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Elsdon + Arthur Kisker
  • -Desired Role - Thirteen Chosen

    -Dark, Light or Neutral? - Light

    -Name - Arthur Kisker

    -Alternate Names - Art, Artie

    -Age - 18

    -Gender - Male

    -Species - Human

    -World Of Origin - Patchwork

    -Skills - Sewing, playing the flute, task completion, ranged combat, some puzzles

    -Powers - Thread Manipulation - Arthur has the ability to control thread. However he can only use existing sources. He can mainly use them to bind but the enemy is likely to escape from them. Arthur can only control two threads at one time.

    -Keyblade - Stitched Together - It appears to have been hand stitched. Most of the fabric seems to come from different sources. Three squares are stitched at the top to make it seem more like a key. The middle square is shorter than the other two. Just below the key section on the backside is a needle that has string connecting to the handle. The charm is a spool of thread with a needle.

    -Notable Relationships - Elsdon Kisker [Twin brother, unknown status]

    -Other Information - N/A
    ——•——•——•——•——•——•——•——•——•—
    -Desired Role - Enemy

    -Dark, Light or Neutral? - Dark

    -Name - Elsdon Kisker

    -Alternate Names - N/A

    -Age - 18

    -Gender - Male

    -Species - Human

    -World Of Origin - Patchwork

    -Skills - Sewing, close range combat, information gathering, gummi ship piloting

    -Powers - N/A

    -Keyblade - Falling Apart At The Seams - It appears to have been hand stitched. Most of the fabric seems to come from different sources. All fabric is well worn and tears in it reveal stuffing. Three squares are stitched at the top to make it seem more like a key. The middle square is shorter than the other two and town. Just below the key section on the backside is a needle with a loose piece of string. The charm is an empty spool

    -Notable Relationships - Arthur Kisker [Twin brother, status unknown], Proxius Onyx [Mentor, Alive]

    -Other Information - A member of Holders Of The Dark Hearts
     
    Adam, Asira + Their Respective Worlds
  • (I don't think I can multitask enough to play as three characters, so I've settled on two. Do let me know if I did this right; I hope my lack of understanding about the universe of KH won't prove to be inconsistent with the backgrounds/planet I have for my character's origins.)


    Name: Adam-B111
    Fandom: Halo (OC)
    Age: 32
    Gender: Male
    Species: Human
    Appearance:
    db7v8ts-8e821f00-db9a-4210-8bc1-32aea15bc21c.png

    5b9e58b455607cdc1ff58f4b6283d479.jpg
    (Adam Jensen, voiced by Elias Toufexis)
    Voice:



    Desired Role: Ally

    Dark, Light or Neutral?: Neutral

    Former World of Origin: Reach (Consumed by Darkness)

    ------------------------------------------------------
    -Name: Reach

    -Description: Reach was a beautiful Terran world covered in lush green foliage and always in a light mist from the low cloud cover. When the Covenant attacked Reach, the planet's iridescent surface changed into a dull silvery-grey where areas had been glassed by enemy ships. Most of the other parts of the planet burned a brilliant orange with the results of forest fires, chemical explosions and scarred, blackened battlegrounds.

    -Common Powers: N/A

    -Lost to the Darkness: Yes

    -Effect On Heartless/Nobodies/Any Other Enemies: Any hostiles encountered, regardless of former species, will be blackened and charred. Visually, along cracks in their skin will be fiery orange veins of a hot inner core. Displaying behavior similar to shambling undead, they do not appear to be able to wield weapons of any sort. Additionally, enemies encountered in glassed sections will be a smooth, nearly transparent glasslike shimmer and will shatter easily with any sufficient force.

    -Keyblade Names: N/A
    ------------------------------------------------------

    ------------------------------------------------------

    Current WoO: Terra (UNSC Base Alpha)

    --------------------------------------------------------
    -Name: UNSC Base Alpha

    -Description: In this sector, a small Forward Operations Base has been established by the UNSC. Soldiers frequently patrol around the structure, and most of the buildings in a small radius have been converted to vertical-scaling, abstractly designed military offices; about a half the size of a small skyscraper.

    -Common Powers: N/A

    -Lost to the Darkness: No

    -Effect On Heartless/Nobodies/Any Other Enemies: If any enemies enter this part of the world, they take on normal forms of themselves.

    -Keyblade Names: N/A
    --------------------------------------------------------

    Personality: Adam's personality is remarkably dry, with the only notable social interactions being seen with people he's familiar with. Coming off as cold, emotionless and off-putting to those unfamiliar, it doesn't mean that the overly-stoical Spartan doesn't have a softer side for those he bonds with. Adam has always relied on dark humor to keep himself afloat, and when he's not actively in combat, he can usually be found writing in a journal, reading a book, or training for his next mission.

    Backstory: Born on New Alexandria on the planet Reach, Adam's childhood existed within a blur. His parents, both workers, barely had much time to interact with him, and routinely left him in the care of a babysitter. On the morning of his fifth birthday, the Office of Naval Intelligence stormed into the house and abducted the young boy; loading him aboard a UNSC Pelican as the world below suddenly became ablaze with fire. With virtually no time to realize what had happened, Adam was later informed that his parents were killed, and his home destroyed. Motivated by a bitter anger, Adam unquestioningly joined into the Spartan-III program, and was subsequently taking to Camp Currahee to begin training alongside the other candidates.

