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Fantasy Cerberus Vale - Reverse:Rebirth [Character Sheets]

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Ginko The Mushishi

Traveling Mushi-Shi
Roleplay Type(s)
~Character Sheet~

To forge your path ahead, you must take caution and look within yourself..Who are you?

Name: Your name, it is what sets you apart from all the rest.

Nickname: Not mandatory, but if those close to you have a common nickname for you, do tell.

Age: How old are you?

Gender: Male, female, perhaps demon lizard god from below?

Race: What species do you belong to? Human? Supernatural? Half-breed? (Un-Dying are reserved for GM purposes, not to be used as actual characters, simply NPC's)

~

Personality: Everyone has a personality, shape yours.

Biography: The life of your character speaks loudly, tell us the beginnings of your character.

Appearance: Your identity has finally taken shape, show us who you are! (Can be description, or picture.)

~

Powers: 3 powers gifted unto you at birth, or perhaps they awoke later in life. Describe them (You may have a total of 3 powers at the beginning, whether it be support, offensive, or defensive. Ensure they are not OP. Other than that, get creative! When I speak of powers, I mainly mean magic-type powers, or powers gifted through birth such as demon powers)

Techniques: Physical Techniques or Magical techniques your character may use in battle. (Optional, the way you fight is important, but I won't force you to write out a bunch of moves your character might pull off in a CS)

Weapons: Does your character use a weapon of sorts? Do explain, or perhaps, what weapon would your character use? (You may provide an image if it fancies you)

Extras:
Anything extra about your character? Anything goofy? (Optional)

IMPORTANT: All characters will be new recruits for The Vale, providing a fresh start. IF you think you want to have a veteran character, PM me exclusively and talk it out with me. I play the role of many NPC characters, and will most likely have 1 or 2 normal characters in the roleplay.

I will post a reference soon enough, but you all may very well begin to create your characters as you see fit.
 
GM NPC
(GM NPC)

Name: Genya Iori

Nickname: Gen

Age: 25

Gender: Male

Race: Half-Breed Demon/Human

~

Personality: Genya is rough around the edges, almost always seen as if he were annoyed by everyone and everything. (And he particularly is. to a fault) But to his students and his comrades, he is a good person. He believes teaching someone must include struggle, if someone doesn't have the desire to become better, or to learn then they will never succeed.

Biography: Other than Genya being the current head of The Vale, there is not much to say. He's spent his whole life working as a Hunter for The Vale. When his master had decided to hang up the coat, he gifted Genya ownership, and that was around 5 years ago. As the Leader, Genya has had multiple struggles and even failures. He has failed at least 2 classes of students, either A. the students weren't willing enough to learn B. Students were injured so much they had to leave the school. Currently, Genya has only 2 students that have passed and became Hunters. There was one class that Genya had failed terribly, and wishes to never have happen again. Referred to as the "Accident". In which Genya had failed to keep a student under control during a spike in their power, and resulted in an explosion that wiped out the whole class.

Appearance: 6988431fe6e5af423b6945805078d.jpg
~

Powers:
Familiar Control - Genya is able to control a plethora of familiars, one of his favorites being a skeletal crow.
Shield Magic proficiency - Genya is a master at defensive Magic.
Soul Combination - Genya is able to combine his soul alongside a familiars, in which will morph him into whatever familiar he combines with, and gives him a new look.

Techniques: NA
Weapons:
NA
Extras: Master tactician, and loves to play chess.
(GM NPC)

Name: Jacques the Butler (An iconic character in both the Cerberus Vale RP and now Reverse:Rebirth RP!)

Nickname: None

Age: 29 (130)

Gender: Male

Race: Human (Nigh Immortal)

~

Personality: Jacques is the best butler one could ever ask for, he's like Alfred from Batman, if Alfred knew magic at least. He is kind, curteous, respectful, wise, and sympathetic. Jacques is the true gentleman that people rarely see these days. Though he is also respectfully strict to his masters, preferring to call them out if they are doing something that seems ill-mannered quietly. Jacques also has quite a sense of humor though, so he's not all strict when the mood is light.

Biography: Jacques comes from a family of servants, always tending to a master of their choosing. They live, and they will die for that certain master. Jacques had the pleasant choice to be seperated from his family during a storm, with whatever rubble Jacques had he floated his way towards a mysterious island that was covered in forests. After arriving on the shore, Jacques passed out and was picked up by the inhabitants of this mysterious island, and gifted to the one that ruled the island, a Witch. Commonly reffered to as the Black Witch of the Forest, and notorious for being one of the most, if not THE most powerful magical being in the world to date. She saw a certain natural talent for magic within Jacques, and not only trained him in magic, but fancied being considered his first master. His servitude to the Witch lasted 15 years until the day the Witch would gift him something that she would never do for another human being ever again. Immortality, the gift of eternal youth. Jacques initially declined, believing that if he had to die one day it would be for his Witch.

4 more years would pass until the Witch struck the question up again to Jacques, with which he declined once more. Though his intentions were well, it would be the final time his first master would be able to strike him a question. Fearing the power that the Witch held, an Empire from across the ocean invaded the Island, bombarding the Island with mortar fire, the Witch decided that it was an order now to make Jacques immortal, no longer a choice of his own. Using her power, she cursed Jacques instead of gifting him immortality, while also covering him from mortar fire. The island was in ruins, flames and destruction all around. And Jacques was the only survivor. In her final harrowing words, the Witch told Jacques to wait for her, one day she would return. And so, Jacques shall wait for that day.

Jacques spent the next 100 years roaming from land to land, continent to continent after having left the ruins of the Island. Up until he found Bordova, and applied to serve for The Vale. Since his training as a butler was always tip-top shape, he was given the job. Since then, he has served dutifully every leader that has taken hold of The Vale, awaiting the day The Witch will return to him.


Appearance:
5818996-1792495672-b724f.jpg
~

Powers:

Master Spellcaster - Jacques is considered to be one of the most powerful spellcasters known in Bordova, from his training with The Black Witch, he could very well be THE most powerful next to her.

Immortality - Jacques was cursed with Immortality, he cannot die by natural means and thus lives on for an eternity, though he is able to be killed by battle.

Master Butler - You think being a Butler doesn't take amazing skill and powers? Psh.

Techniques: Jacques is mastered at nearly every magical spell that even includes elemental spells. He is a true magic caster.

Weapons:

Extras: Jacques will not do missions, he is simply a butler. A powerful butler. He does everything and anything his masters ask.
 
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~Character Sheet~

Name: Rokka Mokona

Nickname: Rock

Age: 22

Gender: female

Race: human, with a bit of demon blood somewhere.

~

Personality: Rokka keeps her expression flat most of the time, not because she lacks emotion or doesn't care about other, it's just a habit that she picked up during her previous job as a bodyguard. She's simpleminded, but not stupid.

Biography: Rokka is a bastard daughter of a nobleman and a quarter-demon. Her noble father is generous enough to gave them enough money even tough he would never declare them as family in the open.

She took the job as a private bodyguard for a nobleman's daughter called Sonia. With her strength and some training from various martial artist, Rokka was able to fend off most of the threats to Sonia. Yeah, only most...

