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Bellamira Ossana 5'8" & 112lbs | Socialite | 22 Years Old

Appearance
Long black hair, braided into itself, thick eyeshadow and mascara leaking down her face. Bella’s taste is extraordinarily expensive. She has a love for platform boots and facial piercings; the sparkling of her silver tongue and teeth infectious in the light. Her blue eyes are always bloodshot. She often slurs her words, but those closest would remember her differently, sober and lucid and gloomy. It’s been several years since Bella has last stayed well through the day. The woman is no less alluring when inebriated.

Personality
“Demotivated” is a word a lot of people would use to describe Bellamira.
She’s spent a lot of time putting a lot of effort into things she’s cared little about. She’s spent more time feeling like she had to get away from the pressures and obligations put upon her by the people around her; the anxiety gave way to apathy at some point and, well, things fell apart. It took a few years to get back on track from all of that. It took a few years to get out of bed.
So maybe she was left with a few problems with impulse control. Maybe it takes a long time to care about doing all the necessary things. But Bellamira has a sense of duty, and though she might not always feel that things are worth the effort, she does her best to stick through them anyway. It’s a type of resilience or willpower to stay accomplished through the struggling.
Being kind is not so much of a tribulation as being productive. The weapon is likeable, at least; her dark manner is novel, and she is generally pleasant to others if she’s not laid out. Keeping connections, for her, is only as difficult as showing up.
There had to be more in there than laziness and ineptitude, but honestly, Mira doesn’t feel she’s found it yet.

Soul
Mira’s soul flickers like a dying red-orange candle in her chest. It’s about the shape and size of any other human soul, but emits a soft diffused light, like a lantern waved about in a sea of darkness. A special person once said they could see the reflection of its light in the woman’s glazed eyes.

Weapon Type
Bellamira’s weapon form is a razor-sharp surgeon’s scalpel capable of exceptionally clean and acute cuts. Although her blade is razor-sharp, it’s the closest range weapon, whose blade usually measures no more than an inch long. In the right hands, however, Mira’s been able to increase somewhat in size before- to the size of a dagger at least. Still, a scalpel is mostly for slicing, and stabbing with it feels like poking holes. She had difficulty finding an EAT partner because of these restrictions.

Resonance Techniques
Bellamira has exceptional control over her own transformation and wavelength. She is experienced in working with others (particularly family weapons), and is exceptionally at acting in the aid of some abilities, such as the practice of wavelength amplification that she has practiced with her brother (whose healing wavelength is their primary focus of collaboration). She is skilled at assisting a meister (or person acting as one) with fine control of their wavelength to the point of being able to be used for microblade surgery. She is not used to resonating with anyone outside of her family; the last time the weapon can remember resonating with anyone else was a one-off romantic encounter with an electric touch heavily under the influence.

Bond Resonance - The Ossana family is known for their ability to resonate with extended family. Bellamira exhibits the expected proficiency in this ability- she’s never met a family member she couldn’t resonate with. This was originally her speciality – if only because of her mother’s ability to train with her- but It is more difficult to wield Salem than it is to be wielded, probably because of the amount of experienced they’d used, but Mira is the primary fighter of the team within the two.

F.A.T.E Status: Type A Agent, Formerly One-Star Rank.
Bellamira is a type-A FATE agent. She struggles with her mental health, and initially left the EAT program when she disappeared completely for several months; the weapon is nonforthcoming about her activities during that time but was pulled out of the academy entirely by her brother upon her entrance to his custody and had not thought about attending until her brother suggested she get involved with the remedial program. Although Mira doesn’t really desire the life that comes with working as a weapon, and refuses the idea that her rampant partying is problematic, she has tired of being a burden on her brother- it's never felt good to have nothing to give back.

HIstory
The family desperately wanted success for Mira.
Her gymnastics training started before she could even remember it. There were pictures on the walls of her earliest meets and medals; looking at them was always awkward- like walking into a stranger’s wedding and feeling alienated by their joy. By seven, she went to three extracurriculars a week, on top of participating in martial arts training in the home. By ten, she’d forgone the idea of a normal education entirely. But all of this pressure to perform was not involved in something she loved; it was in service to something the girl had never been asked about at all.

It wasn’t a question to her, really, just an unfortunate duty she had to uphold. A younger, alienated, more bitter Salem had shared the opinion that she was a makeup baby for his own failures to the family legacy. In her early life, he played with the opinion that she’d stolen his family, and although most of that anger was directed away from her… well, even limited contact was enough to make her understand that. They weren’t close. That’s why it was such a surprise to her when he showed up in the middle of hell.

What made her brother keep that sense of duty she lost in the move to Nevada? Bellamira wasn’t sure. He’d had a duty to his ambitions, and he’s fulfilled them, but she’d bowed out of anything that was good for her or used her skills. What was it to not want to do the one thing you were good at? It was foolish, she knew. It was impossible to fathom doing anything else.
But the DWMA was not a place for rejects and disasters. She’d lost that opportunity, she thought, when she’d control of herself. There was a lot of time she couldn’t account for in all of that. Once you run away, that’s that. You can’t go back to where things were before.

It had been difficult to avoid being completely useless. It had taken so much for Salem to meet her on equal grounds; he hadn’t believed her when she’d told him what her weapon form was at all. It had never been something he’d been willing to entertain the idea of talking to her about; it had never been something she wanted to talk about with him. So the idea, to him, was ludicrous – an attempt to get him to try to resonate with her like he hadn’t done with anyone for years. This made her irate, of course. She had no reason to lie. They’d broken out of the same mould, but all he could see were their differences. It was infuriating.

They were both set in their different ways.

Meeting in the middle was better for them both. Bellamira needed to physically train to stay proficient, despite her lapse in education, and Salem kept on her about her responsibilities; after a while, he became comfortable enough to let her bring him to the range, and they became closer through a sense of shared obligation. Duty clouded their relationship- Mira was helpful to his work, so she did her best to show up, but Bellamira’s best was not adequate to expectations. She was too tired. Too caught up in herself.

But there were opportunities brewing at the DWMA for people like her. It would be helpful, she thought, to take them in hand – to try to improve the impossible situation of total failure. She needed to do something. She needed to do anything.
The FATE program was a perfect new start.


Partner
Bellamira currently has no partner, but she works with her brother frequently.


 
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ERIC
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Age:

19

Gender:
Male

Species:
Human

Height:
6'1"

Hair Color(s):
Black

Eye Color(s):
Gray

General Appearance:
When it comes to clothing, Eric has no complaints as long as what he's wearing is comfortable. However, the many scars on his arms may make some people uncomfortable, so he prefers to wear shirts with long sleeves out of consideration. Aside from that, the only things that stand out are the cross-shaped earrings he always wears.

Personality:
Eric is an affable young man who is rarely seen without a smile on his face. He prefers to maintain a positive attitude, believing that it's a waste of time to sit around brooding. He tries to pass that energy along to everyone he interacts with, often by engaging in some friendly teasing. A consequence of this playful attitude is that he sometimes gets under people's skin without intending to.

His easygoing personality makes it easier to build rapport with some people, but there are those who take offense to his approach. He's always composed and never wipes the smirk from his face, giving some the impression that he's mocking them. For the most part, their assumptions are incorrect, and he never means any harm. However, there are times when he'll intentionally be harsher with his seemingly innocent teasing to get a reaction out of someone if he feels that it's warranted.

Despite how he usually acts, Eric is very dedicated to his work as a meister. He truly wants to help others, and hunting souls is one of the best ways to do so. He hates evil and how it corrupts people. He hates pain and watching other people suffer, so he wants to make the world a better place. It's a respectable goal, but his methods and motivations are another matter.

Eric truly despises the people on Death's list. He shows no mercy, eliminating them without hesitation. However, his ruthlessness is never accompanied by anger. He's disgusted by corrupt souls, but he doesn't hunt out of hatred. In his mind, it's a form of salvation. It's the only way to free them from the darkness in their hearts and prevent them from inflicting pain on others. His feelings and actions don't line up, but it all makes perfect sense to him.

Eric has strong principles, but doesn't always act on them like one would expect. He always acts when he deems something to be evil, but how he decides to handle things is completely arbitrary. If it has nothing to do with Death's list, then it all comes down to how he feels at the time. If he's been wronged but doesn't deem the person responsible to be evil, he can be surprisingly forgiving and willing to let things go, not one to hold grudges against people.


F.A.T.E. Status:
As a Type A agent, Eric's participation in the program is a result of behavioral issues, all of which stem from how he views individuals he deems to be evil. He treats these individuals in a ruthless manner, cutting them down without hesitation in an effort to "save" them. While hunting souls is nothing out of the ordinary for a member of the EAT class, the way he passes judgement is problematic.

If he deems someone to be evil, he will always pass judgment on their souls, and he will not hesitate to go against orders for the sake of doing so. How he judges a soul and how he chooses to deal with them is completely arbitrary, seemingly decided on a whim. On occasion, his judgement does not line up with Death's, and some of the souls he deems to evil are not found on the headmaster's list. There are concerns that this may lead to him hunting souls that remain categorized as innocent.

To deal with these issues, Eric has been attending multiple therapy sessions, many of which revolve around the source of his views on good and evil. While he has been cooperative, there is a disconnect between him and others, as he does not believe his time under his foster father's care was negative. He simply doesn't see his experiences and views as problems. Still, for the sake of remaining with the DWMA and continuing his mission, he does his best to do what the program demands of him.

History:
Not long after his birth, Eric was left on the doorstep of a small church. Rather than raise him herself, his mother thought it would be best to leave him in the care of Orson Abner, the kind pastor who ran the house of worship. It was her hope that the son she couldn't care for would grow up to be just like the elderly man who had always supported their community. All she wanted was for him to live a long, happy life. That's why it was unfortunate that things turned out as they did.

Once a Meister of the DWMA, Orson was one of those who accepted the Witch alliance. Unlike many of the men and women of faith who rejected the change, he did his best to balance religion and duty. He served God and Death equally, carrying out orders until he grew too old for fieldwork and retired. He left the DWMA, but he still dedicated his life to helping others and spreading a message of love as a pastor. However, that message became drowned out by the many tragedies that occurred over the years, especially the virus that claimed millions of lives and infected minds with madness. Orson did his best to remain strong and help others do the same, but he'd eventually break.

A few months prior to Eric's arrival, Orson lost his family to those who strayed from the path of humanity, evil humans who had been corrupted by madness and a desire for pure souls. His life was saved thanks to the actions of the DWMA, but he quickly began to question if his survival was a good thing. Even after his body healed, his mind struggled to recover. He'd lost his family and was close to losing his faith. He couldn't accept what happened. Why had a life of good deeds been repaid with suffering? Was it a test he was meant to overcome? He desperately searched for answers, begging to be sent a sign. That's when he found Eric.

