grandmother. Helga explained that she and her late daughter had never been able to communicate with one another, always fighting because she wanted to help everyone...and Helga wanted to focus on protecting herself and her daughter after they were forced to District 3 because of Helga's healing ability and her moving too and fro between the Steins because she provided free healing and medical care to those who called on her. Eventually Faith's mother had left and Helga lost touch with her until she became pregnant with Faith. Helga promised Faith's mother that if she died during childbirth, she would keep contact with her daughter and husband. Helga kept that promise...until that little girl was found in her garden trying to pull out herbs in the cold rain.

Before Faith realized it, Helga was already dead with a smile on her face, as if happy to finally let the secret out. Faith once again tried to heal her grandmother, having many questions and seeking answers to them. Doing so led to another discovery. Faith once again past out from the act, but not nearly as long as she thought. She awoke with her grandmother beside her scolding her for her actions. Faith was able to see her grandmother's spirit...but Helga sighed and told her that she could only say goodbye and she was sorry for keeping Faith's origin's a secret. Faith forgave her, and with that her grandmother's spirit past on.

Faith with her companion Percy [A little black cat she found cold, hungry, and wandering the streets] continues living in her grandmother's home, the place now held a sign up that read The Ariawyn Shelter. Faith has become quite popular among the members of District 3, and she strives to make change for the people she cares about. There are a lot of hopes placed on her, she only hopes herself that her strength would be enough to live up to them.

Other: She has a black cat named Percy [Or Perseus when she scolds him]​
 
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Character Quote: "Trade ya for it!"


Title: The Urchin


Name: Colette du Gitans


Nickname: Hey, You; Accordion Kid; Gypsy Child


Age: 14


Gender: F


Species: Human


Abilities:


Swap - Colette has the strange power to trade the locations or traits of any two entities.


Accordion Skills - Colette plays a mean accordion.

VW9WkAr.jpg



Likes:


- Her accordion


- Gambling


- Stories


- Haggling


- Getting even


Dislikes:


- Starving


- Traitors


- The upper class


- Authority figures


- Dolls


Personality: Colette is of an outwardly playful and friendly demeanor, always confident in her abilities, both as a thief and as a musician. Underneath this, though, lies an undercurrent of wariness. For all her friendliness, Colette trusts nobody, especially those in power and those she sees as their servants. More than that, she's mean- Colette makes a point to get even with those who she feels have slighted her, especially those of a higher social rank. As far as she's concerned, anyone who willingly associates with the authorities is more than deserving of any crime or hardship inflicted upon them, either by man or circumstance.


Origin Stein: 3rd


Biography: A gypsy child of a gypsy woman, Colette spent the first seven years of her life in a caravan, listening to stories of terrible beasts from faraway lands, learning how to play instruments and people for a piece of silver or two. They had some rough times, yes- the nomad life was hardly free of worry- but altogether it was a peaceful childhood. Life was alright, right up until her caravan ended up getting run out of town without her, leaving Colette, age 7, homeless and stranded in an unfamilar city. She learned, though. She performed on streetcorners, ran crooked Find the Lady, shell games, and more. Soon she was using her strange powers to thieve from others- amazing how well one can live off the ability pick a man's pocket at fifty paces.


Other:


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[/media]
Her theme.
 

The Lady Gaia

upload_2015-4-1_19-33-58-jpeg.110695



(but with a streak of white hair along her right; and she has a less revealing top)



~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



Name:



Polaris A. Mentha



Nickname:

Nobody's given her one.

Age:

17

Gender:

Female

Quote:

"The impossible is fun to do. Want to join me?"

Species:

Human

Ability:

Nature - she can make plants grow, and do her bidding; she can replicate the genes and cell structure of different plants with a different seed (this takes more energy than just having that seed) so she can grow a dandelion that glows, figuring she's seen a bioluminescent plant. She has to have seen a plant to copy it. She needs seeds to make anything grow, so she carries packets around. In extreme emergencies, she can make plants without the seed, but this drains her to the point of nearly passing out. She carries a thick whip make from a wickedly thorned vine.