Appearance:
d84bcaa83fd4a9c0a6eb1d688dfca2cd.jpg

~

Powers:
Super strength - A power that she born with, her mother said it's an inheritance from her demonic grand grandfather, or something like that.
Enhanced constitution - Super strength is useless if you break your own body everytime you use your power. Rokka's body has adapted with her demonic inheritance, allowing her to be much tougher than she looks. In order to maintain this, she must eat A LOT. She almost seem to constantly munch something.

Techniques: Her tactic in fighting her enemy is 'hit them till they not moving anymore'.

Weapons: She has a halberd as her main weapon. But even if she can't use her halberd due to the circumstance, she can still use her hands and her dagger. She carries a revolver but rarely use it since her ammo supply is very limited.

Extras: She carries around a large pouch of hardtacks. It's cheap and filling. She usually eat it raw even though the biscuit is as hard as a brick.
 
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Name: Kardia Shardel

Nickname: Kard, Kari

Age: 19

Gender: Female

Race: Half-werewolf, Half-human

~

Personality: Kardia generally appears as a brave and relatively friendly person. However, she tends to close herself off from other people before they get too close, out of fear for their reaction when/if they find out about her other form. She has no trouble lying, particularly about her past.

Biography: Born in a nomadic clan of wandering werewolves, which commonly reside around the hills to the east of Tundra Fortress, Kardia was initially cared for and loved as any other werewolf cub would be. Her mother was one of the leaders of their tribe, which heightened her spoilt nature further. However, once her werewolf form was revealed, unfortunately in front of all of the other werewolves, all hell broke loose. The eyes of disgust which loomed over her that day could never be forgotten. It was obvious that Kardias mother had cheated on her mate, not to mention with a human, causing the pair of 'disgraceful mutts', to be cast out into the wilderness, banished from ever returning.

The kind nature of her mother was quickly replaced with coldness, which became startlingly clear as they made their way to the Tundra Fortress to start a new life. It made sense afterall, she was a symbol of her betrayal to the clan. Now that her life had been literally turned upside down, Kardia was desperate to cling to her mother as the only reminant of her joyful past. She vowed to prove her worth to her mother, and decided to try and become a hero of sorts, by joining the Vale. She has spent years training for this day, and particularly studied ice magic from an old tome she found. In her later years, she found a tutor who drilled the foundations into her, as well as some more complex techniques. She has tried to rely solely on her ice magic in her training, as she is afraid of revealing or exploring her werewolf form again.

Appearance:
8aeb2e5c4d9292360cedd29ccd3a7089.jpg
Her werewolf form is put simply, grotesque. Due to her half-human blood, and perhaps a mix of genetic failure, she does not appear as the ferocious, powerful beast told in fairytales. Instead, she has hairless patches down her back and on her legs, a strange goblin-like face, and thin gangly limbs when compared to the normally bulky framed werewolves. People run in fear from her, but for a reason different to other werewolves; simply disgust and horror, rather than an intimidating fear. She retains the fangs and claws of a werewolf, which appear a little out of place on her horrific form. Her fur colour is similar to a rustic, darkened version of her vibrant hair.

~

Powers:
  • Can transform between her human and werewolf form. She is naturally stronger during the night, more so in her beast form, how much stronger depends on the visibility of the moon.
  • Incredible speed - Due to her lack of bulk as a werewolf, she is incredibly fast, moreso than other werewolves. This trait partially passes over to her human form.
  • Ice magic - Can freeze the moisture in the air to create ice formations, and manipulate them at will. Her life in the tundra has made handling ice natural to her.

Techniques: Kardia is more cautious than most in battle. She prefers to steadily stay back and analyze her enemy before doing anything. In team fights, she will most likely stay near the backline and provide assistance/distractions. She could use her magic aggressively and attempt to run down her opponents, but she prefers to conserve her energy just in case.

'You never know how long a battle could last afterall, or if there'll be a sudden ambush soon after the fight.'

Weapons: She doesn't particularly care for weapons, but she keeps a few daggers on her just in case. (She isn't conscious of it, but she prefers knives to other weapons as they are the most similar to claws)

Extras:
  • Flushes strangely easily.
  • Not good with high temperatures.
  • A picky eater.
  • Loves the moonlight.
 
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not exactly what he looks like! but good enough <3
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» BASIC INFORMATION
Name: Akiya Lennox
Nickname: Akki
Age: 17
Gender: Male
Race: Human, with a parasite buddy.
Powers: The vast majority of Akiya's powers don't come from him, but the plant-like parasite on his body. To begin with, the parasite, often referred to as Erysic by Akki, needs energy to function and survive. How does it get it? Through life. Be it through Akiya himself or other various living things, Erysic will suck the energy out of pretty much anything.
  • Erysic is very adaptable, able to mutate and change itself to suit it and Akiya's needs, often, and ironically, at the cost of Akki's health.
  • While it can move on it's own just fine, Akiya does possess some control over the parasite. It... doesn't seem to fond of it.
  • A bonus of being a vessel to Gods know what- injuries, though extremely common, are typically healed by the parasitical critter. Albeit slowly, but beggars can't be choosers.
Techniques: Never having fought with a weapon before, Akiya's not sure what'd he do in a full-on fight. I think he'd be the type to hang back until an opportunity to strike opens.
Weapons: Again, he hasn't really used a weapon before... but I feel like a scythe at some point would be badass.
Appearance: If you didn't know Akiya or his 'situation,' you'd probably think he was on the verge of passing out, or straight up dying- both of which are likely a little true to some degree. Sickly, scrawny, with blue bloodshot eyes and a constant look of pain scrawled on his face, it's hard not to think something is wrong with him. Vines, thorns and branches reside on his body, typically rooted and piercing into his skin or poking out somewhere else, ready to strike into something. Though they normally appear in the same spots, namely his neck, torso, and arms, Akiya's noticed they will shift to other places as needed.

Another thing to note: flowers, moss, and a multitude of other various plant life grows on his body- the most obvious spot being his right eye, where a full on plant resides where the eye should be.


» PERSONALITY;
Though not the most energetic kid in the world, Akiya does his best to stay positive and remain lighthearted- if not for himself, then for those around him. He has a fondness for making gifts for people he likes, typically flower crowns and other nature-themed items... which, weirdly, tend to come from himself. Akki seems rather sensitive about his condition, preferring to treat Erysic as a normal thing, and expecting others to follow suit- usually getting upset should it be treated as an oddity.


» BIOGRAPHY;
Akki was born to a mix of stunned silence and sobs.

Born with a blossom for an eye, his mother, though unashamed of her child, blamed his father for the defect.

"Damn spellcasters," she choked out, holding her son close. Though she wasn't sure if this was something her husband could do, or why he'd do it, she sought desperately to find someone to blame, anyone. Anyone but herself. As he grew up, like all children must, Erysic grew with him, further straining his mother and father's relationship. Eventually, the time came where they saw it fit to separate, his father leaving Akiya in the hands of his mother.

One day, a day very recent, an 'incident' occurred Akiya continues refusing to acknowledge. Erysic, after brutally attacking a girl Akki's age on a particularly sickly day, was deemed a danger to those around it. And so... because it couldn't be removed without harming Akiya, his mother sent him to the Vale, to keep him and others safe.