In order to stay sane, Orson needed to rationalize what happened. If he couldn't find a reason for his ordeal, he'd crumble. Rather than blame the witches and the DWMA, he forced himself to believe that his suffering was a result of his own shortcomings. His faith hadn't been strong enough, and his deeds hadn't been good enough. Thinking that his pain was undeserved was arrogance on his part. It was simply punishment. He had failed his faith, but as an act of mercy, he was delivered a second chance. It was too late for him to change, but it wasn't too late for the boy who fell into his care.

As soon as he was old enough, Eric began to take lessons that were necessary for him to grow into someone who could truly bring good into the world. He had to learn how to alleviate people's suffering. Unfortunately, doing so was easier said than done. The world was full of darkness, and pain came in many forms. To help someone through that pain, he couldn't just be sympathetic. He had to truly understand it, and the only way to do that was to experience it himself.

Eric had to know evil. For the sake of empathy, he had to experience it. Through that experience, he would understand how terrible it was and grow to hate it. As someone who suffered, he could show true compassion to those who struggled. That's why Orson inflicted pain on him. In reality, his lessons were simply abuse, but the pastor truly believed in what he was doing. His mind had been twisted by madness and despair, leaving his child to suffer the consequences.

In addition to experiencing evil, Eric also had to know how to snuff it out. To that end, he was taught how to confront humans whose souls had been corrupted. Because the DWMA had been the one to save his life, Orson became convinced that his loss was a sign that he'd made a mistake by retiring. He had to be more proactive in making sure evil couldn't propagate and make sure that souls full of sin were dealt with. The fact that Eric possessed the Anti-Demon Wavelength only made him more certain. He had to give his all to make sure that the boy became a beacon of light.

Eric never put up any resistance. Orson was the only family he had ever known. He saw the man as his true father and never questioned him. In his mind, what he experienced was a normal life. Everything his father told him was true, and his cruel actions were justified. He couldn't fully comprehend the crazed ramblings, but the pain helped him understand. As his father wished, he came to hate all things deemed evil. He hated pain and the things that caused it. He hated drugs, trafficking, and everything that caused the same suffering he endured.

He digested the material like he was supposed to, but as he grew older, he began to question it. If pain and the people who inflicted it were evil, where did that leave his father? His father was good and always right, but he committed the same acts he despised. Why would a good man do bad things? He couldn't wrap his head around it, and the question occupied his thoughts at all times. Eventually, this internal conflict brought him to a simple conclusion. His father wasn't a good man.

Orson Abner wasn't a good man. After twelve long years, Eric finally realized that. However, that didn't mean all of his lessons were bad. He still agreed that the world and the people in it needed to be saved from evil. That's why he decided to save his father.

To save his father, he needed to free him from the evil that plagued him. It had a tight grip on his mind and soul, making it seem as though he was beyond help. It wasn't something that could be solved through ordinary means, but Eric had a solution. That's why he snuck up on the sleeping pastor, intent on using a knife from the kitchen as a tool for salvation. Unfortunately, things didn't go as smoothly as he hoped. Only wounded, Orson woke up confused and angry. To the old man, what happened was another result of his shortcomings. He hadn't been strict enough with his teachings, which led to his pupil straying from the proper path. He was intent on correcting the issue, but the opportunity never came.

The church door was kicked in, putting a stop to the earlier conflict. Like the people who took everything from him, Orson had been added to Death's list, and a meister had come to take care of his corrupted soul. He never had a chance to question the choices he'd made up until that point, as he was quickly cut down. Eric had no words for him at the time. Instead, he silently offered a prayer as his father was saved.

With nowhere else to go, Eric was brought to the DWMA by the meister who found him. Not giving much thought to how he lived before entering the academy, he focused on polishing his skills and experiencing everything Death City had to offer. He quickly proved to be a talented student, having already learned quite a bit during his time in the church. He performed well as a member of the EAT class, doing his duty by hunting souls for Death. The only major issue was his inability to keep a partner.

Since joining the DWMA, he learned what it was like to live a somewhat normal life. He made plenty of connections with the staff and students, always approaching others with a positive attitude. Attracting potential partners was easy at first for that reason, but whenever they started collecting souls, his relationships became strained. When faced with an evil human who had made it onto Death's list, he was always ruthless. It wasn't unusual for meisters to act like that, but the way he spoke sometimes made his partners feel uncomfortable. That's when they parted ways.

Eric never took it to heart when his partners chose to leave. If they weren't able to keep up with him or felt unnerved, they had the right to step away. He didn't want to force people into anything. If it came down to it, he'd find a way to do Death's work on his own. Although, committing to that impossible task proved to be unnecessary when he was introduced to Project F.A.T.E.

For the sake of continuing his work at DWMA without issue, Eric applied for the program and quickly passed its One-Star evaluation. He believes the program is a wonderful opportunity to give help to students who need it, but also questions if certain cases are too far gone and need to be dealt with. Some may need to be culled in order to truly be saved.

Items on your person:
Eric always keeps a stash of candy on his person so that he can hand it out to others.

Soul Type:
A human soul that is dark gray in color.

Anti-Demon Wavelength:

The Anti-Demon Wavelength gives Eric an edge against Madness and evil beings. When used offensively, it can be very effective at harming Witches and individuals using dark powers. It can also be a good defense against the effects of Madness, shielding against it and even purging it from those about to succumb to its effects.


Fighting Style:
Eric has many years of experience under his belt, training under his foster father and continuing combat lessons at the DWMA. With the majority of his training involving short-ranged weaponry and hand-to-hand fights, he prefers close combat. While he has a sufficient amount of power, his greatest strength is his flexibility in both mind and body. He's quick to adapt in a tough situation, never losing his composure as he fights with a relaxed smile on his face. His body can twist and bend in surprising ways, allowing him to evade attacks and strike from unexpected angles. Because he likes to move fast, he prefers lightweight weapons like daggers, but swords work just as well.

Despite how calm he looks while fighting, his movements can be uncharacteristically aggressive. He likes to pressure his opponent by being relentless and merciless, but that doesn't mean he's just going berserk. He always thinks things through and doesn't let himself fall into a predictable pattern. He tries to use wavelength techniques just as much as his weapon, giving him plenty of options to use in quick succession.

Possessing unusually high pain tolerance, Eric can take a lot of damage. However, he sometimes goes a bit too far. He's the type of person who wouldn't hesitate to break his own arm if it somehow gave him an advantage in a fight. As long as he doesn't think it'll put him out of commission, he's fine with putting himself through any amount of pain. He likes to think that it makes him more unpredictable in battle.


Wavelength Techniques:

Soul Force:
Due to his lack of a partner, Soul Force is currently the main focus of Eric's training. He is very skilled at adding extra power to his strikes and causing disruptions with his wavelength to force rejections. Despite it being impossible to operate alone, he trains this ability with the idea that he'd hunt souls without a partner if necessary.

Soul Perception:
Eric can perceive souls about as well as the average Meister.

Wavelength Amplification:
Like with Soul Force, Wavelength Amplification is one of Eric's main focuses. He is quite skilled at boosting his physical attributes.

Resonance Techniques:

Basic Resonance:
Having gone through multiple partners, Eric can achieve basic resonance with many Demon Weapons, often using it as a way to amplify his Anti-Demon wavelength. However, his effectiveness is limited to melee weapons.​
 
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  • Name:
    Temperance Quills
    Nickname(s):
    Tempe/Temp, Tempest, Gummy
    Age:
    20
    Gender:
    Female
    Species:
    Human
    Traits:
    None
    Height:
    5'6"
    Hair Color(s):
    Brown
    Eye Color(s):
    Brown
    General Appearance:
    Temperance is usually seen wearing earth tone, warm, and neutral colors. She, when doing something simple like chores, lounging around, or running an errand, likes to wear t-shirts, comfortable pants, and sneakers. When around the DWMA/on missions she often wears jeans of some sort, combat boots, and a lightweight jacket. Accessory wise, Temperance is always wearing one of those rubber bracelets, it's rainbow and usually the most colorful thing she has on. Both of her ears have lobe piercings, which on normal outings she wears hoops, and in the field some silver studs of some sort. Her left ear though has an additional four cartilage piercings that are always small silver hoops. Temperance doesn't like any other color of jewelry. She also has a single tattoo on her index finger. It's the top half of a smily face : ). Her sibling Nexis has the bottom half. They thought it was hilarious.
 
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Name
Artem Belouse

Age
21

Gender
Male

Species
Human

Traits
None

Height
5'11

Hair Color
Light Blue

Eye Color
Orange

General Appearance
Clothes as shown. The earring is completely made out of plastic he seems to always wear a different tie never wearing the same one twice. A notable difference is Artem's shoes are made of crocodile skin with a magi-tech twist.

Personality
An oddity is definitely one way to describe him as Artem seems to be split between the emptiness of social desire, and a soulful artistic side with his language being dancing. In his non-work life, Artem has no desire nor reason to interact with anyone just staying home and keeping himself to an almost repeat robotic state. If he is caught outside of his living quarters he just really makes a beeline to whatever he's out to do. A concerning amount of chilled out is the best way to describe him as he's the type to walk into a building on fire and walk out of it just as calmly carrying a rescued person right out placing them down and going on with their day. Even pain seems to be an oddity to respond to as someone can knock him down bruising or even cut him, and he will just get back up as if he hasn't felt it.

In his work life when on the clock though it's a flip of the switch he still keeps mainly to himself, but now will respond to the conversation a bit in monotone except for strangely their weapon. In fact, it is well noted that Artem seems to only ever want to have any legit interaction with their weapon partner. Not for any estranged reason, but more so to Artem that's the only relationship any effort is worth giving to. The only time you can see any legit personality from Artem is on the job even immediate notice is Artem even when staying in one spot can always be seen moving in small dance-like steps in place. It truly seems the only place to witness passion from Artem is in combat as Artem is a combatant who never stays still always moving to switch between styles of his massive extension of combative dance styles no step ever wasted in a long melodious plan. The precision of care and attention to their weapon is well worth noting as Artem has insanely allowed themselves to be injured over blocking with their weapon if he feels it will place the weapon in extreme stress, and will only strike when it is a for sure step worthy of dealing damage.

However, that is the only person they concern themselves with on the battlefield Artem has been well known not to pay attention to the status of his other teammates seeming to not care at all about what is happening to them. Unless edged to by their weapon they will even sometimes completely ignore what's happening with the others on their side concentrating on their own floor of issues.

F.A.T.E. Status
Artem's every reason to be placed in the Type A category stems directly from their operational habits of only caring about their partner and having legitly left other teammates behind to see the mission through leaving them in minor to even extreme situations while chasing a target or even concentrating entirely on one opponent do to an obsession to passion for what Artem calls a dance fated to play out. Another complaint came from their last weapon feeling legit concern over his personality, and direction of attention to allowing harm to come to themselves rather than using them as a weapon properly.