    Instructor Ambrose, a Spartan-II leading the training of the Spartan-III companies, took note of Adam's brutal efficiency in training as well as deep academic discipline. A further review of Adam's genetic profile revealed that his was generally in-line with Dr. Catherine Halsey's criteria for Spartan-II selection. After another six years of observation with no sign of under performance in Adam's training, Kurt placed him with a handful of other Spartan-III's that were given the designation of Category-II. Soon thereafter placed in a squad of three others, Adam's squad was designated as Blackout Team, as well as being issued Mk. V MJOLNIR Powered Assault Armor with an experimental permutation known as CENTURION. Throughout the next two decades, Adam and his unit served with distinction in the UNSC up until OPERATION: HELLFIRE. Tasked with the sabotage of a Covenant facility on an abandoned asteroid colony, the team encountered unexpected, heavy resistance during the engagement. With Adam suffering a grave injury, the rest of the team doubled back to the extraction site, with two of his teammates falling in combat defending the position. As the extraction ship arrived, Adam was shoved inside the transport by his last remaining teammate as she stayed behind to defend the extraction zone from the enemy onslaught.

    Immediately transported back to a waiting Halcyon-Class cruiser, Adam underwent immediate cryostasis after being stabilized by the medical team. However, a malfunction of the system resulted in him being placed in a coma rather than suspended animation. Adam awoke ten years later to the news that, while the Covenant war was won, something else had occurred that would change his life forever.

    Skills: Adam was trained as the team's Direct Combat Specialist; known for his quick battlefield adaptation and ruthless efficiency of dispatching enemies at any range. Additionally, Adam is a skilled driver and pilot, and usually will figure out how something operates provided he has the time to do so.

    Powers/Abilities:
    Adam possesses several augmentations, notably of which are the following:

    8942-LQ99: Skeletons become virtually unbreakable, allowing survival in harder impacts.

    88005-MX77: Increased density of individual muscles, allowing heavier lifting.

    8897-OP24: Color sharpness is significantly improved upon, and night vision is adapted.

    87556-UD61: Greatly improves the individual's reaction time, decreasing the time taken to react by 300%. "Spartan time."


    Weaknesses: Magic, anti-material rounds, extreme temperatures and energy/plasma projectiles are enough to put Adam down. While he may resist the first few attacks, consistent hits without time to heal will kill him.

    Gear: Generation-One [GEN1] Mark V Powered Assault Armor /CENTURION/ Variant: This armor was a substantial upgrade over the Mark IV; which provided hundreds of technological updates to the suit. The Titanium Alloy Outer Shell bears extreme resilience to most conventional small arms, the plating capable of withstanding about a magazine of concentrated 5.56x45mm fire per plate, 12 7.62x51mm shots per plate or 3 12.7x99mm AP rounds per plate. The refractive coating heat allows the chassis to withstand background heat and twenty direct strikes from Covenant plasma. Mark V shielding is capable of withstanding up to 2.45 gigawatts of energy before breaking; equivalent to two direct hits (torso or below) from a 14.5 APFSDS round or shell. They'll protect against directed energy, projectiles and melee strikes. Upon draining, a 5.45-second delay kicks into effect before the shields begin a 0.85-second recharge to one hundred percent. Frictionless surfaces make for very difficult grapples if one were to attempt to grab them. Lastly, by default, the powered assault armor doubles the user's strength (which is already three times their body weight by default) and multiplies their reaction time by a further factor of five. Although not an officially recognized variant, this experimental prototype utilized a C4I2SR (Command, Control, Communications, Computers, Intelligence, Information, Surveillance, and Reconnaissance) package. Combined with the war fighting expertise of a Spartan, the CENTURION platform ensures an uninterrupted, consistent stream of priority information; allowing for rapid and seamless tactical changes on the battlefield.


    x1 M932 Designated Marksman Rifle: This hard-hitting, select fire bullpup style battle rifle was a favorite of many UNSC personnel. Equipped with a 3x magnification scope and a magizene size of 15 rounds firing 7.62x51mm NATO ammunition, this rifle was the all around workhorse for medium to long range engagements.

    x2 M6G Magnum pistols: Holstered on either side of Adam's waist are two M6G "Magnum" pistols. These handcannons come in an electronic nickel finish, and are chambered to fire eight rounds of 12.7mm × 40mm M225 Semi-Armor-Piercing High-Explosive/.50 Magnum Caliber

    Quotes: "At the end of the day, what you choose to fight for ultimately determines where your heart is. Lose the purpose of choice, and you've already lost yourself."

    Fears: Adam fears failure of a mission, and others losing themselves. Both situations always serve to keep him on his guard.

    Theme Song:







    b9a3fb6858f9b05ce82de380919eb40c.jpg



    GENERAL INFORMATION


    Name: Asira Tayra

    Age: 32

    Universe: Star Wars (OC)

    Species: Human

    Affiliation:

    - Jedi Order (Former)

    Rank: Gray Jedi Mercenary

    Desired Role: Chosen

    Dark, Light or Neutral?: Neutral

    Former World of Origin: Coruscant

    ------------------------------------------------------
    -Name: Coruscant

    -Description: A dark red planet speckled with mega-cities, Courscant had served as the capital city to the Jedi Order, the GAR, and the Galactic Empire.

    -Common Powers: Force-sensitive individuals are trained here, and there is a strange aura of peace when coming to this planet.

    -Lost to the Darkness: Yes

    -Effect On Heartless/Nobodies/Any Other Enemies: Any Heartless or Nobodies encountered will take on the appearance of dark robed humans, with the rest being typical Imperial soldiers. While easy to defeat. the Empire relies on countless numbers of troops to maintain order on controlled worlds, and careless individuals can find themselves quickly overwhelmed. The robed figures are imbuled with the power of the Dark Side, and specialize in the Force as well as Lightsaber combat. Striking them down with a keyblade is essential to ensure their essence does not corrupt the planet after death.