"I'll see you soon, Akki. Be good."


» MISCELLANEOUS;

  • Blind in his right eye
  • Fond of chocolate
  • Enjoys dice games and games like chess


codedbycrucialstar | hidden scrolls, hover over photo
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Name:
Alister Krict and Artyom

Nickname:
Mcalister, Naru

Age:
15, ??? (100+)

Gender:
Both Male

Race:
Human, Demonic Vampire

Personality:
These two peculiar characters are contrasted to one another despite sharing body.

Alister is a kind hearted, compassionate and a well mannered young man. Always seen as the one with a soft heart and humble attitude. Alister is timid by default, no presence of intimidation in his body. In fact, he can labelled as a cry baby to some. Alister is a submissive boy who is willing to obey for the good of all. Alister has been known to be wise when facing life's experiences, he learns from past mistakes and promises to be better. Alister's soft nature is often taken advantage of when being used to attack him on a personal level. He is always willing to give a helping hand to those in need without expecting anything in return. He has the true heart of a what it takes to be called a hero.

Meanwhile Artyom, is an enigmatic, tactical and ruthless figure. Artyom's behaviour can be compared to a chaotic neutral character. While little bound to no rules. Artyom is a complete contrast of Alister's morality, the fact that he is able to not only talk to Alister but to other demonic beings and manipulate them to his personal gain. Artyom hardly expresses himself. If he does he only shows a one dimensional personality. A sly vampire who can trick and kill those who stands in their way. Artyom's destructive behavior is very dangerous if he were to express himself. Although there have been times that he showed compassion to others but this is a rare occurrence.


Biography: Alister's life wasn't the ideal life for a young lad like him. Growing up on an orphanage without much guidance of a parent. Alister was raised strictly by his caretaker. Unlike his peers, Alister is pure and not rebellious. Alister has always been secretly bullied by his other peers and the care taker doesn't see it. Alister was far too kind to be taking revenge. Before he was found as a baby and taaken care of on the said orphanage. Alister came with a bronze rhombus shaped locket. Alister's whole perspective in life was all in one locket. As time flew, the bullying got worse, but yet Alister did not fight back nor told his caretaker for he doesn't want more trouble.

Alister got to the point where he wanted to give up after getting a major beating from the other kids. The boy slept one night in a tear soaked bed, during the night. He woke up to the sound of violence. Screaming and sizzling fire haunted his ears. He woke up his whole orphanage destroyed. No single child was seen in sight. It turns out they were raided by bandits. The bandits have successfully raided an orphanage. He watched the other orphans die in front of him as he hid, unharmed from the monsters. Luckily for Alister he was blessed to not get killed in his sleep and not found. Just as when the bandits were about to kill the last orphan... Something inside Alister awakened and took over his body. He became something else, someone else... (It is unknown how long this someone else has been in him) For all Alister remembered is that he woke up with blood all over his body. Not his blood, but some elses. He woke up on the same burnt pile of once the orphanage stood. Bandits dead everywhere and people found him covered in blood. Alister ran away from the scene from pure panic and fled into the wilderness. Never to be seen again...

Appearance:
1551665860776.png
Standing at 5'5 and underweight. Clearly looks like an albino.

1551666093332.png
Same height as Alister but has a more healthy body upon transformation.



Powers:
It is a true fact that Alister is very human. A mortal who ages and cannot do extraordinary magic. So all these powers actually belong to the vampire who lives in him.

1.Demon and Vampire physiology- The demonic vampire has the most basic of fundamentals of both races. Can bite and suck blood like a vampire and possess people as a demon. He is 3x stronger, faster, and smarter than an average human. He can perform hypnosis as vampire or use demon wings to fly. He has immortality and can turn into any animal. Absorb dark magic convert it as his own. The vampire demon can do so much but that doesn't mean he is all powerful. His main weakness is light. To be specific the sun and holy light. Holy magic and items can terminate this vampire demon for good within seconds. This is his biggest disadvantage. All holy magic, weapons and items can kill him faster than any regular vampire or demon since he is a mix of both.

2. Human fusion- The demonic vampire has the ability to fuse his physiology with a human being. The human he fused with will grow wings (Alister will grow wings) sharp fangs and have crimson red eyes. Pretty much transforming him to the demon completely.

Techniques:
Despite not having any special powers on his own. Alister is actually one of the most fast learning hunters of The Vale cast. He is very deadly up close when it comes close quarters combat. In fact, he is the most flexible and strongest at the close combat. As one can tell, he is an effective twin blade user who can block, parry and dodge almost melee attack thrown at him. Approaching him is no easy task and is not worth gambling. Alister is a master of the blade. He is not only limited to his twin swords but any sharp and bladed weapon is deadly on Alister's hands. Alister's special talent is to copy any melee attack he has seen and add it to his skill set upon once seeing it. Alister's famous technique is his double sword hurricane technique where he uses his twin swords to to spin around and build a small twister around him. A pure skill where he can use air to his advantage. Alister has learned at least 1/4th of the world known sword play techniques in the world and it continues to grow.

Weapons:
The boy has two pairs of weapons for his choice. Both weapons is what makes Alister a very deadly front line fighter.
1551695225440.png
1. Hope and Dream- Two custom made twin swords that is specifically made to combat both the supernatural and the non supernatural alike. These swords do not easily break and cuts through pretty much anything like paper. Comes with a carrying sheath that he carries around, crossed on his back.

1551695362741.png
2. The forbidden claw- Another weapon set that Alister equips in battle along with his swords. These gauntlets of terror is used more as a defensive equipment rather than something he uses with his swords. He utilizes it by blocking strikes or catching them between their fingers. Alistair sees this weapon as a secondary weapon and he finds it very inhumane to use. He does however uses it as a blunt weapon by punching others with it. The one who uses it to it's full potential is the one lives inside his very soul.

Extras:

-Alistair loves pastry
-Naru is sometimes seen taking over Alister's shadow
-When reminded of his backstory, Alister goes full on panicked and unsettled
-Naru can read Alister's thoughts but Alister cannot do the same to him.
-Despite having Naru in him. Alister has shown time and time again that he has controlled him by keeping him in.
-Alister is scared of ducks
-Alister hates screaming and the presence of fire to the extreme levels that he goes full blown irrational just to stop it.
 
Name: Elias Wismarr
Nickname: Eli
Age: 25
Gender: Male
Race: Human

Appearance:
c9989d9f776f45015d5d30eeac84d2e8.jpg
cb4f1390ba5e5b44c71deea70f850fad.jpg

Powers:

Shadowfade: Step through existing shadows, can not manifest shadows at will though and can only move through shadows within sight or shadows he has traversed through in the past.

Aka'ia: Basically meaning Shadow Language in, well, shadowlanguage. Eli can speak to shadows of objects or creatures/humans and gather information from them. Shadows have a conscience of their own and every shadow speaks the same language, no matter who or from where the shadow is cast. They are usually open to helping or negotiations, the annoying downside is that their speech can get quite cryptic and be a hassle to understand completely.