History
Artem didn't come from any insane background or broken home. He was the son of a single mom who was passionate about dancing she did however have some issues and a rare disorder known as congenital insensitivity to pain an extremely rare disorder even rarer she had passed it onto Artem along with a side dish of alexithymia. He would constantly watch his mother dance which was her soul passion causing him to eventually mimic it learning the art from her wanting to feel a coxed version of what people tried to describe to him as a love of the arts. Whether he truly has some variant of passion for doing it or if it's simply mimicking to be more human Artem stayed with it proving very skilled at it to where he formed his own form of self-defense with it due to being told he always needed to be ready to defend himself. Back then though the styles he would garner were more so playful habits.

Other than his condition Artem's life was rather simple yet empty. Dancing gave him a connection to simulate what feeling might have been, but there was nothing tying it together to give him a feeling of passion. People talked so much about it yet he himself could not even begin to fathom its luster. Then one day a rather chaotic, and dangerous fight broke out between a DWMA agent and a nasty target the panic, the chaos, and the intensity of the fight were something that caused a strange moment that Artem would never forget... the legitimate feeling of adrenaline. Overtaken by it unlike everyone else who ran in fear Artem kept running after the performance of the two with a desire to kill each other so tense it was like a drug addict's first hit to Artem's senses. He never lost sight and kept on them all the way to the end. Even with the area around them falling apart he couldn't look away as the agent was able to knock out their target leaving quite a bit of destruction to the town in their wake. Artem kept his eyes glued to the agent walking up to them as they sat down taking a moment to enjoy their victory. Seeing Artem they were surprised but then responded to his presence. "I tell you kid nothing hits harder like coming up on top of the rush between life or death." Easy to say Artem took those words to heart more than he probably should have with little understanding as to why he did. At best guess it was the ever-changing expressions on the Agent's faces as the fight went on revolving around the scenario of who had the upper hand it was almost like an intense dance in of itself.

Artem's enrollment into DWMA the very next day came right out of the blue with no rhyme nor fathomable reason for his mother to understand she simply wished him the best as he incorporated the very rules of dancing to his style as an agent. Always keep in tempo with your partner, always move never halt, respect and protect your partner with your life, and never waste a single step. These self-placed rules are the crux of Artem's obsession to care for their weapon partner instilled even greater by their mothers dancing instruction to treat your partner as your other half when dancing.

Upon Artem's very first mission that rush of adrenaline on the ballroom of combat hit hard as their target was supposed to be an easy one yet quickly escalated into anything but transforming into a fight for survival that lasted a whole two days. The team made it through, however, Artem's world from that moment on would never be the same the rush from fighting something so much stronger forcing him to pull upon every trick and style he had would twist his understanding of feeling alive for the first time. The trust engraved into him from his weapon partner at the time in that waltz of death is never forgotten. Artem learned what it truly meant to put your life into another hands just as much as he learned the devouring lust he had for battle it was just him, and his partner against the target all other teammates had been forgotten about having been separated in the chaos of that first mission.

From this Artem through his many trials being in the DWMA had been noted by numerous weapons he could resonate with that he was well caring of them, but slowly the concentration on that motto was a double edge sword on his own life, and the life of others never seemed to be a concern for him causing a scenario where he chased a target causing a few allies to get nearly killed by another target. Along with himself taking a brutal strike, he should have easily blocked with his partner's weapon. Thus his fall from grace into the F.A.T.E program, and while therapy seems to help the fact that Artem has an edge in mimicking emotions it's hard to say if real progress has been made yet until his actions on the field can be seen. Before entering the Fate Program he was a One Star Agent.

Items on your person
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Crocodile Shoes
Legit full-skin crocodile dancing shoes bolstered by magi-tech padding designated to help in combat with crocodiles having the most armor-like skin so much to the point that Artem can in fact block/deflect normal attacks from light to medium weighted weapons with a well-placed kick.

Magitech Phone

DWMA Knife

Fighting Style

Capoeira
Artem over the years has developed a mixture of styles in how he fights. However, in all situations, he will start out using the known Brazilian dance martial arts to first gauge a new opponent or against opponents, which he knows are not worth a more extreme style. Mostly a self-defense style he will use this to more so quickly disorient an opponent with a series of sweeps, kicks, and open palm strikes. This style is usually his go-to when unarmed unless the fight is extremely dangerous to which he has another unarmed style. This style's starting stance is usually noticed by a wide forward step. Also if it's clear his other styles are not working anymore on his target he will default back to this style to regroup a strategy.

Tango Works
When faced with an opponent who is either a grappler or an extremely heavy hitter this is the style Artem switches to. Much like a mixture between CQC, and grappling Artem's leg work becomes heavier while staying up close in personal using his own legs to lock his opponents into a halt before rapidly striking with a quick rapid open palm piercing strikes with the tip of his fingers aiming for the kneecaps, neck, and temple pressure points of the body with weapon strikes aiming for primarily the legs/arms. If an opponent attempts to escape this fixed situation they are quickly met with a series of grapples to pull them back in like in Tango pulling them back and locking them with harder grasps never letting them go until truly forced. The plus is it also neutralizes a lot of the wind-up charge or distance most heavy hitters need to effectively attack opening them to a series of damage before they can escape. The downfall of this style is it's a one-time use once someone escapes it the likely hood of catching them in it again is low(unless low intelligence is in play) This style is usually noticed by his right foot moving behind his left. This style is rather useless against other speedster/quick strike-type opponents.

Ballet's Sky
Artem's own response to his own kind, and those who love to take to the sky aka speedster/assassin, and flier types. This style is a mixture of ballet and gymnastics that requires a strong regiment of control of one's muscles while airborne. This is a style that sort of flips the wheel of what people understand of Artem's fighting as it requires his feet to take a non-combative use relying on only his partner weapon to strike. Upon use, Artem will start to jump around, and even parkour quite a bit using a hit, and run methodology. This style has no rhyme nor reason with Artem using whatever he can to jump off to lunge at his enemy, and while for most jumping at a flying enemy is a suicide mission thanks to Artem's control of his body he can still move about in the air in quick session avoiding being an open target however like anyone else he can't stop himself from plummeting to the ground but gracefully so with ballet-like movements making it dangerous for airborne enemies to charge at him during the fall of the attack. When the enemy is close to the ground Artem takes a complete dodge and run mentality winding up to fatally strike his opponent with one clean quick strike before running again in a series of ballet steps. This style is noted by a ballet-like jump.

Tap 'an' Swing
Definitely the most lively of styles taking from both tap dancing and electro swing stirring the two together in a rapid tempo of steps so fast it's quite hypnotizing in itself. Once it starts it's hard to stop with Artem only using this style if using his weapon in full-out weapon combat will place them in danger, or if his weapon were unavailable. This style while seeming to be one big distractive dance plays well into Artem's speed as once he moves his pacing is unpredictably at the upper limit of how fast humans can move. Mixed in with some very brutal martial arts kicks along with literally stomping upon his enemy's own feet the true terror is the plethora of open palm strikes that aim to dislocate the opponent's limbs in a quick session if the enemy doesn't move and move fast. In tandem with Tango's work, Artem's goal is to defeat their enemy by outing their limbs, however, in this version, it's to delay them, or take them in alive. This style can also be just to distract an opponent as once Artem is upon their opponent they can twist and throw them around in session of blocking or pinning their feet down. This style is noted by a sudden left spin session of clog dancing like clicks of the feet.

Samba's Fury
This is the style that is the true accumulation of trust with his weapon partner and is Artem's most aggressive style. Much like Samba, it is a flurry of quick spins mixed with dangerously directed weapon strikes/kicks to an opponent's torso meant to push an opponent to the brink of any movement they make to scream through the nervous system in response. This style also relies on Artem's Weapon to have a minor form of transformation or be confident enough to swap back and forth between human, and weapon form quite a bit. While an insane idea this is meant to add to the already well-filled pot of disorientation to the enemies especially ones that rely on reading their opponents. This is Artem's true intent to kill style very much coming off like an assassin-like style given that it's meant to mock in movement the opponent's own steps using the opponent's movement against them causing them to drain their own energy as they bleed out. However, for more deadly opponents this style counters by turning the whole stage into a dance floor with Artem's photogenic memory to start directing their opponent to smaller enclosed areas or places with numerous obstacles as Artem entraps them into an almost hurricane's eye meaning the moment they try to escape the stage Artems deadly spins will strike. This style's downside is flying/digging/teleporting abilities can easily escape the dancefloor area Artems deemed in use throwing him off instead. Also, enemies who are heavy in defense, or a whole body defense will probably more so feel thrown around than damaged. This style is noted by a Matador-like stance.

Soul Type
SpinVacuum

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Artem's soul looks like a spinning sphere threatening to suck anything that gets too close in.

When in effect Artem's soul channels a concentrated near vacuum-like effect underneath his feet/shoes pulling against whatever his feet are pressed against with air pressure. This allows him a sort of suction cup-like trick allowing him to literally walk on walls or other surfaces normally not attainable by usual means its rather effective at negating floor effects, or disorienting abilities that would otherwise trip up others. Now in turn this does not completely change Artem's pull of gravity on things like clothing, or hair they will still follow the natural law, but his physical body will minorly ignore it thanks to wavelength amplification of the air currents that keeps his feet glued as he can casually walk up a wall like its nothing. Now in terms of not wall walking if Artem were to kick someone or something he could still latch onto it however the rule of weight is a deciding factor in how this works out if something heavier than what he can lift with his foot it will pull him if its something lighter he can pull it. Now against organic entities that will resist/fight back, Artem has an extremely harder time holding a suction that people with good strength can sometimes easily pull off from. This ability is only able to be funneled through his feet just to be clear.

Wavelength Techniques

Ocular Soul Perception
Within a range of 50 feet, Artem has a crystal clear perception of every soul in his forward sight. He can for the most part still identify souls with low to medium soul suppression abilities however adept or masters of suppression abilities he cannot find perception during their cloaking.

Wavelength Amplification
While Artem has effectively average levels of Wavelength Amplification in regards to his strength and endurance, his true skill is present in how he uses it to amplify his overall agility. Unlike a burst sprinter, such as an assassin, Artem maintains his nimble nature and agility while using Wavelength Amplification and can extend this when necessary to his entire body when he is orienting himself to an odd surface. While this is more taxing, his practice in doing so allows him to maintain either a vertical or even completely upside down composure for the approximate duration of a standard Waltz, or 3 and a half to 4 minutes. If planted firmly on the ground as opposed to on an odd surface, he can use this same focused boost to instead increase his agility, reflexes, and speed to levels nearly that of what one might expect of a two-star Meister, although these speeds are practiced more for his nimble nature, adding primarily to dodging or flourishes rather than a single decisive strike or raw movement speed. This increase has a similar time limit to his Waltz Walk, and is only used in dire situations as it taxes not only his wavelength reserves body his body to maintain--he has yet to condition himself to withstand that level of amplification for long.(Thank you for Sir Les Paul Sir Les Paul for deciphering what I meant XD)

Soul Force
Due in part to his soul ability, Artem can temporarily reverse the vacuum effect of his ability into a close-range concussion air blast beyond that he has no real balance with soul force, and the concussion blast seems to slow him down for a moment from his body having to take a breath for his knee's from it.

