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Futuristic Allpunk Category Sheet (ACS)

OOC
Here

Resting Witch Face

breaking the laws of physics medieval style
All living beings on Earth are issued categorization files upon arrival onto the surface, whether it be through immigration or birth.
Such files categorize the subject's physical appearance, notable features, abilities and race, if any are applicable.


NAME
(please provide all surnames and nicknames)
________________
RACE
(please select one of the following)
(human: The original inhabitants of Prima Terra, they are hardy and milquetoast. No human has gone on to do great things in the universe, yet.)
(primordial: Fantastical races of many varying shapes and sizes. Hailing from the primordial realms, they stand as the basis for most fantasy.)
(xeno: Alien lifeforms from other planetoids caught in the Crossing. They are very odd creatures, sometimes even illiterate, or on the other hand, extraordinarily intelligent)
(N.B.: An acronym that stands for Non-Biological, these android-esque beings are devoid of feeling or purpose. They rarely think past their own coding.)
DESCRIPTION
(write a short description of the subject's physical appearance)
SHORT BIO (where applicable)
(Write a brief summary of the subject's life leading up to and after the Crossing)

CLASSIFICATION
(Most Sentients are equipped with a means to protect themselves. What is the subject's combat style?)
(Short Range)
-Tank-y and enduring
-Outfitted with close-range arms
-Melee proficient
(Mid Range)
-Quick and decisive
-Can wield a variety of arms
-Subterfuge
(Long Range)
-Arms usually include the word Rifle
-Can either be a glass cannon scout or an invisible sniper
-Can defend against close range combatants

Current Occupation: N/A
CAD code: XXX-XXX
 
NAME
Athena
________________
RACE
Non-Biological

DESCRIPTION
A statuesque, feminine figure made up of
thinly layered bronze plates over a clockwork
endoskeleton. Its armor being designed for
purely aesthetic purposes, the automaton's
physical integrity leaves much to be desired,
requiring regular physical maintenance and
upkeep.

The feet are shaped in the form of high-end
stilettos, and it's expressionless facepiece
is adorned with decorative horns sprouted
from its brow. Its armor is engraved with
depictions of woodland wildlife, covered
in tendril-like designs and renditions of
birds and other animals.
SHORT BIO
Manufactured with the intent of participating
in the sport of vicarious hunting, in which an
automaton's owner would instruct his or her
intelligent machine in competing for dangerous
and rare game on Prime Terra, Athena "enjoyed"
a fruitful career among the featherweight leagues.
Armed with nothing but her finely tuned visual
sensors and a lever-action as similarly ornate
as her design, she earned her creator, Ser
Kolebaron, over three dozen championships.
But of course, this was all accomplished
unwittingly.

It was only after the Crossing that Athena
became more than a simple bucket of finely
polished bolts. The aristocratic vicarious hunters,
faced with new species of what they considered
nearly-intelligent life, saw the potential for
improvement in their sport. Through the use of
foreign magics, their once lifeless metal playthings
gained sentience, along with all those pesky
desires of freedom and fulfilment of personal
wishes. Naturally, these whims were largely
refused by the owners, but Kolebaron was far
too curious to allow his creation to simply rust
in the name of entertainment. He armed her,
instead, told her to find purpose, and sent Athena
on her way.
CLASSIFICATION
Long Range
(Glass cannon sniper w/ a lever-action rifle.)

Current Occupation: Ex-Big Game Hunter

CAD code: ?
 

NAME
Ravi Illasend
____________________
RACE
Primordial

DESCRIPTION
A female demi-human of above average height, standing at 6'1". Her facial features and anatomy are mostly indistinguishable from her human counterparts. The only exceptions are her ruby-red eyes and a pair of large cervine ears that protrude from the sides of her head. Physique is best described as ectomorphic, sporting a lean and athletic build. The entirety of her left arm and hand are prosthetic, with said prothesis appearing to be cybernetic in origin. Overall, she seems to be no stranger to battle as her figure is decorated by a variety of scars.


SHORT BIO
Before the calamity known as the Crossing occurred, Ravi lived a relatively simple life in a realm filled with magic. She was one of the Xi'uaipa, a chimeric race of people who are now better known as demi-humans. Her particular tribe lived within a forested city, one that was faraway from the constant squabbles between kingdoms. Ravi herself was something akin to a farmer; she regularly utilized the omnipresent magic of the forest to cultivate a steady supply of food. Life was peaceful, albeit mundane.