Darkness Falls: A large, very temporary, dome of darkness engulfs the area surrounding Eli, where friend and foe are swallowed in complete darkness. This obviously creates an opening for Eli considering he has nightvision. But it also has drawbacks, he can't see whether he's attacking friend or foe nor can his friends see anything in its darkness either. So it's pretty much only usable when he's alone, neither can he use Shadowfade to bail out because in complete darkness there are no shadows. So it's pretty much an all-in card where he succeeds or dies trying.

Nightvision: This doesn't really need a description, right?

Skills:

Dual-wielding Dagger & Shortsword - Medium to High proficiency

Poisoncrafting - High proficiency

Herbalism - High proficiency

Background/History:

'Y'see son...Once upon a time, there was a bold and handsome adventurer who came across a ferocious beast known as Tam'ara. Known across all land and sea as...'

'Dearest. Stop. Or I'mma shiv you, oh bold and handsome adventurer you!'

Why did this memory of his parents loving squabble come up at a time like this!? Eli figured it was because he was trying to harvest reagents from this deadly but beautiful flower, known for the poisonous thorns on its stem and always tightly knit together in a wild bushel, almost like a family of flowers protecting one another. Maybe it was because he learned this craft from his assassin-mother, maybe it was because he in the wilds like his father, or just maybe it was because like this flower failed to protect its family, as he did.

Days and nights passed and many miles were traversed through the wildlands in search of the last component for his latest attempt at creating a new poison. Eli's rations were running out and he was anything but a hunter, so he was about to give up for now and turn around when he spotted an odd silhouette of a totem or altar in the distance. Deciding on checking it out and going home if it wasn't anything interesting, Eli approached it cautiously. But no matter how close he got, his eyes simply couldn't adjust to the totem. It continued to be a vague, dark blur of a silhouette; Even when standing right next to it. Knowing better than to touch it carelessly, he circled it when he spotted a cryptic message slightly in front of the stone where the totem was standing on.

"I unite and I divide. I come in many forms but in all ways I am a means to an end. I evolved with time from grunting and carving to this."

Eli was dumbfounded at first, it seemed so random but he had come across these kind of cryptics before and when there is no code involved but the message itself is encrypted in meanings, there's usually one hook he had to find to unravel the whole mystery. After a while he found it. The first two were too random to use as cornerstones for the message. But the last phrase held the key, grunting and carving evolving from time to this, basically meant this message and grunting & carving held a similarity; The only similarity he could think of was they were both communicating something. But communication doesn't unite and divide, it comes in many forms though. Starting to think out loud, Eli continued to brainstorm until he finally started to get closer: Speech. No, carving is not speaking. Words. No, grunting aren't words. Language. LANGUAGE!

He shouted the word and even pumped his fist in victory as he was certain he was right.

"Good boy. You figured it out. But are you brave enough to put it to use?"

Spinning on his feet, blades already drawn, Eli was ready to throw down with whoever just whispered so close in his ear.

"Ooooh, scary...You're aiming too high though, in different ways even, boy."

Almost too scared to look at where the voice was coming from, although he already realized it. His brain fighting his heart, eyes not wanting to move down to look at his shadow, until he finally broke free and looked defiantly in the dark depths for any sign of life, but the voice was gone.

"Who are you?"

"Oh?! Not going to ask me What I am? Brave and polite, jackpot! I'll tell you what boy. Get out of here, go home or wherever, and I'll tell you all you want to know on the way."

That was the beginning of how Eli met Akaji, the Divine of Shadows, and learned the crude basics of how to use Shadow Magic.
 
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Name:
Nádúr Ulster

Nickname:
Willow

Age:
22


Gender:
Male


Race:
Human (Sorcerer)

~

Appearance:


For some people, being 5'11" would make them somewhat intimidating. However, for Nádúr it simply isn't true. His height does very little when his body lacks the weight and the muscle to back it up. A thin body with a lanky build, Nádúr isn't much of an imposing force simply by his appearance. With a cream-like skin tone and a smooth complexion, save for a few scars on his arms. Nádúr's hands are a bit on the larger side, but lack any real weight. Nádúr's thighs, calves, and buttocks are perhaps the only parts of his body that have any muscle mass built up, thanks to his constant running form place to place. However, the muscles in those places are still easy to miss. A pair of wide shoulders give Nádúr's frame a stronger appearance.

A square-shaped head, comprised of a left-skewed jaw, give shape to Nádúr's face. A powerful jawline that easily stands out amongst his other features. A round, strong chin which he inherited from his mother. And despite his weight issues, a pair of healthy cheeks sit right under high, prominent cheekbones. A set of full lips adorn Nádúr's face and compliment his other features and a somewhat thin nose sits above those. Nádúr's eyes are where his anger and disdain for the world become visible. Large in size, his eyes are a sharp, almond shape and are lifted higher on the outside than they are on the inside. White irises are accented by long, thick eyelashes and neat eyebrows.

A strong contrast to his brows, Nádúr's hair is a natural mess. Black in color, the long strands are unkempt and flare out in almost every direction. The hairs on the front half of his head however, are kept well taken care of. A few small braids here and there as well as a bit of brushing, help to keep his bangs from getting in his eyes when he is working on potions or on spells. The hair of the back half of Nádúr's head however, is wild and seems uncontrollable. All of his hair is very soft though, thanks to a brew of his own creation.

Some of the braids have ribbons wrapped around them and beads. In his hair, there are a variety of feathers that sticks out, from a variety of different birds. Lastly, atop his head, Nádúr wears a pair of horns. Made from the horns of two dead rhinos, the horns were painted black and a friend attached them to a headband from Nádúr to wear. The horns were of course, filled down to lessen their weight. Around Nádúr's biceps, on both arms, there are a pair of black band tattoos. They're simple in design, four simple bands.

Personality:

Growing up amongst 21 other children, in tight quarters, and with very limited supervision can truly affect the way someone turns out. This is true for almost everyone, including, Nádúr. A troubled childhood and a lack of parental guidance have shaped the young Shaman into the man he is. The hardships that Nádúr faced as a child helped to strengthen him in several ways. Facing confrontation everyday helped to bolster his courage as he faced his bullies head on. However this also served to make him a vengeful person. As a child, he never let someone wrong him without consequences and as an adult, those consequences are even steeper. As a child, reading a grimoire is no easy feat, even when the worlds are simplified. However, Nádúr struggled every day until things got easier. That feeling of success when he cast his first spell was something he never wanted to forget. Combined with his determination to never given in, Nádúr became quite strong-willed.

Thick skin is a necessity when growing up around so many children, so many personalities. Nádúr learned early in life that sometimes, you have to ignore those around you and focus on yourself. It became easy for Nádúr to shrug off rude and disrespectful comments. However, that doesn't mean he always bit his tongue. Most of the people who know, Nádúr will confess that there is no one more foul-mouthed or rude than the teen Shaman. Loud-mouthed and lacking restraint or a filter, Nádúr isn't afraid to let others know what's going through his mind at any given time.

Biography:

A London orphanage is no place to abandon your, magical newborn. However, when your husband is possessed by a demon that seeks to kill the entire family, you do what you must to protect the ones you love. Nádúr's mother did just this, when she left her only child on the back door of a random orphanage in the disgusting city. That night, she was pursued by a demon who wore her husband's face. Unfortunately, to stop the monster from ever returning to find her son, Nádúr's mother had to make the greatest sacrifice and truly abandon her baby in this dangerous world. In a roar of flames, she and the demon were destroyed, along with the factory that they had been fighting in. It burned bright for several hours, flames created by the magic of a witch. The black smoke simply added to the dark clouds that other factories were making that night.