    -Keyblade Names: N/A
    ------------------------------------------------------

    Appearance (description): Standing before you is a 6’0” female clad in a brown/gray cloak with a visibly armored steel gray chest piece, wrist gauntlets and knee pads. She also has bone-pale skin and light blue eyes, with a neck-length platinum blond hairstyle.

    Personality/Morality: Asira is calm and composed at almost all times when engaged in a mission or off the field. She speaks with a calm, composed tone seen as eerily monotone to Jedi or Sith, yet relaxing and assuring to most other beings. Being witness to both sides of the war, and both sides of the Force, she has devoted much of her time since the wars in dedicating a new philosophy to bringing stability and order to the Galaxy. To her, the Force is an extension of an individual’s abilities as much as it connects every living being in the universe; being neither good nor evil, light or dark. The abilities of the Force are directly relational to what the user allows themselves to embrace, but only in moderation. Fanatical extremism in either makes monsters out of both, and thus, what Asira will ultimately see the destruction to.

    History: Born on Coruscant in 32 BBY, Asira was the daughter of Jedi Archivist Kyle Sol’um and a Librarian by the name of Onna. With the marriage of the couple kept a secret, the parents raised Asira with the utmost secrecy. They soon quickly found out that Asira was strong with The Force, and regrettably inducted her into the Jedi Order when she was seven years old. Her father consistently shepherded her progression and training as she was eventually mentored by him personally when the Clone Wars occurred. With more and more Jedi sent to respond to the ever-increasing threat of the Separatist and return of the Sith, Kyle was able to finish training the Padawan into a Knight before the duo went to Geonosis for their first mission in driving the Separatist forces back.


    Three years of fighting and countless missions undertaken by Asira and her father had led to a strong bond between the two, not just by family relation alone. It was ultimately at Mygeeto that the duo’s abilities were tested as, during mid-engagement, the clones of the 21st Nova Corps suddenly turned to attack any Jedi participating in the battle. To their horror, the Clones and Sepratist armies were working against them. Hidden from both armies scouring the battlefield, the duo planned their escape off the world by hijacking a pair of starfighters. Making a break for the ships, the pair were soon spotted and forced to fight their way to the starfighters. Unfortunately, Kyle was fatally wounded in the escape; sacrificing himself so that Asira could escape unharmed.

    Asira fled Mygeeto and quickly jumped to an unoccupied system, grieving the loss of her father. It was now clear that, beyond her father’s sacrifice, the Jedi had all but been destroyed when their own military turned against them. Being a Jedi was now a death sentence, it seemed. With the wound still fresh and the fear kept aloft, the former Knight began to focus on her own survival. Asira went into hiding, and further committed herself to studying all types of the Force; not just the Light Side. For she believed that, as one side demonized the other, the differences in methodology had to reach a compromise to achieve true stability. The Dark Side was, simply, corrupted Force energy. As such, that corruption had to be removed in order for the Force to be equalized. Asira fled to the planet of Aquilae, where she began meticulously studying the Force and why the Jedi and Sith believed there to be two distinct paths.

    For the next several years as the Empire came to rule, it became clear that the Sith plotted to retrieve and archive their ancient teachings, and Asira was now locked into a race to secure the information for her own research into a new Philosophy to restore balance to the Galaxy. In her quest to find Holocrons and Archives of information belonging to both Sith and Jedi, conversations around ultimately lead to claims of such sites existing on both Imperial controlled planets and Outer Rim worlds alike. It it ultimately where Asira would begin her journey, as she refurbished and customized her Delta Aethersprite, bought a new Class-Two Astromech Droid, and took to the stars above.


    EQUIPMENT/ABILITIES/MISC

    Saber fighting style: Suresu/Ataru

    Powers:

    -Force Repulse: Holding out her hand, Asira can emit a strong repulsive field to push enemies and objects back.

    -Force Maelstrom: To only be used in life-saving scenarios as a means of escape, Asira can utilize the deadly Force Maelstrom to gain the upper hand in battle, clear groups of enemies, or escape. This ability is extremely draining and has been known on some occasions to cause her to fall unconscious.

    -Force Enhance: Moreso of a passive ability, the power of The Force can grant the user enhanced speed, agility, dexterity, endurance, and provide limited healing capabilities.

    Customized ‘Illuminate Star’ combat armor: This refined armor combines an even balance between mobility, versatility and survivability. To start, the underlying body glove and cape of the suit is made entirely of armorweave, with a thin layer of thermal gel sandwiched between the inner and outer layers. The junction between the lower and upper torso terminates into a duranium/durasteel hybrid plating that covers the upper thighs, chest, shoulder pauldrons, arm gauntlets and kneepads.

    Delta-7C Aethersprite ‘Nova’: This custom light-class Interceptor was used in the Jedi Order before and during the Clone Wars. Looking much like an arrowhead, this fighter traded protection and limited offensive weapons for speed and agility; able to run circles around most other ships and line up precision shots to disable subsystems, or evade combat altogether. The glaring weakness of this starship is that of a detaching hyperdrive module, which must be returned to and reclaimed during every encounter.

    R2-M3 Astromech Droid: The R2 series of Class-II Astromech Droids was capable of providing a massive array of mechanical and engineering services, and was able to integrate itself into a variety of starships. Alongside easing the tasks of a pilot during spaceflight, the droid was ultimately a companion to their master.

    Curved-hilt Lightsaber (white blade): The primary weapon of Asira, this lightsaber was constructed personally by Asira shortly after settling down in Aquilae. Serving a dual purpose, this lightsaber was also made to momentarily confuse opponents when they tried to predict where the user’s stance has positioned the blade to be.