Resonance Techniques

Basic Resonance
The ability to resonate with weapons to join wavelengths to enhance one another and strike out at a foe as one. Artem is able to perform most basic resonance with most types of weapons due to his blank slate of personality. However, his proficiency seems at its best with close-range weapons particularly in the knife/dagger family or in the mid-range polearm family. Artem tends to stay away from heavy weapons, and long-range as he has expressed they do not work with his fighting style. Though he is noted to be a good shot his fighting style just doesn't work with long-range weapons.

Complex Resonance
When in near complete sync with his partner Artem can unleash air slashes or air pierces through his weapon. He can also channel his vacuum ability through his weapon pulling at best efficiency up to 100 lbs at 10 feet, and around 50 lbs at 20 ft after that it dwindles down to useless effect.(Future ability as it takes time to build that resonance)

Partner
Not Yet Assigned

 
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  • unknown.png


    Name:
    Giane "Gia" Leone

    Age:
    21

    Gender:
    Female

    Species:
    Human


 
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Face Claim: Ukyo from Amnesia: Memories

Name: Sage Chauvelet
Age: 20
Gender: Male, sometimes mistaken for a girl
Sexuality: Bisexual
Species: Demon Weapon
Traits: Demon Weapon
Height: 6'2
Hair Color(s): Green
Eye Color(s): Greenish blue


General Appearance: Sage, as a whole, gives a lot of "Mother Nature" vibes due to his appearance. He is a tall young man with long green hair that ends at his thighs, narrow blue eyes, tan skin, and a fit build. His sense of apparel varies depending on the day. He's usually seen in a baggy shirt or a poncho, tight pants, and a pair of running sneakers; this style also includes a lot of neutral/Earthy tones (sometimes he might decorate himself with red flowers). When he's feeling stylish, he might go for bolder choices, such as a white turtleneck with a blazer, or colors he shouldn't have chosen that day.


Personality: Sage is "eccentric" in his own right; in other words, strange. His favorite color is red, which he will make known whether you want to hear it or not. He will often enter some sort of strange, euphoric high when he sees fresh blood, and while other shades of red are lovely, they don't give him the same dopamine effect as the former. If not in a life or death situation, Sage could very well have his thoughts clouded by the sight of his favorite thing. He is also quite eager to stab his opponent/enemy at any chance he gets, and to add to the sadism, he thinks it's even more satisfying when the person fights back. Though he has trouble truly empathizing with people, he’s doing his best to try and understand where other people come from.

Aside from this, Sage is very open to other people. He is kind, respectable, loves to go at his own pace in whatever he's tasked, and very carefree. Sage has also proven to be a bit touchy; by this, it means he can sneak in hugs or put a hand on his partner's shoulder and will only stop when he's told to. He's self-aware of himself and understands where he excels and where he is weakest. Without this, Sage would very much be rushing into battle whenever possible. He's also pretty collected, even when losing his temper.


F.A.T.E. Status: Type A. Sage's sadistic nature makes him a difficult weapon to work with since he is eager to see his favorite color when the chance arises. This often makes his partners uncomfortable and less willing to work with him. As of now, he's being a good boy and doing what the organization needs of him.


History:

Sage's parents were naturalists (hippies) in their own right. They loved nature, and were more "in tune" with it than anyone Sage has ever seen. They rejected modernity and preferred to seclude themselves within the forest.

They lived as happily as one could in a cabin surrounded by nothing but forest, grass, and a lake not too far off. They had neighbors that lived not too far off and mostly kept to themselves, but they were very kind of treated everyone like family. Sure it was a hassle to get any sort of convenience technology would be able to provide for them in an instant, but who really needed that stuff anyway?

Sage, before the MIBVI, would attend school in a small, rural town; the same place his parents would go for groceries and any essentials. He made friends with some of the children that lived there, and overall, his childhood was fairly normal. However, within his brain, his wires were crossed, so to say. Though he behaved as one would expect of a child, he was not receiving the appropriate amount of dopamine that activities like playing with friends or eating candy would release. He would receive a bit, but not nearly as much as say, little Timmy experiencing the same thing. Rather, Sage received pleasure from something concerning; blood. Seeing a cut on one of his classmate's fingers made him unexplainably happy, and Sage was more than happy to accept this new discovery. Sage started to become fascinated with the sight of blood. He only spoke about it to his friends, commenting on how nice the color looked and how he wished he could see it all the time.

This garnered many negative reactions from both children and adults. Some of his classmates even started bullying him for being a "weirdo".

Of course, this garnered attention from his parents, who were bewildered that their sweet and peaceful little boy could be similar to a disgusting beast of the planet. They punished him for this, not really explaining why it was bad but expected him to learn anyway. Since they didn't really have therapists experienced in this sort of thing in their town, and the closest one was miles away, his parents had to try and take care of this themselves.

The punishment only worked to make Sage's new dopamine source a forbidden fruit, which made every chance he got to see it even more exciting. And since whenever he saw blood was spontaneous, he treasured each moment more than he should. Without a therapist to help him with this new fascination, his blood lust remained unchecked, or at worst, resulted in being grounded.

Once MIBVI made itself known, his poor mother was the first of his family to become infected during a stockpile trip for quarantine. Her kind and peaceful nature gradually degraded into a thoughtless, aggressive husk of her former self. With what little piece of humanity remained, she managed to convince herself that the only way to keep Sage safe was to lock him in his room. She saw that she'd infected her husband, but thankfully, Sage was still fine. She thought if he stayed in his room and didn't go anywhere, then he could remain until whatever was happening to her and would happen to her husband would blow over.

Very early the next morning, Sage opened the door to his father after the older man repeatedly knocked to get his son's attention. He grabbed Sage's wrist and put him in a wardrobe closet that Sage's grandfather gifted his father and mother for their wedding. Sage tried to talk to his dad and ask why he needed to be in there, but he noticed his father looked... terrible. His face was... not the same. Like his mother, there was something clearly wrong with him.

All Sage could remember was his father's shaking figure and mutters of "don't let her find you" before closing and locking the doors.

From then on, Sage was made to wait quietly in the darkness. He heard his father's voice, his mother's, then an escalation. A lot of screaming, a lot of furniture being knocked over, and screaming from two voices. It was obvious who those voices belonged to. However, he didn't dare speak, for fear that whatever happened outside would happen to him.

After that was footsteps that lingered the house, as if searching, before it opened a door. Then, there was nothing.

Sage stayed quiet in the wardrobe closet for what felt like days, but was actually a couple of hours. He'd heard nothing but silence until a strange voice entered the home. A man's voice. His father said not to let her find him, so Sage believed this might be safety.

He spoke up, calling out to whoever might have been lingering around and knocked on the closet door. Luckily for him, the person to free him was a DWMA agent investigating a call they'd received from the neighbors. The agent tried to tell Sage to close his eyes or to let him blindfold him so Sage wouldn't have to witness the grotesque scene that awaited him. Sage had a blindfold tied around him and was promised money if he kept it on.

Of course, Sage removed the blindfold the first chance he got and what he witnessed was burned into his memory forever.

The sight of his father laying face down on the floor, blood splattering the walls and the counters while a puddle pooled around him. The DWMA agent cursed and dragged Sage out of the cabin as quickly as possible, who did not resist. The agent believed it to be shock, but Sage barely saw the dead body. He was too busy admiring just how pretty the kitchen looked splashed in his favorite color.

Sage, after that, was taken refuge to the DWMA where they learned he had a weapon form. His parents just never thought to teach him because it would disrupt their peaceful way of living. There he attended NOT classes where he was taught weapon transformation and how to control it, and after that he decided to attend EAT classes for two reasons. The first was because nothing was waiting for him when he left DWMA. Where would he go? His life would never be the same again. The second was because this was the biggest opportunity he had to get more dopamine than usual without unconventional means. If he left, he'd have to hurt himself or other people to see what made him happy; both of which would cause problems in the long run.

And so, with this goal in mind, Sage practiced and trained what abilities he knew. He asked for help when he needed it, and took those lessons to heart. His journey was -or rather felt- long, but the motivation to not become homeless and see some blood was what kept him going. In the end he managed to pass, and even remarked being terribly disappointed that the golem he fought didn't bleed.

Speaking of blood, Sage had sometimes let it slip about his "favorite color" and the joys of it, appearing to have not properly learned his lesson when he was younger. His mentors thought he was just trying to be an edgy kid and glossed over what he said, believing it to just be a phase. One of his mentors explained that liking blood wasn't normal, but after Sage spent a good majority of his life believing otherwise, he wasn't all that receptive to being told different. He just stopped talking about his favorite color and the adults in his life thought he's grown out of it.

When he grew older, it became apparent that this wasn't the case. Previous partners of his reported that Sage was very creepy regarding the way he worked. He wanted to stab any opponent they met. He wanted to see anyone they fought bleeding, even if it was a friendly spar. More times than not Sage would try to convince his partners that they should stab any hostile they meet, and when his meisters tried to talk reason into him, it would only work to get him to back off. At one point, Sage got this crazy look on his face and began breathing erratically when some of his partner's blood was spilled. His partner noted Sage's big, devilish smile, which creeped the meister enough to ask for a switch. Granted, he never tried to kill anyone, just sought a fight when the opportunity presented itself; even if things didn't have to go that direction. Sage's behavior became such an issue that he was enrolled into F.A.T.E. to try and fix it. At first, he was resistant and participating purely because he didn't want to be tossed to the streets. Being outfitted with a collar didn't help either since it made him feel even more like a dog. But the more he participated in the program, the more he became open to it. It's a slow process, but progress is being made.


Items on your person:
-Magitech Communicator
-Magitech Watch
-Standard Combat Knife
-Cash

Soul Type: Sage's soul is a regular human soul that is pink in color. It keeps the shape of a sphere, but the body of it is more flowy, with pieces of the tail falling like leaves from a tree. When viewed through Soul Perception, the soul itself is always happy and doesn't seem to like to sit still. Though when it sees blood, the soul becomes eerily still as it stares at it.


Weapon Type:

IpAPYdiVwe_-wCaZglBvNiOae8Qn6n1T_TSKErObcaGYoMFdNBFLvEmnvoOazdGWSW0jUWQQ4iHGNAIsQZqmmzJyQU2RTqxgqCiJjkdgTQEWzBLtdthgT5_5C1blRgNDkZ9_cPGaDQdJS4V9xKM5XrQ

Sage's weapon form is a green spear with silver and a blue gem that matches his eye color near the end of it.

Upon closer inspection of the base, the meister would notice that it is made of tightly woven and incredibly strong vines. These vines are flexible, and allow the meister the ability to loosen and retract the vines to create a functional whip. The weapon can also grow more vines from the base and manipulate them; these ones with or without thorns, to bind the opponent.