Then the Crossing occurred, and it brought forth nothing but hardship. A woman who had not experienced a speck of violence in all her years of life now found herself in a world of chaos. Separated from her family and friends, she was forced to explore this unfamiliar world alone. There were many novel yet terrifying things she discovered within this new world: from the painfully loud weapons that fired tiny projectiles at incredible speed to the strange beings composed of metal instead of flesh. The most frightening of all were the people who would survive by any means necessary. She learned this firsthand when a desperate thief hacked her arm off over nothing more than a slice of moldy bread.

Fortunately she was demi-human, a race that was quite proficient at adapting to new environments. At the cost of her arm, she quickly a adjusted to life in Prima Terra. She hardened her heart and trained herself with whatever weapons she could get her hand on. Although she seldom started fights, she typically ended them, and she became somewhat notorious for the excessive amounts of bestial violence she displays when defending herself. She travels for one purpose now: to survive. The idea of finding her fellow demi-humans now an afterthought in the back of her mind. She's stolen from others. She's fought for a chance to sleep in a dusty bed. She allowed a dubious fellow to install a cybernetic arm on her all for a bowl of lukewarm soup. If it can help her live another day, she's all too willing to do it.

CLASSIFICATION
Short Range

Current Occupation: Wayfarer


CAD Code: ×××-×××

 
NAME
D'var Dabal Saraxsis

RACE
Xeno
Subject is a modest, pale-skinned man wearing thick wrappings and a hood, carrying along his worldly possessions in a rucksack. Eye color shifts in hue between green and blue. Body is roughly 5'10, approx. 160 pounds. Subject possesses an innate ability to shift his physical form at a whim. Though versatile, subject tends to revert back to the previous physical descriptor. Original biomass description is undocumented.

(Translated from Eastern Kuvian)
"D'var born on Khuvid, desert planet
Don't remember parents, this is long time ago
Food was scarce, water scarcer
Life on Khuvid was bad
Many bad people came to steal from us
I was angry
They were... tougher

But this is long time ago
D'var came to Pri'hma Tera without warning
Flash of blinding light and...
...not so different from homeland
Chaos and suffering are common
I am well trained in these tongues."

CLASSIFICATION
Medium range, sporting several mismatched arms and gadgets.

Current Occupation: Mercenary
CAD code: xXx-Xxx​
 
NAME
Glowrung

RACE
Primordial

5'8" in height, light blue neck-length hair, pale skin with a flame tattoo under his left eye, blue eyes


Glowrung is a Terra Guardian, a seemingly human creature that has the power to see "fate" and gain power from it. This "fate" is what most would consider luck or life. Those whose fate was lower were more susceptible to death if they ever came into contact with a doppeliner with a higher fate. Glowrung grew up differently than most Terra Guardians at the time, being one of the few members of the English Ember clan that resided on Prima Terra instead of the Terra Guardian's home realm. In addition, unlike other Terra Guardians who dealt with big major fate-related conflicts, members of the English Ember dealt with smaller fate-related problems due to their proximity, though were often mocked for their "lack of importance" and "similarity to other humans personality-wise." Despite this, Glowrung would continue to make sure the system remained balanced by ensuring secrecy and non-abuse of the delicate system. This would all change once the crossing hit. With the divulging of planets and even whole universes, the fate system was thrown out of complete wack, causing abnormal deaths and unsynchronized flow of fate. Despite how unmanageable it became, no one seemed to notice or care. Not even the "high-and-mighty regular Terra Guardians" would try to fix the situation, rather becoming more "human" themselves. Glowrung is the only one who desperately cares and is actively seeking answers to this problem, while also seeking friends to stick with in this new dangerous "Nova Terra."

CLASSIFICATION

Short-range, energy-amplified hand-to-hand combat

Current Occupation: Terra Guardian
CAD code: XXX-XXX​
 
NAME
Olathe'Shoneah Tattuye Mesteu (Prefers Shoneah)
________________

RACE
Xeno

DESCRIPTION
A child of the people of Alsamakh, Olathe'Shoneah (or Shoneah, as preferred), her long, thick tentacles springing from the base of her skull head resemble the more human dreadlocks. She is roughly 5'10” and is considered fairly average for her species. There is only a short fin running from the top of the forehead to where her tentacles start. It's short arc is a darker sheen of jade than the rest of her skin, at the base, and a shade of pastel jade along the ridge of the fin. Her tentacles have suctions along the bottom, as she is capable of controlling them independently of one another. There are curved, spire shaped narrow horns coming from the sides of her skull, 2 large ones just above her tentacles on either side, and 3 smaller six inchers above the larger horns.