    -Strengths-

    -Strong, Resolute and Composed: Asira believed it to be ultimately counterproductive for one to allow emotions to dominate their judgement of events, especially in the midst of combat. To her, an opponent is only as skilled as the willpower to control their repressed emotions, making it particularly easy to manipulate the fortitude of her enemy to gain the upper hand in combat.

    -Delicate balances: Asira does not overly rely on technology to best an opposition in combat, and uses the Force in moderation only when it should guarantee optimal results.

    Skilled duelist: Asira has perfected both forms of Suresu and Ataru; using a mixture of environmental positioning, defensive maneuvers and a flurry of offensive attacks in an attempt to confuse her opponent, whittle away their defenses, and ultimately exhaust them into defeat.

    -Weaknesses-

    Dutiful to Balance: As a Gray Jedi, Asira views members of the Jedi Order to be nothing more than fanatical extremists, and in their cause are no better than the destructive evil of the Sith. While their intentions are good, she believes them to be consumed by a fanatical selflessness. As such, Asira will not hesitate to attack them if it means they see her to be eliminated.

    Emotional flare: If in fear of being defeated in combat, Asira will enter a scared anger; calling upon the Dark Side to enhance the frequency and power of her attacks. This ultimately will cause her to be shortsighted in combat; potentially allowing her opponent to gain the upper hand if they are able to stagger off the frenzied blows.
     
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    Eve Belrose + Cocoon/Gran Pulse
  • neptune__neptunia_vii__by_cerberusyuri-d7lviwo.png

    Eve Belrose


    Age: 16
    Gender: Female
    Race: Human (L'Cie)
    Height: 4"9'
    Weight: 82 lbs

    Desired Role: Chosen
    Alignment: Light

    ____________________________

    Home World: Cocoon/Gran Pulse (Final Fantasy XIII)
    Description
    While technically two separate worlds, they exist so close to each other that they can freely be traveled between and even share the same heart. Cocoon exist as a tiny, hollow, moon like structure filled with cities and civilization, that floats just above the wild, much larger planet of Gran Pulse. Cocoon is a safe haven for humans while Gran Pulse is filled with monsters, and both worlds have near god like beings known as Fal'Cie.

    Common Power: Crystarium System
    Most on Cocoon/Gran Pulse posses no special powers, but a rare few chosen by the Fal'Cie are granted the powers of a L'Cie. Those branded as L'Cie are given great physical and magical power which shift and evolve with the L'Cie as they grow, with a rare few being able to summon powerful alias known as Eidolons. However the powers of a L'Cie come with a price, a task that if not completed within a certain amount will result in them transforming into a monster.

    Status
    Lost to Darkness

    Effect On Heartless/Nobodies/Any Other Enemies
    Particularly strong enemies may have crystal growths on them, much like the monsters that already exist in the world called Cie'th.

    Keyblades
    None
    __________________________

    Personality
    - Prefers to talk things out over fighting
    - Dislikes people who force others to do their own dirty work
    - Eager to learn anything and everything she can

    History
    Before her world was turned upsidedown, Eve was a highly intelligent girl, a prodigy even, having graduated school at 13 (only a year after entering), earned her bachelor's in Folklore & Mythology and was working on her Studies of Fal'Cie & L'Cie physiology, while interning for the government of Caccoon as a historian and archaeologist, though she spent much her free time not studying ancient mysteries and phenomena to participate in hover-pod races across the nation. Her happy life came crashing down when the Fal'cie Siren, a god like being, foresaw the coming of the Heartless and turned Eve into its L'cie, giving her the focus to protect the world's keyhole. However the Fal'cie was unable to give her the power to accomplish this task, and for a L'cie that can not complete their focus a fate worse than death awaits. Day after day the heartless grew closer to the world's heart and Eve, futilely fighting with all her strength against them as well as the PSICOM forces mistaking her as a Pulse L'Cie, could only watch helplessly as her brand slowly shifted, getting closer to turning her into a monster known as a Cie'th. As she was at the final stage of the countdown the world fell to the darkness, but before she could be swallowed up her strong conviction to protect her world and her desire to live attracted a keyblade to her. The keyblade interfered with her "contract" as a L'cie, burning out her brand and stopping her transformation while still allowing her to keep her powers.

    Skills
    - Advanced magical knowledge and application
    - Advanced driving/piloting
    - Decent mechanic

    Powers
    Crystarium System
    Eve isn't the most powerful L'Cie physically, her Crystarium not devolving towards physical combat, though her strength, speed, and defense are still twice that of an average person's. Instead her Crystarium evolved almost exclusively for magical abilities, granting her a massive amount of mana, a high magic defense, and a large array of spells. Having almost become a Cie'th before her brand was burned out Eve has also discovered (or rather will discover) that she is able to produce a crystalline, armor-like substance over her body. While she will only be able to produce a small amount at first (enough to cover a hand for example), with time and practice she will be able improve this feature.

    Eidolon Summoning
    Using her Eidolith, a large piece of amethyst in the shape of an iris flower, Eve is able to summon a powerful ally called an Eidolon. Eve's Eidolon is Olrun; a giant mechanical woman with ten blades that float behind her back like wings and wields a tall shield, longsword, and powerful light/holy magic. Olrun also is able to change forms, transforming into a fighter-jet-like vehicle with a cockpit that Eve can ride in. However because of the loss of her world and the interference of the keyblade, Eve has temporarily the power to summon Olrun and will need to rediscover how.