To remember them by, Nádúr was left with a necklace, a small wooden pendant attached. The pendant was enchanted, a warding device to hide home from demons and spirits that would do him harm. On the back of it was the name of a woman and a church. When he was 10, Nádúr would find this lady, in the graveyard behind an old abandoned church. In broad daylight, the boy dug up the grave and found a large book sitting on top of the coffin. At first, he looked past it and opened the coffin, the dead body inside terrified him. So much so, that he grabbed the book and smashed the skeleton's skull into dust. After he had wiped away the tears, he noticed that his family name was on the book. After he returned to the orphanage where the other children made fun of him and picked on him for being a foreigner, Nádúr read some of the first few pages. He was a witch, that's what the book said anyway.

From that point on, Nádúr's free time would be spent reading the pages that he barely understood, until they started to make sense to him. Then, one day when he was 11, he cast his first spell. The plants outside his window did as he requested, the roots had wrapped around the leg of one of Nádúr's bullies and tripped the boy, it also broke his ankle. The small Sorcerer was amazed, but now he believed even more. So when the house was asleep or when he was able to run away for some alone time, Nádúr would practice his magic. Most of the spells had been scribbled on and rewritten to be more easily understood by a child. Dangerous spells were marked with skulls and the easy ones had check marks by them. For the next few years, Nádúr would practice every day, the other children and the adults were very often his test subjects. From plant attacks to concoctions that made you sick, the little witch tried everything he could. Then, at 15, he spoke to a bird and it did as he asked. Without any warning, that small bird made a mess of that night's dinner, a meal Nádúr happily missed.

After he turned 16, Nádúr set the plants loose on the orphanage. Thorny vines wove a wall over the doorways and moss had sealed the windows shut, all but one. Through his bedroom window, Nádúr ran away to start a new life. He traveled as a nomad for a year but then eventually settled down in a dense forest between kingdoms. The small hut he built there became his home and life was pretty simple. Then one day when he was 21, the forest was set ablaze. A fight had broken out between another supernatural being and a demon. The two caused so much destruction that all Nádúr could do was run and abandon his home. For the second time demons had taken from him and he was fed up with it.He started to hunt them down, tracking and fighting with animals he crossed paths with. Then when he heard about The Vale it seemed like the perfect opportunity to improve his chances of changing the world.
~

Powers:
Nature Magic - Nádúr is capable of utilizing magic that centers around life, allowing him to influence things like animals, plants, and the life forces of living things.

Techniques:

Healing - A simple spell that allows for the mending of wounds at the expense of stamina, or life energy from a living being.


Animal Communication - Done through the use an enchantment that is always active, the user is able to communicate with the creatures of the animal kingdom. Supernatural creatures requires a more powerful version of this enchantment.

Flora Manipulation - With an enchantment the user can exercise dominion over plant-based life forms, causing trees to slap people or even topple over. This enchantment requires the user to make physical contact with any part of the plant that they wish to control. Supernatural plant life require a more powerful version of this enchantment.


Weapons: N/A

Extras: The real best boy


 
Senior Hunter
Name: Wes Gavo

Nickname: Elvis the Fourth​

Age: 27​

Gender: Male​

Race: Plain old, run of the mill, boring human. (With one big tune-up.)

Appearance:

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Five foot nine, pretty good tan, and pretty beefy after all the training. I am He is a handsome devil.​

~

Biography: Wes had it easy, man. Cushy guard job in a hodunk town called Redwater far away from the Black Sands where nothing ever happened and the biggest threat around was the Old Man Mylo after having way too much at the pub. And the danger from that was mostly the guy's smell. Besides that and the occasional escaped emu, Wes was livin' the life, drinking his pay away, and ready to grow old and die surrounded by bottles of booze. Let the guys around Saleem risk it all for glory and service. The pub's awaitin'.

Then Redwater came under attack for the first time in... forever, probably.

Viribos. Demon Lord of the Sands, Archruler of the Desert, and a million other titles about being awesome. Guy seemed pretty full of himself, but he'd managed to blaze a trail of destruction from Saleem all the way to Wes's corner of the desert so I guess there something to it. There were a few hunters from the Vale hot on its tracks, but by the time they caught up, Redwater was already in deep, nasty brown. The hunters and whatever remained of the town's "protection" fought it off and when the dust settled, Wes had long since been out of the fight due to a missing arm. Viribos, on the verge of being vanquished from this realm, bought himself some death insurance the only way he had left. Leave an anchor in this realm to (eventually) come back for. The demon tore his arm from his body and grafted it to Wes's conveniently vacant shoulder before he was finally destroyed.

The hunters were freaking out about it. Wes didn't get it. Dude was dead, he had an arm again, everything should be fine, right? Well they didn't think so because now he had to come with them. When Wes left Redwater, he was pretty sure he'd be back in a week or so, help rebuild, then get back to taking it easy. He started to figure it was gonna be a while when he was given a proposition.

Become a hunter and learn how to use the arm, or they gotta lop the arm off before he can leave. He chose the latter. He'd rather lose the arm than become a hunter. The arm turned out to be impervious to removal and damage overall. So a hunter he shall be.

Goddamn it.

Training him was difficult. He was not a responsive or enthusiastic student. Most mentors gave up on him after a while. Until he was given to the eccentrically named Elvis the Third, a master from a long line of pugilists and fist fighters. Whatever he did, Wes respected the man. Begrudgingly at first, but surely as time went on.

You know, the hunters kept calling the arm cursed. But Wes disagreed. This arm was freakin' rad. After a while, fighting and training wasn't so much of a chore anymore. It was kind of awesome. His arm was powerful, he was deceitfully clever, and Elvis the Third was reminded of himself at a younger age. Elvis became more than a mentor, he became a drinking buddy, and a friend.

Before long, Wes was an established hunter (in his words: full-time ass kicker) and he'd fallen into the life of the Vale. He was good at it. Really good. It earned him a lot of respect, even if a lot of the other hunters were reluctant to admit it.

But before long it was time to pay the piper. Viribos wanted his arm back, and he'd gathered the strength to return for it. Wes makes jokes about a lot of things, but the battle after Viribos' return is not one of those.

They won, eventually. But it had been hard, and in its final moments, Elvis the Third had given his life for it. The Demon Lord of yada-yada whatever swore he'd return, but one final fist vanquished him a second time. They'd won, but not for free. Victory was bittersweet; and when it came time to bury the old man, it was just bitter.

Today, Wes has taken the title of Elvis the Fourth. He... tries with the newer guys, but he's started sauntering back into his lazy habits as time has gone on. But he's keepin' on. He owes it to someone.

Yuh-huh. Come on. Get it, old man.

Personality: Wes is a good for nothing, lazy, drunk jerk. He's really started to take it easy recently. For a veteran, he's irresponsible, and his fellow veterans need to knock him upside the head to get him going. The newer recruits kind of annoy him. They're kind of a drag, man.

But get on his good side with some humor or better yet, with a good fight, and he'll respect ya. Just don't expect any free favors, yeah?