Wavelength:

Heart of the Belladonna - Acts as an Elemental Wavelength, giving Sage the ability to mimic the effects of plants; specifically the Deadly Nightshade.


Unique Traits:

Anti-Coagulant - When Sage’s weapon form cuts someone in any way, this ability will have their wound bleeding for longer (30 minute time limit. After that the healing process returns to normal). The scabbing and healing process is slowed so that Sage can admire his favorite color longer. Depending on the wound, the affected won’t die from this.
Important Note: Sage can't control the rate the wound bleeds, but he can control whether or not this ability is active.

No Touchy - In weapon form, Sage can spring thorns out of the base and stab the hand(s) trying to handle him. He can also pick and choose where the thorns pop up from. Combined with his Anti-Coagulent ability, this could make things messy.
Note: This is usually used against someone who is not his meister putting their hands on him, or when in whip mode to add more damage to each strike.

Natural Resistance - Natural Resistance means that Sage's metabolism is so high that his body breaks down toxins and other harmful chemicals before they can actually do any damage to him. This means that Sage's body has a huge resistance to a lot of harmful biological weapons, and a full blown immunity to alcohol, most mind-altering drugs, etc.

Unfortunately, the con of this is that Sage is resistant to pharmaceutical drugs and anesthesia. He will require higher doses in order for any pain medication to take affect, or to sleep through the span of a surgical procedure.


Skills and Training:

Art of Self-Defense: Sage has learned during his youth that people don’t like to be cut, and will defend themselves to keep that from happening. Who’d have thought! So, in order to make sure it’s not his blood he’s seeing, Sage has taken the time to learn and train this. Though his means of self-defense isn't the same as what's usually taught because he put a lot of his own twists into it.

Weapon Training: Sage underwent weapon training so that he was able to properly fight and defend himself should he not have or be separated from his partner (totally not because he goes through a lot of partners). Like the self-defense technique, he put his own spins on it to make it more unpredictable.

Full Weapon Transformation: Sage has mastered his weapon transformation; a technique that is now second nature to him.



Resonance Techniques:

Absorb: Basic Demon technique - Allows the demon to absorb souls to become a Death Weapon eventually.

Basic Resonance: Sage can perform basic resonance with anyone he’s compatible with. Pacifists and empathizers need not apply.


Partner: N/A (Elly preference. Spoke to Emp about it and he was cool with the idea)


Extras:

- His biggest fear is being confined into a small space. It reminds him of his childhood and he does not want to go back to it.
- His birthday is November 25th.
- Sage exercises a lot because he doesn't want to fall behind as an agent.
- Sage doesn't sing, but he's really good at whistling; one of the few hobbies he had growing up. He learned a few bird calls thanks to hearing them every day.
 

21oTiWw.jpg


  • J8TOofy.jpg
    Name:
    Juno "Jun" Ramsay

    Age: 21

    Gender: Female

    Species: Demon Weapon

    Height: 6’0”

    Weight: 170 lbs

    Hair Color(s): Pink to green gradient

    Eye Color(s): Green

    General Appearance: An alluring young woman who would be described as modelesque by most due to her shapely figure and taller than normal height. Her hair, despite it being a natural gradient, does grab the attention, since her hair used to be white to green. The two black dots beneath her eyes are out of place as well. Though much has changed about her since being accepted into the Project F.A.T.E. , no longer intimidating looking, she comes off as far less of a threat now. If anything, despite her height, she is almost as non-threatening as they come.

    Her demeanor on the bubbly and ditzy side is paired with clothes that are often either comfort wear or something that is unintentionally very form-fitting because things have to be tailored to fit her correctly. Mostly in bright colors ranging from soft pastels to saturated ones in styles that would be considered cutesy if not for her physique. Usually avoids heels due to her height, opting for shoes that don’t add to it. Her lower back length hair is usually kept into two signature braids, or in some other trendy hairstyle, otherwise, it is kept down. The sweet smell of sakura and strawberries hangs around her due to that being her favorite flavor of sweets.

    Partner: ????

 
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Annika.png


Name:
Annika Lindstrom

Age:
22

Gender:
Female

Species:
Human-Meister

Traits:
Madness

Height:
5’9”

Hair Color(s):
Yellow-Orange

Eye Color(s):
Golden

General Appearance:
Varies, she will wear just about anything that fits.

Personality:
Annika can best be described as a very caring yet destructive individual. She is quick thinking, focused and very much a driven individual in all aspects. She keeps herself busy and is always into something, whether it be tearing into a machine or attempting to fix what may or may not be broken. While these traits are fantastic to have on a team, you never know when those traits will go into overdrive. Where she once actively supports and builds, she turns destructive, casting off the meaning of controlled destruction and carving a path through whatever stands between her and her target.

Beyond the field of battle this manifests in her constant need to ‘improve’ objects, machinery and whatever may be laying about. She will pour her heart and soul into whatever she is working on, even if it turns out to damage it rather than fix it. While you would expect her to stop if asked, during these episodes she will believe heart and soul that she can ‘fix’ it and that it is imperative that she be allowed to do so. This has led to some interesting encounters and conflicts.

Due to her confinement and madness treatment Annika tends to react rather strongly to white rooms, confinement and generally has a hard time expressing herself wether it be through venting or just talking about how she is feeling. She generally feels that letting people know whats really going on will end up causing her some degree of harm or may get her tossed into another mad house. Due to this she rarely speaks up when she feels down or out of the normal, bottling things up and trying to work through it herself.


F.A.T.E. Status:
Attempting to blow up her mother, destructive nature and capability. She is madness touched and suffers from bouts of intense ‘creativity’ and focus. Her current treatment involves being assigned to Starwulf in wavelength control and some tender loving… medication.


History:
Annika’s early life could best be described as barren, empty and full of distrust. Annika was born to an avid Magitek inventor by the name of Eisen Lindstrom whose various constructions have brought prosperity to the family and Sevina, a witch who wanted nothing more than to have a child she could teach herself. This proved to be Annika’s curse, the fact that despite having magic in the family, she was born a useless human… at least in the eyes of her mother.

Her mother would say necessity is the mother of invention, and that if she wasn't going to be useful to her in a magical sense, then she would be useful in a physical one. From the age of 6 she was tasked with breaking down differing machines for her mother to remake into useful parts. She was to do the smaller work, with her hands being the perfect size for many of the harder to reach places. This continued for several years, often causing bouts of intense hunger and long periods of little rest. Everything came to a head at the age of 13.

She had begun planning it a month before, the years of abuse by her mother and pretending like everything was fine when her father was home finally caught up with her. Everything was in place, she had been working on it for weeks and when she finally snapped everything was in place. Booby trapping her mother's workspace, the resulting malfunction caused an explosion, ripping her mother's hand off in the process.

With her plan having only partially succeeded, her mother went ballistic. The following events left Annika scrambling for an exit. Her mother in an unhinged rage set the house on fire, causing a violent blaze to spread within at a very rapid rate. The events ended up causing the sprout of madness to burst, causing a full-blown outbreak as Annika’s mind cracked under the stress.

Putting her escape plan into motion, the years of stress caused her to fold into herself. Managing to get out of the house by breaking down a wall with a magitek device she had cobbled together, she was quickly met by the madness response team. Wrangling the crazed Annika was not simple, but they subdued her without injury to any involved.

Following being stabilized, Annika was allowed to enroll into the DWMA, going through therapy for several years while beginning to work as an Agent for the academy. Everything had been going well for a time, her mother having disappeared and being pronounced a renegade witch. Her father stayed close, having never realized the deep reality that annika had experienced. He ended up leaving his job, focusing on his daughter and the occasional job to help keep their finances up. However, the scars of those events persisted. Taking the form of compulsions, and manic episodes, Annika struggles to shake the tendencies that she had been forced into. Despite the fact that no one is holding a threat over her head, she continues to dismantle, build and destroy.

At the age of 21 Annika had another massive episode ending with her causing the destruction of several houses and financial buildings in pursuit of her target. While in the end she had succeeded in tracking down and dispatching her mark, she had caused an obscene amount of damage that the DWMA was liable for. Following this, the issue persisted and ended up causing her to be placed into the FATE program, a last ditch effort to try and right whatever was going on with her.


Items on your person: Annika is an avid inventor and always has a plethora of weird things on her person. While many of them function fine, they still have a possibility of malfunctioning.

Magitek bracelets: A construction of her fathers at the request of Annika and the FATE program. They take the form of a rather fashionable bracelet but act as constraits whenever activated. They cause her arms to come together and restrict her ability to use her hands for the time they are active.


Soul Type:
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Oscillating Soul:

Annika has always had a certain drive for destruction, yet her oscillating wavelength pushed what she was capable of to another level. Pushing her wavelength into her weapon, she causes it to oscillate, allowing her weapon to cut through anything in its path. Having discovered this ability very early on in her training, she has worked with this ability for several years, channeling it during her unique spinning dance. This ability has caused immense trouble for her, using it to slice and bust through whatever is in her path it is a root cause of her status as a FATE agent.

Annika is also naturally scrambles her soul, making it difficult to pinpoint her by causing those with soul perception to experience a bit of her all around her general area. Those with a stronger soul perception could pinpoint her if they get within 20 feet.

Fighting Style:
Annika’s fighting style varies depending on the weapon type she is holding. Yet it always seems to follow a pattern, almost like dancing. It is destructive, wielding the weight of her weapon in a manner that keeps her moving, building up the momentum and delivering a damaging blow whenever she connects with something.

Wavelength Techniques:

Soul Perception:
Soul perception is a skill that Annika has honed and was forced to develop. While taught at the academy, perceiving her mother was something she had always done, keeping tabs on her location and using it to buy herself time to organize and construct what she could. This evolved over time, following her mother's disappearance and her madness outbreak, she returned to school. She is currently capable of an Identification range of 45 feet, an empathic readout at up to 20 feet, able to tell a witch from a human within 20 feet and a strong clarity/triangulation within 20 feet.

Soul Force:
Annika is capable of forcing her wavelength into another, she is decent at it, having spent several years as part of her training. Due to the oscillating nature of her soul, if struck by her, it can cause severe issues with wavelength flow.

Amplification:
Annika is capable of boosting herself from a physical standpoint using her wavelength. While some use it for strength, Annika has never had a need to put extra power into her strikes. As such, she uses it for flexibility and movement speed.

Through amplification, Annika has discovered a means to contort her body. By modifying her amplification, she is cable of dislocating her joins, allowing her a few extra precious degrees of movement. Through this process, she is also able to lock them back into position following the movement finishing. While painful, the amplification itself uses a modified healing wavelength to insure it doesn't leave a lasting impact on her joints.