    Magical Prodigy
    To say that that Eve is good at magic would be a massive understatement. She's not just good, she's exceptional. Even before becoming L'cie she was fascinated by it, taking every opportunity she could to study it from official documents, ancient records, and living Sanctum L’Cie, and once she gained the power to use magic she took to it like a fish to water. Eve has access to a massive range of powerful spells, some of which that hadn’t been used on Cocoon/Gran Pulse in hundreds of years. (Basically she’ll be using spells from all over the FF series) In addition she’s excels at finding creative applications for her magic, such as applying fire magic to the back of a blade to boost its speed or gravity magic to increase its force, using magnetism magic to create a shield against weapons or wind magic to boost one’s speed, and even mixing and matching magics to create new effects (e.g. fire+water=steam). Having the medium for her spellcasting switched to a keyblade will take some adjusting for her and may effect the strength of her spells at first, but she'll adapt to it quick enough and be back to her spell-slinging self in no time.


    Weaknesses
    Physical Combat
    While she may have enhanced physical abilities, Eve is not a fighter in anyway and has no actual skill with a sword. Without her magic she’s more likely to lose a physical altercation than not, even with her enhanced physiology.

    Easily Distracted
    Eve’s intellectual curiosity can get the better of her at times as she can easily get distracted by the prospect of learning something new. Falling behind the group to examine some ancient writing, loosing track of time in a library, and even stopping a fight just to question an enemy on a spell the used that she’d never seen before.

    Owren's Disease
    Eve suffers from a condition known as Owren's Disease, or parahaemophilia, which prevents her blood from clotting properly. She gets hurt far easier than other people and her wounds take longer to heal. Even healing magic is less effective on her, requiring twice as much mana to repair the same amount of damage.


    Keyblade: Crystal Guardian
    A simple looking keyblade with a straight shaft, long and thin like a sword, with veins of amethyst crawling their way up before bursting out the top, forming the key's teeth purely out of crystal. The charm is an iris flower made completely of amethyst.

    Relationships
    Olrun - Summon/Friend

    Others
    Eve’s brand is located on her left thigh and is in the shape of a heart. While it was once black and red in color it is now white and blue, with the golden outline of a keyhole overtop of it.


     
    Dawn Litchenberg
  • Black wings1.jpgDawn Litchenberg

    Age: 17
    Gender: Female
    Species: Human
    Height: 5"4'
    Weight: 121 lbs

    Appearance: Dawn's time in the Realm of Darkness and her connection to its power has dyed her eyes a glowing amber-yellow. As she delves further into the darkness her body will show more signs of corruption as her skin darkens and her hair turns white. However, if she goes down the path of light and unlocks her Powers of Light then her eyes will return to their original storm-blue.

    Desired Role: Currently Undecided
    Alignment: Neutral (Subject to change)

    ________________________________________________________________________________________________________________________________________​
    Home World: The World That Never Was

    Description: The World That Never Was is an abyssal world with a perpetually night-time atmosphere. Among the ground, several buildings rise to form the Dark City, giving the world an urban setting and lighting, though a large area of the city was left inhospitable after Sora and Riku's fight with Xemnas. Overhead the Dark City are the remains of Castle that Never Was, where Organization XIII once operated. Intelligent Nobodies tending to find themselves drawn to this world for whatever reason and normal people actually live here too, though they tend to be a reclusive and distrustful bunch, spending as little time on the streets as possible and trusting only the safety of their homes and the people they are close to. Visitors to the world should consider themselves lucky to even catch a glimpse of any of the residents as they avoid strangers like the plague.

    Common Powers: None

    Status: Active

    Effect on Heartless/Nobodies/Other Enemies: The World That Never Was is very close to the darkness, allowing Heartless and Nobodies to flourish here.

    Keyblades: Two Become One, (It was the only one I could think of. If you know of any others let me know and I'll add them.)
    ______________________________________________________________________________________________________________________________________________​

    Personality:
    Dawn is a quiet and shy young lady. She's not really sure how to interact with other people so she tends to sit in the back and let others do the talking. When it's time to fight however she becomes very aggressive, like a cornered animal. Her fighting style emulates a Neo-Shadow, being fast and unpredictable.

    History:
    Even before the Heartless invasion and Organization XII, The World That Never Was was always a little too close to the darkness. It wasn't uncommon for people to simply vanish in the night. Most people assumed it was kidnappings or just folks running away from the depressing city and Dawn shared in that opinion, until she ducked into an alley one night for a shortcut home and stepped into a dark and twisted world. She had found herself trapped inside the Realm of Darkness. Being hunted relentlessly by the Heartless, Dawn found the remains of an ancient Keyblade Warrior and in order to defend herself took their Keyblade. However, being unable to feel the power of light in that realm, Dawn began learning to control the power of darkness instead. She spent... let's just say a very, very long time wandering the dark lanes before finally stumbling upon an exit and returning to the worlds of light...

    Skills:
    - Extremely fast and agile
    - Excels in melee combat
    - Savage and unpredictable attacks
    - Extensive firsthand experience fighting heartless


    Powers:
    Dawn has the potential for two separate sets of power depending on how close to the Light or the Darkness she is. Currently she only knows how to wield the Powers of Darkness and the further she falls into the darkness the stronger these powers will grow. However, should Dawn begin to walk down the path of light her Powers of Darkness will begin to weaken and eventually vanish as her Powers of Light awaken and grow stronger.


    • Dark Magic
      Much like anyone who uses the darkness, Dawn can use the power of darkness to imbue her attacks and defenses with dark energy, boost her strength and speed, launch blast of dark energy at her enemies, and open dark corridors between worlds. Her senses have been enhanced to almost animalistic levels, giving her the ability to see in the dark, track people by smell, and hear things most couldn't. And she has gained a small amount of control over the heartless themselves, though as of now it is limited to Shadows, Neo-Shadows, and Anti-Heartless. Rather un-heartless like however, these heartless will follow her orders even if there is someone stronger present.