Healing - A holdover from her plant abilities, she can heal others, and herself. (cuts and bruises aren't a problem, however, to heal a bone would be too much; she'd have to take a break. It IS possible for her to kill herself by healing another) This is based off her ability to replicate the varying medicinal properties of plants; so, she can also create sedatives, or poisons, but she doesn't use the poisons because it hurts her as well, so she doesn't study them often. She must be in contact with the person.

Likes:

-Writing stories, especially fantasy

-Practicing with her sword + shield

-Playing her ocarina

-Sketching with charcoal

-Plants + animals

-Anything bio-luminescent, really. Like fireflies, for example.

-Loves the stars

-Helping others

-Good mead

-Tea

Dislikes:

-Jerks

-Snobby nobles (not-snobby nobles are okay)

-Anyone who acts superior to anyone

-Non-team-players (As in, the ones who are counterproductive to the team, due to spite, pride, ego, etc. She's okay if you're a lone wolf.)

-Unnecessary violence

- the Black Market

-(secretly) the Red Queen

-Pessimism

-Fire

Personality:

Very optimistic, in a calm/relaxed way. Curious and adventurous. She is jovial, not too chatty, but seemingly able to make anyone smile or feel at ease, often joking around, and making herself the butt of the joke. Nice, forgiving, caring, sweet, motherly. She will kill in defense of the third, however, in self defense, she tries to maim or disable, not kill, for she feels she is not judge or jury. She is a very good natural leader, with what is seemingly a natural good judgment. She is also VERY resilient, and very quick-witted. Due to the requirement for her to occasionally kill something to save something, she has complete and total control of her emotions, but she only puts her emotions on lock-down when a true need for it arises. (For example, she'd do it if her friend was murdered: she'd cut off emotion, find the facts, act like she used to so she wouldn't be noticed, punish the murderer, then let herself mourn like normal)

Origin Stein:

3rd

Biography:


(
leaving some to be revealed) Grew in the 3rd Stein, began taking care of herself early on, she was very independent from her parents. As she, for the last many years, has been simply growing food or trading plants for meat, she's been able to put her focus on other things, like reading, writing, drawing, ocarina, etc. Her mother is still alive, working as an herb merchant in the 3rd Stein, her father died years ago in a mining accident. She was never angry over it, as it was an accident. Her parents had both raised her to be kind, independent, thoughtful, generous, optimistic, and honorable. Supposedly, her lineage was of very high noble blood, but for some unknown reason, they willingly stepped down. Supposedly.

Other:

Has done things that gives her enemies, such as freeing slaves or children. She reads a LOT, mostly from books she's found. She writes and draws in a sketchbook she found, and when she fills one, she finds another. She carries an ocarina around, on which she likes to play reels and jigs. Her weapons are a whip made from a thick thorned vine, a sword, and a shield with a green tree on a white field; (supposedly, she's from some form of high nobility; which may also explain the white streak in her hair) two tomahawks for throwing, and bags of seeds of varying types. She's of the opinion that the White Queen is good, but perhaps their leader should get out more, and in the dirt occasionally.​
 
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Title: Man of Shadows


Appearance:


View attachment 96649
images



Name: Leif Kolanthel


Nickname: Elvin or Shade


Age: 17


Gender: Male


Species: Elven-raised Human


Original Stein: 3rd


Power(s): Lief may become almost completely invisible. However, he only has the ability to do this for a minimal amount of time as it takes extreme concentration. It is also very difficult to use his powers when he is angry, scared, or feels threatened.


Likes:

  • Lief enjoys being alone and away from everyone. He is very aloof and prefers to be in secluded and dark places.
  • His favorite pastime activity is thinking. Whether it be strategically for a battle/fight or just for fun. (Yes, thinking can be fun.)
  • Lief loves hiding; has throughout his entire life. When he was younger, Lief would always win hide and seek when playing with the other kids his age. (Who eventually gave up on and got bored of trying to find him. Poor guy.)
  • Although he insists on being alone, Leif secretly yearns for the presence of others. He hasn't quite learned that certain trait about himself yet though.
  • His only real entertainment in life is playing with his pet, Raven. (Which so happens to be a crow.)