As an amphibious race, the Alsamakhans had both capability to breathe on both land and sea. Their noses, much like Shoneah's are much smaller and flatter than a human's and have slits instead of nostrils. Her wide mouth, full lips, and luminescent pale blue eyes with no sclera mark her as a beauty among her own kind. She is slim, although her legs are well muscled from a lifetime of swimming underwater to catch her dinner. Her above average bosom and well muscled body has enticed a few more humanoid suitors as well. Her toes are fully webbed, with a wider berth than the average humanoid, but her webbing on her hands stops at the knuckle closest to her palm. Her true beauty comes out when the sun disappears, whether it be by rotation or how deep she swam under the sea. Her skin becomes pitch black, and bioluminescent freckling appears all over her skin. From different angles, the freckling can appear light blue, deep green, purple, or a variety of other jewel tones.

Her people are endowed by a particularly dense but thin layer of blubber, most of their body fat is blubber, and value freedom of movement underwater, so she has a habit of wearing what is closer to Alsamakh's traditional garb. As their home planet of Knoton is largely oceanic as far as the eye can see with few large landmasses, the more temperate and warm climates led to clothing that would offend people from more refined cultures. Despite the high winds the world is famous for, with few high peaks to temper them, Alsamakhans tend to wear leather aprons decorated with shells and beads with cloth loincloths underneath, sometimes leggings, that end at the waist and Alsamakhan women will wear a more decorative high cut crop top or brassiere-esque top decorated with shells, shell buttons, and metals, though for athletic endeavors they will tighten down their breasts with long plain cloth strips. During the winter months, their animal hide and weaving skills come in handy, as they will adorn themselves in fairly light hide coats, leggings are a must, and all special occasions regardless of season involved wearing beautifully woven blankets adorned with shell buttons depicting scenes from mythos. Swimming, especially deep sea diving, is often done in just a loincloth (if that), male or female. While Shoneah has adjusted her style to an extent to accommodate her new planet's higher standard of modesty, it is notable that she always seems to be wearing thinner or more revealing clothing than your average humanoid, and often complaining about being too warm even in that if the weather is above average in heat, even in the least amount of clothing she can get away with. As is both spiritual and practical tradition of her people, she always has blades on her person in ways big and small, obtrusive or discrete. The most readily apparent are the dual blades at her waist. Roughly 20 inches long and leaf-shaped, the hilt is leather and dark wood unknown to Earth with cherry wood streaks every 5th or 6th ring. She always has a butterfly knife on her person as well.

SHORT BIO
The oceanic planet of Knoton is home to the Alsamakhans, and Shoneah couldn't have loved her childhood more. The youngest daughter of her island clan's chief, she enjoyed both the luxuries of a high status life and the lack of responsibilities that being the youngest in a family of eight can afford. Among her people it is tradition for the chief of an island to attempt to have eight children to represent the eight gods of creation, and how successful one was, was considered an omen of that chief's fortune. While she was not the heir to the throne and had no real inheritance to speak of, that gave her time to explore her artistic side and take part in daily life of the islands far more intimately than her elder siblings may have been afforded. She was expected to have better manners than her peers due to her lineage, but did not have the expectations to marry well as much as her elders. Truthfully, she couldn't have cared about the inheritance or marriage prospects in the least. She enjoyed the balance she had, being able to take advantage of her position to get more privileges than her peers, but also be able to integrate better. This has led to a very gregarious take on meeting new people. She is skilled with creating a fish hook or basket or other common tool out of nearly anything, regardless of Alsamakhan tradition. She is also quite skilled at archery and their almost dance-like dual weapon fighting style, which helped out the clan when it came time to hunt the smaller game on their big island. People had always been nice to her, both due to her position and due to her down to earth attitude and work ethic compared to her siblings. Then the Change happened. She was lucky to be headed for a harvest with her leaf-shaped blades which doubled as both a weapon and a scythe and dressed for work. She appeared with many of her fellow clansmen somewhere in west Texas, which she immediately hated. What little land she knew previously had plenty of foliage, great big deciduous trees twice the size of the average deciduous tree on Earth, thick wherever they could grow. This land was both too hot, and wholly without beauty in Shoneah's eyes. While her clansmen worked to find a place to settle in their new land, Shoneah left the decisions to one of her middle sisters, the eldest to be transported in the flash with their group. She wandered east with the promises of finding ocean, while they headed west. Shoneah had always marched to the beat of her own drummer, however. She found the Gulf of Mexico quickly enough, but the heat nearly drove her mad. She had heard of colder climates up north, which is how she arrived in what is now New Elvengard, picking up courier work or short labor gigs along the way.

CLASSIFICATION
Mid range with proficiency in dual wield daggers or short swords, proficient in archery although not favored outside of hunting

Current Occupation: Courier, other gig work
CAD code: xXx-xXx​
 
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