      Shadow Manipulation
      Along with drawing power from darkness Dawn also has power to give the darkness physical form. Able to control the shape and form of the shadows around her Dawn can sink into them like water to travel unseen, launch spikes from her opponent's own shadows, or create weapons from her own.

      Guardian Heartless: Dawn's Shadow
      kairi___anti_form_by_mell0w_m1nded-d26pcru.jpg
      Living in Dawn's shadow and following her orders, this Anti-Dawn is the physical manifestation of the darkness in Dawn's heart; an incomplete Heartless that has taken form and yet somehow is still bound to its body. How exactly this union came to be is unclear. Could it have been the result of the anti-heartless trying to merge with her shadow and getting stuck? Maybe Dawn was supposed to have become a heartless a long time ago, but the keyblade in her hand interrupted the transformation, leaving her only half turned? Or perhaps it could simply be chalked up to being one of the many oddities that can occur within the Realm of Darkness?

      And as if having your own heartless bound to you wasn't unusual enough Dawn's Shadow is also intelligent and self-aware, capable of thinking for itself, strategizing, and even speech (though only with Dawn at first). Understandably such an existence is not happy with being bound to Dawn and desires to be free, but finds itself unable to attack its own host. So instead it whispers in her ear, encouraging her to taint her heart in darkness so that it may grow stronger and eventually break free. It is able to feed on hearts just like any other heartless but is also able to feed on other heartless as well. Doing so allows it to increase its own strength without relying on Dawn's connection to the darkness, though it is usually a slower process depending on the strength of the heart/heartless devoured.

      Dawn's Shadow possess the same Powers of Darkness and skills as Dawn, a dark copy that rises up out of her shadow to fight by her side. One thing they need to be careful of though is that, since they share the same heart, any damage one takes the other takes as well. Should push come to shove the Shadow can temporarily merge with Dawn, allowing her to enter an Anti-Form like state and increase her power several fold, though at the price of reducing her ability to think and act rationally.


    Keyblade: Fallen Angel
    A lightweight weapon with good reach. The shaft appears to be an actual sword, long, thin, and sharp, with black feathered wings wrapping their way up one edge and fanning out just before the tip for the key's teeth, falling back slightly towards the handle. This leaves one side of the weapon sharp as a blade and the other serrated, with a sickle like hook at the end

    Since Dawn took the weapon from the remains of a fallen warrior rather than earning it herself and has yet use the power of light, Fallen Angel has not accepted her as its wielder and is little more than just another weapon in her hands. She can neither summon it to her side, open or close locks, nor use any other abilities associated with a Keyblade other than slaying heartless. As she grows closer to the light Fallen Angel will begin to accept her and give her access to its powers.


    Relationships:


    Other:
     
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    Lucius Maldonado & Marco Ortiz
  • Desired Role: Member of Holders Of The Dark Hearts (Enemy)
    Dark, Light or Neutral?: Dark
    Name: Lucius Maldonado
    Alternate Names: The Puppeteer, Charlatan
    Age [15+, Preferably]: 18
    Gender: Male
    Species [Human? Nobody? Something Else?]: Human
    World Of Origin [Canon/User Submitted]: New Orleans (Princess & The Frog)
    Skills: Expert at Misdirection and slight of hand, Close-ranged combat, Card Games
    Powers [Max of Three, Can Relate To World. Include Strengths & Weaknesses]:
    • Dark magic, specifically curses and hexes that can be treated with the proper healing magic. Only one curse can be applied per target, so if the target is able to find a work around for the current curse in effect on them Lucius has to wait for the old curse to wear off before he can place a new one on the target. This magic also allows him to tap into his "Other Self" akin to the Shadow Dr. Facilier that could move and act independently of him
    • Puppet Body: A replica designed to be filled with his "Other Self", Lucius controls this replica like a puppet with near invisible strings that extend from his left hand to different parts of the replica's body.Due to it being filled with his "Other Self", the replica is capable of wielding the other half of Lucius' keyblade: Hoodoo. For more precise control, he can split control to both hands, giving the replica the ability to wield 'both' Voodoo and Hoodoo at the same time, but this leaves him without a weapon of his own or the ability to cast magic
    Keyblade [No Canon Keyblades, Can Be From World. Include description]: Voodoo - This keyblade features an extremely thin blade in comparison to others, with the head featuring the Hand that is present on Dr. Facilier's cards. The grip of the keyblade is surrounded by the wood of a cracking tree, with the cross guard featuring a smaller voodoo mask on it. Hanging from the pommel is a small skull with bright purple eye sockets. A special notion about this keyblade is that it is the other half of the keyblade wielded by Lucius' Puppet Body
    Notable Relationships: Apprentice of the Late Dr. Facilier
    Other Information: Lucius wields his keyblade backwards similar to Ventus with his right hand while controlling the replica he wields with his right hand, granting him both long and close range combat.
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
    Desired Role: Chosen
    Dark, Light or Neutral?: Light
    Name: Marco Ortiz
    Alternate Names: Muertos
    Age [15+, Preferably]: 16
    Gender: Male
    Species [Human? Nobody? Something Else?]: Human (Remembered)
    World Of Origin [Canon/User Submitted]: Land of the Dead (Coco)
    Skills: Guitarist, Pianist, Parkour, Mid Range Combat
    Powers [Max of Three, Can Relate To World. Include Strengths & Weaknesses]:
    • Path Petal Magic - Marco is able to create and manipulate the orange petals used on Dia de los Muertos that aid the Dead in navigating their way in the land of the living. He mainly utilizes this magic to create pathways for himself, whether it be in navigation or creating platforms from the petals that allow him to maneuver around quickly and whatever way he likes. However, the petals are very easily destroyed and cannot be used in any fashion to attack
    • Warmth of Life - Marco is able to manipulate his keyblade Heart & Soul into the form of a true guitar, allowing him to play music which generates a variety of effects: healing magic, defense increase magic, and recovery magic. Each effect is generated through a particular string of notes, and if these notes are interrupted in any way (switching back to a keyblade, attacked and stops playing, stunned) the effect is not applied and cannot be applied for a short while.
    Keyblade [No Canon Keyblades, Can Be From World. Include description]: Heart & Soul - The head of the blade is reminiscent of a guitar, along with 'lit' candles that act as the 'key' portion of the blade. The cross-guard and hilt is similar to that of the top of a guitar, with the chain having a small ball of path petals at the end of it.
    Other Information: Marco mostly carries his keyblade in its guitar form most of the time, playing it freestyle to pass the time and chill out
     