Dislikes: (At least five)

  • Liars. Leif hates liars. (Well, everyone Leif comes in contact is a liar unless proven otherwise. He has very serious trust issues.)
  • Running, being rushed, or being forced to do something. Patience is the key in life. Also, no one will tell him what to do unless worthy of it. (Again, the trust issues thing.)
  • Getting in arguments with his pet. (May be hard to believe, but it happens quite often.)
  • Daytime is way too bright. Who needs light anyways?
  • Most of all, Leif hates being reminded of his childhood. Who he used to be.


Personality/backstory:


Leif Kolanthel comes across as a very quiet, independent, and unemotional person. However, it couldn’t be further from the truth. On the inside, Leif is a very loud person. He speaks with his thoughts. Thinking is something very important to Leif. He yearns for the presence of others, and his very will is driven from his intense, fiery emotions. Though, Leif is not one with himself. A constant battle with the person he is and the person he wants to be.


Leif has always been a great fighter. As a kid, the others would always try and pick on him because he was different. He was a human. He chose not to speak, and rather spend his words with his actions. Calm and patience is key. Leif learned this at a very young age. Despite his highly capable ability in the art of combat, Leif chose not to fight unless he felt it was needed.


Being able to fend for himself allowed Leif to gain respect of the other children. Eventually, they began to play with him. Leif’s favorite game was hide and seek. Oh yes, he was the ultimate master. He always had this special bond with darkness and being hidden. (Both physically, emotionally, and mentally.) Kids had a very tough time finding him. Several times, they would walk past him and he would sit there trying so hard not to laugh because Leif felt like he was in plain sight. Little did he know that he was really unable to be seen. Yes, he was invisible.


images



Skills: Leif can hide extremely well. He can jump as well as land ever so swiftly, from any height. In a battle, he can use his enemies thoughts or moves against them, as long as he stays calm. As soon as he is set off or becomes distracted, it is easy for him to lose control of the moment.


Weaknesses: Distractions, Light, noise, large amounts of people, and heat.


Preferred Weapon: Dagger-scythe


View attachment 96676


Animal companion: Raven


images



Other: Leif will eat anything, as long as it's not cooked.
 

Character Quote


"I'll read ya Future~"


Title


"The Clairvoyant"


Name


Auriana Hexe


Nickname

"Aurie"


"Midget Witch"


Age

25 (Though Physically she appears about 10 )

Gender

Female

Species

Human

Ability

Clairvoyance - Her most known Ability, This allows her to gain visual Information about Ones Future , Past or even allow her to make Literal Mental maps of Area's. She can also use this Ability to gain Knowledge from Residual lift force left on Objects, Knowing who has used it within the Past day and what for.

The Tarot cards (Major Arcana) - Her Main Combat ability , These Cards allow her to do a Large Variety of things though their effects vary and might come with a Backlash.




Minor Arcana - This ability allows her to summon Low - To Medium class Elderich beings or Control a Certain element for a Time. Depending on how she decides to use it. The More numbers the Card has the more Dangerous it can be, Queens and Kings being the Deadliest in her Arsenal when it Comes to the Minor Arcana.




The Wand



This allows her to summon a Group of Flame wielding Imps, that rain a Barrage of Hellish flame on her Foes. This Card also allows her to control the Element of Fire.



The Pentacle


This Card allows her to Summon a rather Large Angelic Being that performs Divine Magic to smite or heal. This card allows her to control the Element Of Earth.



The Chalice


This card allows her to summon a Two Long Sea serpents that try to devour and drown the Enemy. This card allows her to control the Element of Water.



The Sword


This card allows her to summon Three Golden knight like beings that directly attack Foes or protect Auriana from Harm. This Card allows her to control the Element of Wind.


Appearance

halloween_anime_witch_by_cammiecandie-d40w39j.jpg



Likes


+ Nice, Honorable People.


+ The Dark



+ Rain



+ Books



+ Magic of all Kinds



+ Posh, Royal like things



+The White Queen


Dislikes

- People Claiming she's a Con.


- Rude , Malicious people.