Resonance Techniques:
TBA

Partner:
Bellamira Ossana


 
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Name: Saori Doratoma

Age: 16

Gender: Female

Species: Human

Traits: N/A

Height: 5’5’’

Hair Color(s): Black

Eye Color(s): Blue

General Appearance: A plain-looking girl with straight black hair and bangs. She is typically seen wearing a yellow sweater over her school uniform because she gets easily cold. No accessories. No piercings. No make up. On casual days she’ll wear a plain shirt and pants. A printed shirt if she’s feeling excessively flashy. Jackets, scarves, and mittens on cold days. I’d tell you something special about Sayuri’s appearance, but she just dresses for the season. Her fashion sense isn’t zero, and she doesn’t look gaudy or hideous, but it’s apparent when looking at her that she doesn’t put too much thought in her clothes either and doesn’t do much to spruce up her appearance…except layer on a sweater/jacket when it’s cold. She doesn’t dislike dresses, but she doesn’t wear them often, unless required to for a specific occasion. In other words, she looks like an ordinary school girl.

Personality: A wallflower. Her original personality doesn’t like being the center of attention and tends to the introverted side when it comes to social interactions. She’s an observer who just likes to watch–maybe imitate if she finds something especially fascinating, but mostly watch. In class, she’ll often be seen staring outside the window at things other people can’t seem to see, or doodling in her notebook, so her grades are mediocre at best, but strangely enough, she hasn’t failed any of her subjects either. A detached, ditzy, daydreamer is how the people around Saori see her and, whether at her old school among normal people, or her new one at DWMA, she doesn’t seem to be very good at making friends. Hard to do so when she always seems to be immersed in her own world–either drawing, reading, or listening to music. Few people realize she has a mental disorder (DID) that stems from the death of her family and occasionally adopts a new personality to deal with it.

One of those personalities is Sayuri Doratoma, Saori’s dead older sister who was better than Saori in every way. A flashy, confident, and brash woman, who strives to be the best in everything she does. Sayuri had a natural charisma about her that drew people in like a magnet. Saori’s sister was a fun-loving, fashionista and social butterfly who never seemed to be alone on any occasion and had no trouble getting dates. Someone who was flirty, popular, and usually the life of any party, but knew how to draw her boundaries and had 1 million followers on social media due to her part-time modeling career. She possesses a grigori soul and an Anti-barrier wavelength.

On the opposite spectrum is Souta Doratoma, Saori’s dead older brother–a serious and studious academic who was both brilliant and a bit of a gaming addict. Computer genius might be going a bit too far, but he certainly knew his way around coding, progaming, and hacking. A boy who is blunt, sarcastic, and arrogant about everything, except when it comes to interacting with girls around his age, in which case his face would turn red and he’d stutter like an imbecile. An rebellious, erratic, electricky sounding soul with no apparent special properties to it other than an inclination towards guns, rather than the swords his family practices. Sufficed to say, he’s not much of a swordsman compared to his two sisters.

Then there’s Saori’s gentle, calm, and easy-going mother, Kimiko Doratoma. A traditional housewife who excelled in cooking, flower-arrangement, and hospitality. A soothing soul with a healing wavelength.

Her strict, but caring and overprotective father, Genji Doratoma who was a Kenjutsu master and the owner of the Doratoma School of Kenjutsu as well as the keeper of a shrine dedicated to The Shingami, otherwise known as Lord Death. He possesses an anti-demon/anti-magic wavelength.

Saori will randomly swap between the personalities of her deceased family members when she’s stressed…or just waking up one morning…and not even be aware of it. She cannot seem to interact with them. The only reason she knows it happens at all is because others have told her. However, all her DID alters know about her and each other. During this time, her soul–both the soul space and her wavelength–will change with her new personality. Part of the reason is due to her soul training and part of the reason is due to her own Mirror Wavelength. `


F.A.T.E. Status: Type A+B. She has untreated PSTD from the death of her immediate family that developed into DID as an unconscious coping mechanism. As interesting as her situation might sound, it really isn’t. It’s stressful suddenly waking up in a new environment, having done something you don’t remember doing and hearing about it from others. Stressful to her weapon partner who has to deal with sudden swaps in souls and wavelength rhythm as well–like having to match with a constantly switching channel. During a mission with a sword she’d been partnering with, Saori suddenly swapped personality to Souta mid-resonance, and the resulting soul rejection landed her and her partner in hospital. Needless to say the mission failed and, with her partner still in a coma, was dropped into the FATE program due a lack of partner willing to work with her and the instability of her soul which was deemed too dangerous for any weapon-partner to deal with.

History: Born in 2051 to a Japanese family of Meisters that worshiped the Death God (Shinigami), Saori knew she was destined for DWMA. She’d been able to see souls, and many things supernatural, since a young age. Therefore, she never tried to fit in with her normal classmates. She focused on honing her sword arts so she could be able to attend the DWMA like siblings and meet family expectations. A bit of hand-to-hand combat as well of course, in the case of emergencies, but mostly the kenjutsu taught at her father’s school and the accompanying development of her soul that came with body and mental training.

Then, at the age of 14, she attended DWMA with her best friend Naoko Omi, whose weapon family had served/partnered with the Doratoma’s for generations and who trained with her since young. Having been prepared beforehand, the pair excelled and transferred straight to the EAT class where they would work for the Death God to collect the corrupt souls of villains and bring balance to the world. Their first year went well; They made friends. Learned a lot. Saori got to watch her older siblings, who were much more proficient than her in action (Sayuri with her demon blade, Tomo and Souta with his demon railgun, Chaz).

However, before her second year at DWMA could start, she woke up one day to a bloodied vacation home and her entire family slaughtered. The killer was unknown, but there were traces of magic left behind. Saori doesn’t know why she was left alive. Fortunately, a nearby police officer had found the young distraught girl covered in blood and helped to take care of the rest. More officers arrived and the murder scene was quarantined off to be investigated. Meanwhile, she was herded off to her grandparents home where her friends and extended family tried to comfort her. Not wanting to be a bother to others, she busied herself with funeral proceedings and, once that was out of the way, set her sights on identifying the culprit and avenging her family.

Saori seemed fine on the surface. However, several months later, people that interacted with her began to notice some oddities in her behavior–occasionally Saori would seem to switch personalities. Only the people closest to her noticed that these personalities resembled the deceased members of the Doratoma family. They tried to tell her that she needed therapy. However, Saori, who had no memory of ever doing such things, denied them. She refused to believe it. It was only on a certain failed mission, where Naomi ended up hospitalized because of soul rejection from Souta’s alter, that Saori finally admitted to herself she needed help.

Dropped to the FATE program so she could take a break and sort out her problems, Saori underwent a series of therapy sessions and medications which lessened the amount times she swapped personas, but there doesn’t seem to be a cure for it. Perhaps she’ll never be cured. Ever since the incident with Naoko, whispers about her have increased, and weapons have been reluctant to partner with her. She doesn’t blame them. Unless she can control when her alters appear, she fears a repeat of the Naoko Omi Incident as well. To help with her current weaponless situation. Saori’s grandparents (priests of the Death God) have taught her how to make Soul Talismans, which she can pour her wavelength into and produce various effects. While not as effective as demon weapons, they seem capable of warding off some malice or supernatural creatures…to an extent.




Items on your person: Magitech Communicator, Magitech Watch, Survival Combat Knife, Magitech Wavelength Disrupter, phone, wallet, bamboo kendo stick, some paper Soul Talismans.
Soul Type:

Mirror Soul–Her soul has the tendency to imitate the souls of others and produces a very adjustable wavelength. Training it, she can copy the wavelengths of others down to their very properties and minute details, but it only goes as far as her soul perception can see. She can only mirror one soul at a time.

Fighting Style: Doratoma-Style Kenjutsu - Katanas are her preferred weapon, but she works well with any blade.

That said, she's also a fairly cautious fighter and tends to observe her opponents a lot. If she sees anything cool/she thinks is superior to her/she thinks she would like to learn, she tends try and immitate. When adopting a different personality, her fighting style will also change. Sayuri is more aggressive, Souta prefers guns, her mother is very graceful/technical, and her father is just plain good. wip. wip. wip. wip.

Wavelength Techniques:

Soul Perception–pretty good. I won’t say super soul perception, but she’s got a very acute sense when it comes to the individual qualities of a soul…all the way down to small details others might miss. Range-wise she’s average…maybe a bit below average.

Wavelength Amplification–Average?

Soul Reflect–Her version of a somewhat enhanced soul force, Saori channels her wavelength into her hands (or feet, or weapon) and, if her attack is at least as strong as her opponent’s, it will send the opponent’s attack back at them. Works on physical attacks, wavelength attacks, and magical attacks.

Soul Copy–Her soul copies the wavelength of her opponent’s soul…or at least as much of it as she can see down to individual properties. Outwardly…you wouldn’t be able to see much happening because, let’s be honest, most soul properties don’t do much unless enhanced in some manner, but it allows her to copy the wavelength techniques of those she sees with more ease, provided she’s actually physically capable of performing them.

Wavelength Adjust (Negation)--Her mirror soul just makes it easy, but again, it depends on how well the opponent is able to mask their soul from her eyes.

Resonance Techniques:

Soul Reflect EX -- wip

Partner: Azurian Dream Azurian Dream

Theme:
 
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  • Name: Arkayis Misonuka
    Age: 25
    Gender: Male
    Species: Human
    Traits: Demon Weapon
    Height: 5'6Ft
    Hair Color(s): Dark Brown
    Eye Color(s): Dark Blue
    General Appearance:
    They mostly prefer to wear hoodies, with black and blue coloration, comfortable sweatpants are also a good preference of theirs, overall, their clothing preference revolves more around comfort with practicality being their second priority when it comes to outfit choice.
    1669878729257.png
 
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  • Name: Aki Kiyoko

    Age: 21

    Gender: Female

    Species: Demon Weapon

    Height: 5’3”

    Weight: 123 lbs

    Hair Color(s): Blue

    Eye Color(s): Gold

    General Appearance: A young woman who appears even younger with blue hair, yellow eyes, soft features and a petite build. Aki's apparel typically consists of comfy, loose-fitting clothing and tennis shoes that appear of reasonable quality, if not otherwise on the cheaper side. Occasionally, Aki will wear some nicer clothes or skirts, but as someone who never had a lot of clothes or opportunity to get them, she tends to prefer those that are less stylish and more comfortable.

    Partner: Feng Long
 

  • 1693107709020.png
    Name: Long, Feng

    Age: 26

    Gender: Female

    Species: Human

    Traits: Utility Meister - Berserker Gene

    Height: 172.72cm (5'8") - Hair Color: Red - Eye Color: Aqua

    General Appearance: Feng is a slightly above average height female, that is rather busty with scarlet red hair and aqua colored eyes, that depending upon the light can look more green or blue, wears olive green clothing, with a vest in Chinese style and a white blouse beneath. A green cap with the characters of Long, or Dragon engraved into a bronze star upon it. Typically wears black fingerless gloves and an olive green oriental designed skirt, be it a single wrap with a thigh cutout, or a two piece with double thigh cutouts, with typically underwear beneath it, or white cotton baggy peasant style pants and slip on shoes one has seen at a million temples and Martial Arts films. Though she has seasonal and occasional and formal wear as well, the above is just what she's typically in. Usually keeps two strands of hair braided and occasionally puts one bow on each strand towards the bottom.