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    Sol Orn, Mani Orn & Ivory Fjord
  • Sorry for the long silence, but I’ve got a pitch ready to go. Also have a villain to come later.

    Desired Role: Chosen
    -Dark, Light or Neutral?: Light
    -Name: Sol Orn
    -Alternate Names
    -Age [15+, Preferably]: 16
    -Gender: Male
    -Species [Human? Nobody? Something Else?]: Leonan (human with lion features and tail)
    -Appearance: Appearance: A tall teenager with a slim build. Pale skin with a dusting of freckles across his face. Light blue eyes behind a pair of wireframe glasses. His hair is auburn, with fluffy sideburns and a short ponytail in the back. Incisors noticeably longer than a human’s, but not really fangs. Large ears with fur on the ends. Fur covered tail, with an auburn tuft of hair at the end.
    Wears an off-white button down shirt with a Mandarin collar, sleeves rolled up halfway up his forearms. A black formal vest, with an abstract band logo embroidered on the left front panel. Pants are dark green cargo pants, paired with dark grey and yellow running shoes. Wears a magic ring his father gave him on his right middle finger.
    -World Of Origin [Canon/User Submitted]: Ivory Fjord
    -Skills: sprinting, magic, tactical games, investigation, singing, playing the drums, basic combat training, computer operation.
    -Powers [Max of Three, Can Relate To World. Include Strengths & Weaknesses]:
    Ice affinity; bonus to ice spells and abilities. Vulnerable to Fire.
    -Keyblade [No Canon Keyblades, Can Be From World. Include description]: Bones of Our Fathers; This Keyblade seems to be carved from bone. The blade is a little uneven, with the key’s teeth represented by three jagged claws or teeth. The hand guard is made of antlers, with a few extra points near the bottom, on the outside. The handle and where it meets the blade are wrapped in leather strips. The key chain is a tooth with runes etched into it.
    -Notable Relationships: Mani Orn (step-sister)
    -Other Information:
    Background; Sol was born to a law officer and a physical therapist in the coast town Skvan. When he was about 6, his family adopted a strange girl that had been found wondering alone on the outskirts of town. Somewhat stiff to his adopted sister at first, Sol and Ani soon became an inseparable duo. He was the voice of reason, she the voice of adventure. It was a good life, until the darkness came for their world. As it fell, Sol felt a call from the Light. Taking Ani’s hand, the two followed the call to another world and a brand new adventure.
    Additional Weapon; Ring of Ruin> A piece of magical jewelry that allows the wearer to use Ruin magic.


    Desired Role: Ally
    -Dark, Light, or Neutral? Light
    -Name: Mani (MAH-nee) Orn
    -Alternate Names: Ani
    -Age [15+, Preferably]: 15
    -Gender: Female
    -Species [Human? Nobody? Something Else?]: Human
    -Appearance: short and somewhat stocky. Tan skin with amber eyes. Hair is a pale light pink with an undercut style, leaving it long on top. While in casual situations, Ani will leave it brushed to one side. In more active situations, she will tie her hair into a top knot style, though some hair is left to hang down the side of her face.
    Wears a grey v-neck, sleeveless shirt with a brown sleeveless vest, complete with a hood. Dark brown arm sleeves that begin mid bicep and come down to the knuckles, with a hole for her thumbs. Black leggings with a pleated dark blue skirt that extends to just above her knees, and toe shoes. Wears a choker with a stylized 5 point star made out of a silver metal hanging from it.
    -World Of Origin [Canon/User Submitted]: Lived on Ivory Fjord
    -Skills: Parkour, sparring, tracking, singing, sketching, and languages.
    -Powers [Max of Three, Can Relate To World. Include Strengths & Weaknesses]: Darkness; Dark aligned spells, as well as a Dark Mode that increases her speed and strength. It does draw attention from Nearby Heartless and can cause her to behave erratically.
    -Keyblade [No Canon Keyblades, Can Be From World. Include description]: New Dawn; A simple Keyblade that resembles a modern key in a dark grey metal. The side where the “teeth” usually go is jagged, while the other side is straight. Etched in the blade are runes that depict the Keyblade’s name. There is only one side to the rounded hand guard, opposite side as the jagged teeth. The guard is a dark red, with the handle an ivory color.
    -Notable Relationships: Sol Orn (Step-Brother)
    -Other Information
    Additional Weapon;
    j_GkBsXPg7aVUOV6l09cmmW2qzSfbGoqgid8t0jQJC8.png

    Background; Ani doesn’t remember much before being found wondering alone on the outskirts of Skvan at age 5. Not many were sure what she was, lacking the feline features of the Ivory Fjords. Nevertheless, she was adopted by a local police officer and welcomed into his family. As she grew up, she grew close to her new step-brother, Sol. While generally happy growing up, Ani always felt something was...missing. She would often watch the stars at night, and long to be among them. She knew in her heart that while she lived on this world now, she started on another. Things took a turn for the worse when Heartless started appearing in The Ivory Fjords. The calamity and destruction they brought was frightening and...familiar? She remembered seeing a human figure among the shadows. She tried to get to it, but Sol pulled her out and by his light, the duo escaped the darkness that swallowed their home to someplace unknown...