Most of all, Wes just likes to fight. Good fights, not the usual crud that washes up. Those're kind of a drag. Man. But a good, blood pumping fight's a good way to get him going.

~

Powers: Wes? Zip. Zero. Nada. Wes's arm? It's got a couple of nice features.​

1) Nigh Impervious. It's the reason he became a hunter. No one could cut it off, or break it, or even make an incision in the skin. Only one person's allowed to remove it and that's the owner. Will he be back a third time? Who knows. But until then, this thing's staying in one piece.

2) Strong. Like, really strong. It hits hard, grips hard, punches hard. It isn't fancy or flashy, but a couple of Un-Dying can tell you: It hurts.

3) Fast. If need be, this bad boy can punch fast enough to break the sound barrier, and the resulting sonic boom is painful in and of itself. And the impact is a whole other kinda hurt.

Techniques: You might've noticed that Wes' arm's abilities are a little... basic. But that doesn't mean worthless. Most of Wes' fighting style involves using what little he's got to creative means.

He's also not afraid to fight dirty. Wes has developed a technique so dirty, in fact, that The Vale has renounced it and labeled it a forbidden technique. Wanna know what it is? Okay, but you better not tell anyone. This is our little secret.

It's called Six Strikes in the South. He finds an opening where his opponent's open. Feint, then drop to a crouch, or split if he's feeling like he can manage it today. Or a kneel if his opponent is tall enough.
Then he delivers five blindingly fast punches between his opponent's legs, followed by one uppercut.

Yeah. Ouch.

Weapons: Mano a mano. Well not totally since one of those mano's isn't his. Wes uses his Demon Arm to deliver most of his strikes, but the rest of his body's been trained and toned to fight and add supplementary strikes.

And the arm? It's sweet. Due to its nature, the all the strength of its owner must be compressed into it until he recovers it. Punch at the speed of sound, take a hit with it like it's nothing, and deliver some sweet, sweet smack-down.

Extras: He never did go back to Redwater...
 
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Name: Xearo (Pronounced Zero)

Nickname: Z (because the X sounds like a Z)

Age: 17

Gender: Male

Race: Xerxian - A race that is only found in the City of Rememberance, they are known as the Founders of the City, and have always stayed within its borders. Most can link them up to be similar to Elf/Human hybrids. They live for very long periods of time, and hold a high concentration of mana (City of Rememberance's way of saying Magick). Other than that, they are also known to be born with runes on their body, specific to each newborn. The purpose of these runes, are unknown even to their own race.

~

Personality:
Determined, a little clumsy, maybe even the biggest goofball you could find. His heart is in the right place, even if he might make a mistake. He wants to make friends whenever he can, what makes him a worthy friend is probably the fact that he'll give you a good crack in the face if you're beginning to fall down into the depths. The motivation to keep moving is what pushes him to keep his friends standing, no matter what. His friends are not what give him power, but what gives him the motivation to become stronger. He will see the best parts of his friends, their strengths, their perfections and wish to better himself to equal them in a sense. The flaws of his peers are not his concern, he looks past that which burdens the character of his friends, believing that if you only think on the flaws, you lose yourself in them. He accepts the people around him for who they are. Xearo likes to space out sometimes, even talk to himself in certain moments. Perhaps there's something more to why he does this?

Biography:
Xearo lost his memories, so whatever he does remember is simply in bits and pieces. He's not sure how he lost them, nor does he know how to regain them. He only remembers he was asleep for a very long time, before awakening to his amnesia. He also knows of his race, the City of Rememberance being his home, and that he absolutely loves cannolis, pizza, and root beer. If he thinks hard enough, he can remember a few things from his childhood.

Xearo was indeed a member of the higher class society, his mother was a lovely lady, always a vibrant beauty and with a smile to boot. His father, was always doing something, never having the time to relax really. Always pushing for something to happen but when he did take the time off to spend with his family, he was the strongest man Xearo could ever remember. Despite the hardships, his father's smile never faded. And as such, Xearo will smile just as strong and bright as his mother and father. Xearo also had an older brother, one he didn't see much. But knew there was time to talk to him through letters. Sending each other one at least every day.

What Xearo doesn't know is that his mana, even now is unstable. He isn't able to control it very well unlike most Xerxians, perhaps through a lack of understanding his mana, or knowing how to control it in general, Xearo was tested thoroughly, and conclusion was based that he was dangerous, because of the amount of mana a Xerxesian can have, they did not want Xearo to become a ticking time-bomb. As such, A Council of Xerxian Elders split Xearo's soul from his body, to keep Xearo from over-loading and have a mana-meltdown. After splitting his soul the Elders transformed it into a spirit that would follow him for the rest of his days, not only helping keep his power in check but also to feed back into him his power whence he got control of a certain amount. This would prove un-satisfactory one day, when Xearo's parents were killed in an accident. Xearo's spirit was unable to keep control as Xearo's emotions took over, and drained the power back into himself. Causing a rather large explosion within the City of Rememberance. This forced Xearo to fall asleep for a long time, where his brother would thus watch over his sleeping body. The explosion did cause a scene, as other Lands wanted to investigate the problem, but the City remained unwilling to tell of what happened.

Cut to now, and Xearo has truly forgotten nearly everything from his past. His brother as well seemed gone, and he would never know considering his memories had been taken. Xearo decided to explore the City that he believed he had known was his home. At least it seems like it is still. The spirit that is his soul still follows him and whence she found out about The Vale, she had to take Xearo there. She couldn't particularly tell him of his past either...She had lost most of her memories following that incident as well. But not enough to forget that she's still the boss.

Appearance:
19ce7a9c082a0a71348d336731c6eb15.jpg
(Normal attire)
0135266ad98634bb4e9a7f32cf08a68f.jpg
(When hair is down)

~

Powers:
4 Ancient Swords of Xerxes - Xearo's mana is tied to a sort of magic, or grimoire that allows him to summon 4 Ancient Swords made out of mystical energy. These swords each have different effects and properties and are covered in a luminescent green color. Although, Xearo is unable to unlock or even use this power. When summoning one sword or more, a sort of grimoire will appear into existence and hover over Xearo.

Stardust Overdrive - The full amount of Xearo's power unleashed, he will be able to levitate off the ground and both his hair and aura will begin to pour out as luminescent green. In this form, Xearo is able to control all 4 swords at once, each one levitating beside him. Xearo has no control over this power yet, and it is dangerous to activate prematurely. Stardust Overdrive is Xearo's specific power as well, gifted to him by the runes on his body.

Spirit Sight - Xearo is able to see spirits and ghosts that roam the Earth clearly. Ghosts and spirits in particular are difficult for Hunters to track down unless they hold a psychic ability to feel their presence. This is why Xearo usually talks to himself, or spaces out at times.

Techniques: Xearo has no real "fight plan", instead he likes to go in guns-a-blazing. He'll figure it out along the way really. Once he acquires better control of his powers, he most likely will work on basing his fighting style around his powers. Sadly, Xearo is in need of physical training to even wield his magical weapons, as they all would weigh too much for him to swing. Even his first sword, at his current level of fitness is difficult to wield as well as summon/use.