    Partner: Aki Kiyoko
 
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Name: Wes Kraven

Date of Birth: October 17, 2045

Age: 23

Gender: Male

Age: 23

Blood Type: A-

Sexuality: Heterosexual

Species: Demon Weapon

Traits: Demon Weapon, Persistent Soul Perception

Height: 5'9"

Hair Color: Violet

Eye Color: Violet

General Appearance:

Wes comes in at around 5'8" with a rather sinewy build and a pair of slanted eyes as if he had just woken up. His hair is wild and uncombed, forever stuck in a state of bedhead, although in the past he often tied his hair into a loose ponytail whenever he needed to focus. His usual outfit consists of a pair of black pants, black and white converse sneakers, a dark-colored shirt and his favorite grey hoodie. This is both because it's comfortable, and because he has four pairs of the same outfit. He hates having to do laundry, and he thought that it's just be easier to have multiple of the same outfit instead of needing to wash them. He is also never without his noise-canceling headphones, often either resting around his neck or nestled snugly over his ears.

Personality:

Oafish, slightly cynical and almost sloth-like, Wes approaches daily life with a sense of disdain and lethargy. Preferring to spend his time lazing around, his only hobbies seeming to be sleeping and idly surfing the internet. The only hint that he does anything other than those two things lies in a bass case he keeps underneath his bed, although he denies its existence if asked about it. He constantly ignores his own problems, hoping that they would either solve themselves or someone else would solve it for him. If he does have to act, he attempts to solve the problem in the easiest way available if possible. When interacting with others he'll make the minimum effort required to participate, much preferring to just sit in the background. He also greatly dislikes those with extremely outgoing personalities, feeling as though they clash way too much with his own lazier personality.

Of course, if you were to look at him from before he became as he was now, the difference would be like night and day. Instead of the disdain he now shows for consciousness, he was the type of person who would always go with whatever anyone else wanted to do. He was still laid back and kind of oafish, but he was always joking around and passionate about his interests, and the interests of others. He was especially interested in the souls of others, how their unique sounds blended together like an always shifting orchestra. Those who indulged his passion would soon find themselves being questioned relentlessly, from the most basic topics to their own upbringing.

To this day he still carries a sense of guilt over what happened with Rebecca, always present in the back of his mind like an itch he just can't scratch. If there was ever a surefire way to get him moving, it would to bring up his past failures. Of course, one would have to know about these failures in the first place, and getting Wes to open up about himself is like trying to squeeze blood from a stone.

F.A.T.E. Status:

Type A. Wes was assigned type A status due to behavior bordering on depression, although he continues to insist that he simply disliked doing anything he considered strenuous. Currently, Wes is undergoing counseling to try and manage his apathy, as well as what can be considered 'health days' with another type A agent. While he has not had any notable issues with these sessions, he has shown difficulty in keeping at any of the activities that the agent shows him.

History:

Born in Portsmith, New Hampshire, Wes had the misfortune of being born during the early days of the MIBVI outbreak. His early years were spent mostly at home, with the only friends he had being his next-door neighbors. Everyone was afraid of the virus; his parents would talk about it in hushed whispers whenever they thought he wasn't listening. But even if he couldn't understand the words they spoke, he was able to understand that they were bad. Wes could always hear things that his parents and others couldn't, as if everyone around him had two voices that were always talking. He would complain about hearing strange sounds coming from people, how it would keep him up and give him headaches. At first, they just assumed that he was a child with an overactive imagination, a lack of stimulus from being stuck inside for most of the day, but when he continued to complain about it for weeks they became concerned. Information was still scarce during the early years of the outbreak, and his parents began to fear that their son may have been infected. They struggled with what to do, whether to report his symptoms and risk having him taken away, or to continue to ignore them and hope that they would fade. Eventually, they decided to take him to a physician in hopes that they would be able to tell them what was wrong with their son. When conventional testing showed nothing wrong, the doctor recommended that they go to a specialist. While there was nothing wrong with him physically, the matter of his soul was another thing entirely.

As it was explained to him and his parents, he had been born with a condition that allowed him to constantly perceive the souls of others. Normally, people who could perceive in this manner could control it and de-activate it at will, as using it burned the energy of the soul. In his case, however, as this sense was always active it was constantly draining his energy. While they couldn't stop his condition, the physician got them into contact with the DWMA. Soon after, an agent arrived at their house and sat all of them down, explaining their offer. The academy would take Wes in and teach him techniques in order to help manage his condition. With his parents’ permission, he began his attendance at Death Academy. At first, his lessons were geared towards building up his wavelength reserves through both physical and mental training. Eventually, these sessions expanded to include training the efficiency of his perception, reducing the amount of energy it burned while active. Additionally, it was determined that he was carrying the demon weapon gene from his father's side of the family. At the recommendation of the academy, his parents enrolled him in NOT courses in order to properly learn how to control his transformation.

It was in these classes that he made friends, and met his partner, Rebecca Wilt. The two of them were an instant match, her upbeat and forward personality paired well with his own more laid-back attitude. Eventually, they both would make the decision to transfer to the EAT courses and become agents. The two of them decided to tackle the one-star entrance exam together, with their combined talents allowing them to topple it on their first attempt. And, as far as his lessons are concerned, well he took to them like a duck takes to water. All his life he had been able to hear the souls of those around him, to hear the unique melodies that every person produced. Once he had someone to explain the finer details that he wasn't aware of, of the theoretical side of a soul and their wavelength, he picked up on his lessons in a flash. Everything just made sense to him, how a person’s wavelength ebbed and flowed with their emotions, how resonance could produce such enhanced results, and how a wavelength could extend beyond a meister and their weapon and connect with others. He loved every lesson, every exercise that let him fully explore his soul. He kept hungering for more, pushing himself more and more in order to fully master not only his own wavelength, but to understand the wavelengths of those around him. Until after a while, things began to feel.... strained.

Recently things had begun to feel more and more like a chore to do, things that he used to love doing were slowly becoming less and less fun. Studying felt like a pain, exercising was as mentally taxing as it was physically, and whenever he hung out with Rebecca or any of his other friends there was always a feeling that just wanted to go back to his room and sleep. He didn't want to worry everyone, so he just kept those feelings bottled up inside and ignored them. He was probably just feeling stressed out, surely it would pass and everything would go back to normal if he just ignored it, right? These feelings continued to fester, until one night they were sent out on a mission to support a two-star ranked team in their investigation of a rumored outlaw witch. While they did not expect to see direct combat, that proved to not be the case as the two-star team engaged the witch upon contact. The two of them fought throughout the town, with the witch eventually used her magic to damage a nearby building to try and crush the two-star team underneath. While they managed to avoid the rubble with little trouble, the same could not be said of the civilians caught in the crossfire. The two-star team continued their pursuit, leaving Rebecca and him to deal with the situation.

Rebecca reached back, hand outstretched for him to grab and transform but...... he hesitated. It was only for a few seconds, a few seconds that he wondered if it was worth the trouble, but it was long enough for it to be too late. The rubble crashed into the ground, pinning and injuring multiple civilians. He quickly transformed, snapped out of his thoughts by their cries of pain and terror, as they moved to help the injured. All of the civilians would go on to survive, although many injuries were so severe that they required emergency surgery in order to save their life. In the end, five suffered severe injuries from the incident, with one civilian losing the use of their legs. From that day forward things began to take a nosedive between Wes and Rebecca. They began to argue outside of missions, resonance became an impossibility, and ultimately it led to the death sentence of their partnership, complete rejection. No matter how many times they tried it would always end the same, their wavelengths would violently reject each-other as if they were oil and water.

No longer able to work together, they were both assigned new partners. Although Rebecca would go onto bond and pair well with her new partner, a troubling pattern began to emerge between Wes and every partner that he was assigned to. At first things would proceed normally, with the duo achieving minor success in partnering. Eventually, however, their partnership was dissolved at the request of the meister, and every time the reason was the same. "He doesn't even try to contribute during battle, he makes me do all of the work!; It's like pulling teeth trying to get him to actually work with me; He refuses to transform when he needs to, and even when he does his wavelength is impossible to match with!" Wes had gone through several different partners within the span of a year, prompting concerns from both teachers and his peers. Nothing had felt right after he split off from Rebecca, as if the feelings he had been struggling to keep down had burst forth and had begun smothering everything else.

Any friends he had were slowly pushed away, his studies quickly fell in quality and his body started to decline. His grades had dropped so badly that he was placed in remedial classes, of which he had no interest in attending and actively blew them off. Most of his free time was spent holed up in his room, either sleeping or just browsing the internet idly. Eventually, he ended up dropping out of the DWMA, deciding that there was nothing left for him at the academy. He stuck around Death City for a few days afterwards, hopping between cafes and game-shops and sleeping in hotels, but eventually he ran out of money and couldn't keep it up.

With nothing better to do with his life now that he was a dropout, he returned to his hometown in New Hampshire and crashed with his parents. He lived at home for around a month, indulging in whatever caught his interest, but something still felt.... missing. After that, he started to travel the country, trying a slew of different things to try and fill the hole in his heart. He went hiking in Colorado, camping in Ohio, and spent a week trying to learn how to surf in Florida before giving up. But no matter what he did, or where he went, every time his thoughts would always find their way back to Rebecca. How she would have loved the sights at the Grand Canyon, how she would have laughed her ass off at him falling off his surfboard for the umpteenth time, or how she would be suffering alongside him as they would both try to topple the seventy-two-ounce steak challenge.

It was in a cheap motel in Las Vegas where he would learn about the attack that would be known as the Twisted Joke. He was lounging in his room, one ear idly listening to the television as he planned out where he would try to go next, when the program was interrupted by an emergency broadcast. Death City had been attacked, some sort of terrorist attack that had killed and injured thousands, with those numbers steadily rising as rescue teams were deployed. As he sat there, the remote in his hand threatening to break at any moment from how tightly he was gripping it, something moved inside of him. The guilt that had always been in the back of his mind, always there whenever he laid awake on quiet nights in his bed, transformed into a spike that pierced him right through his heart. He should have been there, he should have been there to fight and save those people, he should have....

He should have been there for Rebecca when she needed him. His mind raced, regret and guilt swirling around as he suddenly found himself back at the moment of his mistake. He was back at the night they accompanied the other team, the rubble falling in slow-motion towards the civilians. Rebecca was moving forward, her hand still stretched out behind her for him to take, for them to act and save them. He reached out for her hand, to grasp it and save those people from the rubble but was met with only the stale air and news broadcast of his motel room. He needed to go back, to make up for all of his mistakes and finally fill the hole that had been left in his heart. Contacting the academy proved nigh impossible for a time after the incident, and when he was finally able to get through, he was met with great skepticism. After he was cleared of any suspicion, he pleaded for them to let him back into the academy.