    -Name: Ivory Fjord
    -Description [Residents + World Appearance]: A world of fjords and high cliffs surrounded the ocean. The few areas where land meets see without cliffs are covered in port towns. Inland holds vast plains with simple rolling hills. While the lands are generally warm and pleasant, the seas are bitterly cold, with ice bergs common.
    The only sapient species native to this world are the Leonan, humanoids with slight lion features and a tail.
    -Common Powers: Ice manipulation, Light affinity, animal affinity, heightened senses.
    -Lost to the Darkness?: Yes
    -Effect On Heartless/Nobodies/Any Other Enemies: Those found inland tend to be animalistic, with strong feline features and themes. Those encounter at sea or the coast tend to combine that with a Nordic look to clothing and armor, as well as an increase in ice based attacks.
    -Keyblade Names [If Any]: Bones of Our Fathers
     
    Fennorian Ravenwatch & Aurbis
  • I hope this is okay!!

    -Desired Role: Chosen
    -Dark, Light or Neutral?: Light, believe it or not
    -Name: Fennorian Ravenwatch
    -Alternate Names: Fenn
    -Age [15+, Preferably]: Precise age is unknown, but looks to be about in his 20’s, if he were human that is.
    -Gender: Male
    -Species: Altmer (High Elf) Vampire
    -Appearance and voice sample:
    Voice: (Don’t have to watch the whole thing, best i could find)

    ON-npc-Fennorian.jpg
    -World Of Origin:User Submitted, Tamriel, Aurbis (Aurbis is the “universe”, Tamriel the continent)
    -Skills: Is a skilled alchemist and potion maker, and a scholar. Proficient in restoration (healing/protection) magic, can draw fairly well, but doesn’t think he’s anything special.
    -Powers: Mist Form: Can transform into red mist that can go through most objects, provided its not entirely solid. (So he can’t go through solid walls, but say, a wall of iron bars he could, because of the gaps)
    Enhanced Speed and Strength: As a vampire he has enhanced speed and strength, he doesn’t usually use this power though.
    Invisibility (If I’m allowed, no big deal if I can’t): becomes invisible, with night vision for one hour. Can only be used once per day.
    Weaknesses: his strain of vampirism (Noxiphilic Sanguivoria) doesn’t make him weak to sunlight, just stronger at night, HOWEVER, he needs to periodically feed from people (drink blood) in order to survive. If he doesn’t he will become weaker and weaker until he either dies or loses control and goes on a feral rampage. He also refuses to drink from unwilling donors, or directly from others if he can help it. He also prefers to act as support in battles, healing from a distance, instead of doing any actual fighting. He is capable of fighting, though. Also has a great weakness to fire.
    -Keyblade:none
    -Notable Relationships: Verandis Ravenwatch, exact relation is unknown other than related, but Verandis is Fenn’s father in every way that matters pretty much. Verandis is head of House Ravenwatch, a noble house in Rivenspire, High Rock, Tamriel.
    -Other Information: his house is the only known faction of “Friendly Vampires”, who never feed on unwilling donors and curtail the actions of more hostile vampires. His weapon of choice are staves.

    -Name: Aurbis (universe), Nirn (planet), Tamriel (main continent)
    -Description: Nirn is the planet on which the Elder Scrolls is set. It floats in the void of Oblivion and is, for all intents and purposes, the majority of the realm known as Mundus. Sources often use the terms Nirn and Mundus synonymously, despite the technical differences in the two terms. Nirn was created during the Dawn Era by the Aedra and Anu-aligned spirits, based on Lorkhan's inspiration and Magnus' designs.
    Tamriel is the main continent of Nirn and is its mythic and symbolic center. Tamriel is divided into 9 provinces: Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isle, and Valenwood. Each region has its own ecosystem and culture, much like irl Earth, with the addition of magic and more magical beings. Native races to Tamriel include Altmer (High Elves), Bosmer (Wood Elves), Dunmer (Dark Elves), Orsimer (Orcs), The races of man (Imperials, Bretons, Nords, Redguard), And the Beastfolk (Argonians and Khajiit).
    -Common Powers: Magic, and all the schools of magic related, plus the specific abilities found only in certain races, Like an Argonian’s ability to breath underwater or withstand poison.
    -Lost to the Darkness? Yes
    -Effect On Heartless/Nobodies/Any Other Enemies: Anyone here will take on the appearance of one of the many races, and if they are heartless, will take on appearance of Daedra (beings from Oblivion, think of them as demons)
    -Keyblade Names [If Any]: N/A
     
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    Patchwork
  • -Name - Patchwork

    -Description - Patchwork is a world held together by what appears to be string. Between each fragment of the world is what is considered to be an abyss. The strings are often used as a bridge to get to another fragment if one is not afraid of heights. It is named for the way it seems to be held together by string and scraps of fabric. Many of the residents look like they have made their own clothing and patched it up whenever it tore.

    -Common Powers - Thread manipulation, stuffed item manipulation, fabric manipulation

    -Lost to the Darkness? - Yes

    -Effect On Heartless/Nobodies/Any Other Enemies - Any enemies appearing here will take on a stuffed or patched appearance

    -Keyblade Names - Stitched Together, Falling Apart At The Seams, Memory Quilt, Stuffed Friend & Beloved Teddy
     
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