Weapons: Xearo's swords are his only weapons other than his body itself. All swords can be broken if enough trauma meets them, especially with how underdeveloped Xearo is with his powers. It will cost him 4 minutes (about 4 posts in real time) to be able to re-summon a sword that was broken from too much use.
1st Sword - Sword of the Harbinger: This sword is able to slice through mana itself. Xearo is able to cut a fireball in half if its summoned through magick. (Partial control)
2nd Sword - Sword of the Forgotten: This sword absorbs mana and redirects it after an amount of mana is stored into the sword in an arcing slash. (Locked)
3rd Sword - Sword of the Truth: This sword is able to be set into the ground, summoning a barrier to wrap around Xearo and allies for an amount of hits against mana. (Locked)
4th Sword - Sword of the Broken: This sword forces all mana to be directed at Xearo, trade off is that Xearo can't use any of his other swords. But that doesn't mean he can't have someone else use his swords... (Locked)

Extras:
50e4535c440cf4037e159a9e143b7585.jpg
Xearo's "soul" manifested into a Faerie. It symbolizes the good in him, as well as his general aura being a bright, rather luminescent neon green. She is sassy, and bossy. Very protective of Xearo, and will be jealous of anyone that gains Xearo's attention. She is like tinkerbell. If one so manages to "kill" Xearo's faerie, Xearo will go back into a deep sleep for a long period of time yet again until the Faerie has been restored. The Faerie is known as "Isla" and she is basically an insulator and conductor for Xearo's mana.
 
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Vaeryn Akshalla

Nickname: Vae
Age: 29
Gender: female

Race: Kitsune, a race of fox-like demons who mostly reside in the Mokujin Kingdom. They are unrelated to the kitsune of Mokujin folklore; the name just stuck because of superficial similarities in appearance and abilities. They are sought after for their skills in conjuring illusions and are said to be able to bridge heaven and earth, though it is hard to separate myth from reality.

Appearance:
Vaeryn is a fox. Not a foxgirl or foxwoman, but an actual, human-sized fox. She has a slender, athletic build, with incredibly long legs, broad hips, small breasts, and is covered in soft white fur from head to toe, with a silver stripe down her belly, terminating at her nose. The tips of her tails are also dipped in silver. She stands nearly six feet if she stretches to her full height, but is usually slightly crouched, as if ready to spring into action at any moment. Never on all fours, though; she’s not a savage.

Most kitsune have more than one tail, with some having as many as nine. The number of tails is indicative of one’s place in society and Vae’s six tails make her, “slightly above average, but nothing special.” She takes comfort in the thought that they are very large, soft, and fluffy, which is clearly better than having nine, right. She often binds them in pairs, using ribbons, and claims this is to keep them out of the way, but the truth is, she does this to stop them from involuntarily wagging when she is happy.

Her face is… cute, if you’re into adorable woodland creatures. But don’t tell her that. She has icy blue eyes, often narrowed to glare at friends and foe alike, and big, pointy ears perched atop her head, which twitch at the first sign of danger. Despite her attempts at acting dignified, she is still an animal at heart. Will growl or bare her fangs when angered and has even bitten someone once, but he totally deserved it. On rare occasions, she will drop to all fours to run faster, but will promptly stand up and look around to make sure no one saw that.

Personality:
Raised by priestesses in a rural shrine, and revered as a “divine creature,” Vaeryn has an air of dignity and grace about her. When meeting her for the first time, she is polite, well-spoken, and minds her manners. To most, she comes across as a little uptight and stuffy, at first. But she wasn’t always this way. Vaeryn takes her training at the Vale very seriously. She worked hard to get here and has looked forward to it for a long time and isn’t going to let anyone screw that up, not even herself.

Unfortunately, the stress of trying to be someone she’s not only serves to amplify her greatest flaw: her temper. Vaeryn isn’t easily angered, but every little thing seems to annoy her and she's not very good at expressing her feelings, so she bottles it up inside. She has a long fuse, but it is always slowly burning down, and she will inevitably blow up, usually at the expense of someone who totally doesn’t deserve it. She is quick to apologize and will genuinely feel sorry afterward, but that doesn’t excuse her behavior. Most of these tantrums stem from her own deep-seated insecurities about what she is. Calling her a dog or treating her like one is the easiest way to send her anger off the charts.

Biography
Despite being quite rare amongst the supernatural races, kitsune are well-known in the Mokujin Kingdom, where they are revered as sacred yokai, prized for their ability to move between worlds. Eastern folklore is riddled with stories of fox spirits serving as messengers of higher powers, slipping between the realms of gods and demons and men. In reality, very few of them ever master this ability, and it often takes them centuries to do so, but the existence of the Demon Gate proved it was possible. After its closure, many people --some good, some evil-- began to see the value in seeking and capturing the wily little foxes to further their own agendas.

Enter Vaeryn’s father, Tennojin Akshalla, who was neither sought nor captured. Some might call him an opportunist. Others, just a clever fox. In any case, he arrived in the capital nearly a century ago, when the Kingdom was still young. Tennojin claimed to be from an apocalyptic world where the demon gate had never been sealed and had sacrificed a great deal of power to come here and save this world from a similar fate. He “protected” the Mokujin Kingdom by lounging around the royal shrine, collecting tributes, and being treated like a local god, a ward against disaster. His status as a nine-tailed kitsune ensured no one ever questioned his motives or his power. (And he is powerful… just not the “transdimensional savior” levels of power he claimed to possess.)

Anyway, Vaeryn’s mother, Inoue, lived a far more humble life at a shrine in a small village in the mountains. She was younger and less powerful than Tennojin, but had a kind heart and wise soul, which made the people love her. She was the type of “god” who would pick up a broom when the floors needed sweeping and took up arms when the Un-Dying crisis began. But it wasn’t enough. She wrote to the capital, seeking military aide, and that is how she met Tennojin, who was now a sorcerer of the royal court. He rode in with twenty men. When he rode out, he took Inoue with him to the capital, but she was never truly happy there, being pampered by hundreds of servants and royal attendants. Years later, she used her pregnancy as an excuse to return home and gave birth to Vaeryn in the quiet little village.

As a young pup, Vaeryn was difficult to manage. She lacked her mother’s patience and elegance, though she could fake it, if forced to do so. She liked to run deep into the forests and high into the mountains, often disappearing for days and returning scarred and filthy, with tales of tangling with mountain lions and bears. She spent more time amongst the warrior monks than with the priestesses and was the first to show up when they needed sparring partners, but the first to disappear when it came time for quiet meditation. With the Korobuko Gang’s influence gradually creeping across the land, Vaeryn begged her mother –and even her father-- to let her join the hunters of the Vale, but was repeatedly denied. Then the accident happened and silenced all of that nonsense. “Told you so,” her parents would say.

But Vaeryn never gave up. And, apparently, neither did the Vale. Three years later, they were recruiting once more. This time, she didn’t ask for permission.

Powers:
Foxhole -- a.k.a. gate magic, a signature spell of the kitsune. Vae can create small, short-range portals. The largest she can make are only about a foot in diameter. She often uses them to redirect projectiles, such as firing arrows into one and having them emerge behind an opponent, but it has other uses, too. She can reach into a locked room and open the door from the other side or use a portal in the sky to get a bird’s eye view. Kitsune who master this type of magic are capable of long-range travel, sometimes between worlds and dimensions, but Vae is still young and has much to learn.