-People insulting her about her Shortness



-The Crimson Queen



- Overly Bright places


Personality

Auriana is an incredibly child like and overly Energetic person , Who is usually always rambling about something of interest being quite the chatty person. She is at the core very Kind and has quite a lot of Innocence willing to help anyone if she deems it's for a good cause, and never expecting something in Return. Coming off as quite Jovial and having a Child like imagination. She is also rather Sympathetic and emotional, crying at the slightest of things etc a Squirrel getting hurt. These personality traits tend to make people assume she's a child playing dress up of some sort much to her chagrin. However when the Situation calls for Seriousness she is more than willing to turn stone faced and give it all that she has, defending anyone she deems a friend with ferocious vigor.

Origin Stein

She is known to hop between The 2nd and 3rd Stein, However she is currently Occupying the 2nd Stein.

Biography

W.I.P

Other

It is generally unknown why she looks like a Child even to herself, Though she speculates it's because of the Usage of Tarot cards slowing down her bodies Physical age that or Exposure to Chemicals.


She also possesses a Small Imp like Familiar who helps her with a variety of things.


wizard__s_familiar_by_nightblue_art-d4m4dwd.jpg



 
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Kyle MacTavish

<p><a href="<fileStore.core_Attachment>/monthly_2015_05/1241927-bigthumbnail.jpg.85837f56e12fa8e8063536ced9a8416c.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="52012" src="<fileStore.core_Attachment>/monthly_2015_05/1241927-bigthumbnail.jpg.85837f56e12fa8e8063536ced9a8416c.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Name: Kyle MacTavish


Nickname: Kid K


Age: 16


Gender: Male


Species: Berserker Demon


Ability(ies):


Fire Manipulation


Rage Consumption



Heightened senses



Advanced Acrobatic Skills



<p><a href="<fileStore.core_Attachment>/monthly_2015_05/03752.jpg.84aab5044cb0f0a1288623ac6860d4f9.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="52013" src="<fileStore.core_Attachment>/monthly_2015_05/03752.jpg.84aab5044cb0f0a1288623ac6860d4f9.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>

Likes:
Brawling, Reading, Planning


Dislikes: Pointless Conversation, Bananas, Losing loved ones.


Personality: Serious, Headstrong, Loyal, Cool Headed.


Origin Stein: 3rd


Equipment:

  • Primary Weapon: "Black Dragon" The Black Dragon is a large two handed Battleaxe, on the end it has two blades, both facing the opposite direction of each other. This weapon could not be held by any person that dares to pick it up, it can only be held by it's master and that is the Demon that claimed it.
  • Dark Book: This book is a magical book, holding all of the dark magic within. He can quickly open and find the spell he wishes to use. However in order to use the book it needs a small sacrifice, blood. He must cut himself and place it on the page he wishes to cast, the blood will be sucked into the book and he'll be able to cast said spell one time. He CAN NOT use this book more than TEN times a day otherwise he will die.
  • Blood Armor: While not impenetrable it still is a reliable set of armor, it's able to withstand a large boulder rushing towards him. He'll still be able to feel the impact but the damage will be greatly lessened.



Biography:



His childhood was a living hell, literally. He was born in the under world like most demons, where he was beaten almost everyday to toughen him into the bloodthirsty warrior he should have been, and for awhile that's what he was determined to be; a monster hiding in the flesh of a human. When he reached of age he began learning about the anatomy of every living thing, learning their weaknesses and strengths, while doing so he also learned about the use of weapons and forms of dark magic and even fire magic. In the underworld there was no water, so he drank the only thing that was available to him at the time, that was blood and/or lava. It didn't make him feel any better however, it just made him full of rage and that was a terrible thing because of what type of demon he was. Berserker Demon. A demon that literally fed on his own and other organism's rage.


More years passed and it seemed very unlikely that this child would become a hero. he was sent to the Overworld where he saw the beauty in everything. Something changed the day he first gazed upon this new place, something good emerged from his evil pit of a soul. It was beautiful. The fresh air, the amazing life, and even the people were all amazing to him. He was only eight when this was all given to him. He had a greater purpose now, and that purpose was protecting this new and beautiful place. His ancestors may have been frowning upon him, but he didn't care.


(WIP)




 

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