Spirit Arrow – a spell taught to her by the shrine maidens. Vaeryn summons a bow of magicka and fires an intangible arrow which saps the magicka of anyone it passes through. The arrow does no physical harm, but will weaken mages and magical beings. It cannot be blocked by physical means and will phase through armor or walls. Can also be used to give a shot of magicka to an ally.

Foxfire -- a.k.a. afterburn, an illusory magic which creates a phantom afterimage. Vae often uses this to blur or duplicate her movements in battle, or make it look like she is firing more arrows than she actually is, to confuse an opponent. She has limited control over these illusions, but can’t really maintain the necessary concentration in the heat of battle, so their movements tend to be simple and predictable.

Techniques:
Vaeryn is an archer, but sniper-level marksmanship isn’t really her thing. She specializes in speed archery. Her philosophy is, “fire as many arrows as you can, as fast as you can, until everything is dead.” That doesn’t mean she can’t aim. When the chips are down and every shot counts, she can come through and pull off that one-in-a-million money shot. But you won’t see that side of her very often. Most of the time, she’s just slingin’ wood with reckless abandon. Spends a lot of her down time making arrows.

At close-range, she has the reflexes to dodge and weave like the best of ‘em and is as hard to hit as a toot in a tornado, but never seems to go on the offensive… until she absolutely must. When cornered, she is literally a wild animal and things get nasty. Biting necks, scratching eyes, using arrows as shivs or her bow as a club. Vae’s long legs give her explosive speed when trying to run away, but become deadly weapons when she is forced to fight back.

Weapons:
Ilnachtvael, The Infinite Quiver. More than just a place to store arrows, Vae’s quiver is a “bottomless bag.” Anything that can fit through its (admittedly small) opening can be stored inside. She retrieves items by reaching inside and picturing the item she wants, which will then be called to her hand. The quiver’s size and weight do not change, no matter how much stuff she dumps into it. She keeps hundreds of arrows inside, as well as a bow or two, but doesn’t like to put sharp objects, such as swords, knives, or daggers in there, for obvious reasons.

Extras:
Vae's mouth doesn't move when she speaks, which can be a little odd to some people. Kitsune lack the vocal architecture to form spoken words, so they use telepathy to communicate. It only works one way; she can’t read minds. Also, because telepathic messages contain more than just words, she has difficulty hiding her feelings. Kitsune can be very skilled liars and tricksters once they learn to master their telepathy, but Vae is too honest and, perhaps, too naive to weave deceit into her words.
 
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Monet Berger

Name: Monet Berger


Nickname: Mo, or Lamb


Age: 20


Race: Half-Breed Demon/Human


Personality: Monet seems to be your typical "silent type", albeit a bit softer. There is no harsh glare or furrowing of eyebrows that go with her lack of flamboyance, just the fluttering of her eyelashes as she gazes, somewhat uncertainly, at the world around her. That word seems to define her perfectly: uncertain. As if she is always second guessing herself, as if she has someone else always questioning her every move, which isn't untrue. If she were anything than what she is now, she would be a grey rain cloud that hangs shyly around the sun but refuses to precipitate or a candle flame that is always flickering, hanging dangerously on the edge of smoldering away.

She is more than just a nervous, lonely lamb. The one thing Monet prides herself on is her abundance of whimsical, unnecessary and rarely useful facts. In other words, she reads. Like, a lot. A master of puzzles and your very own encyclopedia, Monet spends much of her free time pursuing knowledge. She is, in simplest terms, a big nerd.


Biography: For as long as Monet can remember it has just been her and her shadow, which isn't actually a shadow, but a demon. Skoll, her shadow that physically manifests as a dire wolf at his own convenience, has been her life long protector, caretaker, and biggest pest since she was born. There is no way to get rid of him, Monet has tried countless times. His soul is not intertwined with hers, or else he could easily be exercised from her body. They share a single soul. If there is no Skoll, there is no Monet. So, before you assume that she is human by her completely misleading and rather innocent appearance, just know that she doesn't actually have a shadow and the dark shape following her around that gives the illusion that it is an area formed by her body blocking rays of light is actually a demon wolf thing.

She was born in the City of Remembrance and mostly grew up with no one but Skoll. Her mother, the demon, died giving birth to her, passing Skoll on to Monet. Her father didn't take much to her. Skoll didn't take much to him. Apparently, she was a spitting image of her mother. The same pale blue eyes, the same fluttering butterfly eyelashes, the same sigh of content. It was too much for her father to take, so he kept himself busy with his work. He was a politician of sorts, the kind of job that kept fathers from their daughters. In this time Monet and Skoll's power grew. She was untrained, unstable, and overflowing. Her and Skoll were at a conflict, one soul split two ways, a recipe for disaster. Her father returned one night and hosted his own "gentlemen's club" in their manor. Monet remembers little of this night. She remembers curling up in her bed, a stuffed rabbit clutched to her chest as a wave of roaring laughter echoed from downstairs. And then she remembers standing in the middle of a forest, dried foreign blood covering her like a rusty cloak. A trail of uprooted and broken trees beginning at the edge of the forest ended at her. Plants seemed to be growing around her as if she has been there for days. Despite all of this, the only thing that truly chilled her to the core was the small brass and obsidian locket clutched in her pale hand, the same locket her dad never parted with.

One of the main reasons Skoll and Monet are in such a disconnect is due to the fact that Skoll knows exactly what happened that night and suppresses the memory purposely from Monet.

The reason she joined the Vale is her desire to control herself and Skoll.


Powers:
Summoning Skoll: Monet doesn't actually choose when Skoll comes out. He just pops outs whenever he feels like it. When he does physically manifest, he appears 5'8 feet at the shoulder, 5'4 feet long wolf weighing around 650lbs. Despite looking almost completely canine, his body mass is more similar to that of a lion, being much denser than a that of a wolf. When he does manifest he is susceptible to injury. Every injury he gets is shared with Monet, at least pain wise. If he becomes too injured he will simply return to his shadow state and Monet would most likely be in such intense pain she'd collapse. The more in tune Monet and Skoll are, the stronger Skoll gets. Unfortunately, they aren't very in tune.

Temporary transparency: One of her more recently discovered powers, for a short period of time, maybe up to a minute and thirty seconds if she is really concentrating, Monet has the ability to manipulate her atomic structure in order to become intangible. While this is active she becomes semi-transparent.

Beast transformation: This transformation can only be done when Monet and Skoll are perfectly in sync, an extremely rare occurrence. It has only happened once before. The transformation consumes so much energy that after her transformation ends Monet will fall into a temporary coma. Imagine a werewolf transformation, not the one in pop culture movies where they just become a large wolf, but rather the older, more monstrous form that stands on two legs. Now imagine that werewolf growing to 30 feet in height and growing bone spikes that rip through their skin. Monet and Skoll become completely uncontrollable in this form. Their only desire is to attack.

Techniques:
Ripping, biting, clawing. Skoll does the majority of the fighting.

Weapons:
She's clueless, honestly.

Extras:
Enjoys rice and over easy eggs together.
Allergic to nuts
Very quesy with blood
 

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