Due to his previous history at the academy, he was informed that he wouldn't be directly accepted back like he had hoped. He was informed of the F.A.T.E program, a program that he would be expected to graduate from before he would be allowed back into the student populace. With his heart still weighed down by guilt, he agreed to their condition and tendered his application to the program.​

Items on your person:

Magitech Communicator: Often worn in his right ear, even when not in use, he appreciates it's size as it's small enough that he can wear it underneath his head-phones.

Magitech Watch: Worn on his right wrist, he often just leaves it on at all times, even when going to bed.

Survival Combat Knife: Standard issue among agents, Wes wears the six inch blade on his right hip. However, he has absolutely no skill in wielding it, making it more of an accessory than an actual weapon.

DWMA Agent ID: Having dropped out of the academy, Wes was required to get an updated Agent ID upon his acceptance to the F.A.T.E program.

Noise-canceling headphones: A pair of noise-canceling headphones, the kind you could find at any electronics store. Useful for when he doesn't want to be bothered or wants to tune out the outside world. A single magitech crystal can power the headphones for upwards of a month depending on usage, although Wes usually runs through a charge in about two weeks.

Meal-bars: Never leaving his dorm without at least three of these bars, they're filling while also giving him a decent amount of his daily dietary needs.

Soul Type:

Wes's soul takes on the appearance of a rounded ball with multiple horizontal lines spanning it. On closer inspection, the lines appear similar to those found on a fret board. Inspecting his soul signature for a period of time shows that it pulses and beats as if it were attempting to play a melody of some sort.

Sound Wavelength:

Able to manipulate his own sounds, ranging from muffling and dampening his own sounds to amplifying them. After much experimentation in his early years of attending the academy, he also discovered that he could express a finer control over sounds with enough concentration. Beyond just amplification and dampening, he discovered that he could 'condense' and 'store' sounds for a lack of a better term. By condensing sound further and further, he can greatly expand the amount of force the sound makes when released. And by storing a sound, he can hold it within his own wavelength and release it at will. When resonating with a partner, they are able to make full use of these abilities, as well as being able to hear the 'melodies' of others within their soul perception.​

Weapon Type:

Gong.jpg

Taking the form of a large copper gong, a length of chain measuring four feet allows the wielder to wield him akin to a flail, or a rather large shield if they choose to do so.​

Unique Traits:

Soul Absorption: Like all demon weapons, Wes can absorb the souls of others. His way of absorbing souls is to resonate with the soul, bringing his wavelength in step with the soul and melding it into his own.​

Wavelength Techniques:

Soul Perception: Although he primarily relies on his auditory soul perception, he has trained himself in visual perception as well. He can only distinguish souls and their wavelengths at a range of eight feet, any distance after that becoming increasingly blurry. His maximum range of perceiving a soul caps at thirty feet. When used in tandem with his auditory perception, his perception becomes extremely precise within a range of fifteen feet.

Persistent Soul Perception (Auditory): Each soul has its own unique sound, much like a person’s fingerprints, and Wes has spent his whole life being able to hear them. He can accurately identify and distinguish souls and soul signatures up to a distance of eighty feet. After this point, the sounds become distorted and muffled. His maximum range of identifying a soul is somewhere around the three-hundred-foot mark. Additionally, Wes has gotten rather skilled at discerning the emotions of those around him via interpreting the tones of a person's soul. This skill increases if used in tandem with regular soul-perception.​

Wavelength Regulation: As part of his training during his early life, the essence of control over his own soul and wavelength were core tenants of his training. These skills also apply when he is assisting in regulating the soul of another person. Due to his training and heightened auditory perception, he is rather skilled at stabilizing and keeping his partners wavelength under control.

Resonance Techniques:

Basic Resonance: The bread-and-butter of any agent, Wes has found that resonating with a meister's wavelength came easy to him, in part because he could always hear whenever their wavelengths were out of tune. Due to his pairing with multiple meisters after his original partnership was dissolved, he has experience in pairing with wildly different wavelengths. That, combined with his own level of control of his own wavelength, means that he is able to match his wavelength to almost any partner, although convincing him to do so can prove rather difficult.

Chain Resonance: Despite how much of a pain he describes matching wavelengths with others, Wes is able to perform chain resonance if the situation were dire enough. Although he has only been able to pull this technique off during training with Rebecca and his friends, theoretically he would be able to accomplish it with skilled enough partners. During this resonance he acts as an anchor point for the wavelengths of those connected to them, using his skill and experience in controlling his own wavelength to fine-tune and keep everyone's wavelengths in line.

Chain Resonance Enhancement: By combining wavelength regulation with his sound wavelength, Wes can further stabilize and enhance the effects of chain resonance beyond what would be achieved via normal chain resonance. This not only increases the general benefits that arise from chain resonance, but also increases the number of individuals that can be chained at a time. Currently, the upper limits of this enhancement are unknown due to his own lack of urgency to find out.

Weapon Amplification Resonance: Achieved after lengthy practice with Annika, Wes was able to achieve his amplified form when performing this kind of resonance with her. Wes's weapon form becomes surrounded by spiritual energy, increasing its effective size and growing sharp-jagged spikes along the outside of the gong. While in this form, his chain shimmers and pulses in time like a metronome, increasing in tempo as more spiritual energy is used.

Resonance Technique - Bane Blade: Utilizing Annika's ability to bring out his weapon amplification form, Wes's destructive power is enhanced via Annika's unique wavelength. By amplifying the provided wavelength, the spikes alongside the edges of his weapon form begin to rapidly rotate like a circular saw, allowing for much greater devastation against their foes. As a byproduct of this rotation, a high-pitched squeal like that of a rotary saw can be heard by those close to the rotation.​

Resonance Technique - Death Knell: Used only as their last resort, this technique takes advantage of the duo's unique wavelengths in order to create a hyper-condensed burst of sound within a short range directed in front of the gong. During the technique, the air around the center of the gong begins to appear distorted while rapidly increasing in temperature before the sound burst is released. However, Wes must balance both his and Annika's wavelengths in order to contain the oscillating sound as it is aggravated, requiring complete concentration on his part. Additionally, the technique leaves him completely drained, both physically and spiritually.

Partner:

Annika Lindstrom

Misc:

- Rarely eats actual meals, preferring to eat meal-bars and take-out food because of how quick they are
- Is extremely arachnophobic, with even the smallest of spiders causing him to freeze up
- Has absolutely zero tolerance for spicy food
- When he was younger, he was extremely into TTRPG's. He tried running a few systems with his friends, but it never really took off
- Has a soft spot for cats, and makes sure to feed any strays he finds in the city
- Took up playing the bass as a dare, ended up liking it enough to take lessons

 
Demon Anchor, Neptune (WIP - technically complete and ready for reviewing but I suspect the some of the sections may need edit/updating)
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Name: Mizuki Namisaka (Neptune)

Age: 17

Gender: Female

Species: Human

Traits: Weapon

Height: 5'1''

Hair Color(s): Black

Eye Color(s): Aquamarine

General Appearance: She's generally seen wearing the sailor suit-style uniform that's a requirement for her old school

Personality: Cheerful, calm under pressure (unless it involves water), tactical but also honest, a little snarky, and a whole lotta sass when she feels it's appropriate, nothing about her personality screams mentally unstable. In fact, people often question how a normal, spirited girl like her ended up in the FATE program...until they invite her into a pool, that is.

The most distinctive aspect of Mizuki's personality is her severe aquaphobia, which is really only seen when she's near/exposed to water. She won't swim. She has to take medication before showering, drinking, eating watery foods, otherwise the anxiety kicks in. If she's not taking meds, she actively avoids them, even knowing they are basic necessities. She can't help it that even touching water makes her skin crawl and induces panic attacks, similar to PSTD. Frankly, having a phobia isn't a terribly big deal and wouldn't have dropped her into the FATE program...if her soul didn't echo the song of the sea. Mizuki is terrified of her own soul. Try to resonate with someone who gets panic attacks every time they look into their own soul and all of her former partners can attest to how difficult/impossible it is. She can't perform soul related attacks unless she's under meds.

Because of all this, Mizuki gained a preference for dried foods, and can often be seen snacking on dried seaweeds/dried orange slices. Raisins and nuts are good too. She hates rainy days and will actively stay at home rather than go out on those day unless she as no choice. If she has to go out on those days, she's always completely covered. And meds. Never leaves home without her meds. Truthfully, she probably became a little too dependent on them, but behavioral/exposure therapy has proven...slow...thus far.

The sad part is that Mizuki used to love the sea, and could be seen glancing out at the ocean where her dream of owning her own ship had sunk to Davy Jones' Locker.

F.A.T.E. Status: Type A. She has severe aquaphobia which results in a fear of her own soul.

History: Born in the port city of Yokohama, Japan to a Japanese fisherman and his marine biologist wife, Mizuki grew up surrounded by the sea. She loved water. Sailing. Fishing. Swimming. Her first steps had been taken on a boat, and her soul (literally) reflects the sea. As a first generation weapon (neither of her parents showed any signs of being anything other than normal, though it's quite likely that she has weapon ancestors), the girl discovered her weapon attributes when she was 8 years old. Completely confused about how to handle the situation/care for a weapon-child, they contacted DWMA's East Asia Branch for assistance. The East Asia Branch suggested that they enroll her in DWMA so that she might learn to control her powers, but due to the girl's young age and her parents' reluctance to send their daughter away to a far off school in an early age, she was allowed to stay at home with DWMA sending a teacher/tutor (her parents paid a little extra) to guide her through her newfound abilities.

Weapon-related classes, soul-related classes, supernatural classes etc, Mizuki got the full DWMA special course while maintaining a fairly ordinary childhood life. It wasn't until she was 15 that her parents felt comfortable letting her live on her own, but by then, she'd already gotten a gist of how the peace-keeping organization of DWMA worked and found a best friend whom she wanted to partner/move in with.

Together they transferred to the EAT class(East Asia Branch) under the stage names: Captain Brigg and Neptune (her).

Things went well...until they didn't. On one mission, in which they were hunting for a villainous soul aboard a cruise ship, Neptune went missing - kidnapped by a Sea Witch. For 3 months, she was MIA until DWMA (a rescue party initiated by Captain Brigg) finally managed to find her. And the witch. Sadly, the witch managed to get away, but rescuing Neptune had been the priority. There were no visible signs of torture. A couple of days in recovery, and Neptune was ready to return to school. However, since then, she had developed a fear of water that severely hampered daily living.

Her work at DWMA as well, given the quality of her soul; Diving into her soul (for anyone who could peer into it) was like diving into a deep ocean. It gave her panic attacks. Even touching her own wavelength felt like touching water and she had to constantly remind herself that her wavelength wasn't actually water (meds helped). Arguments between her and her partner became frequent, with Neptune failing to carry her own weight in terms of wavelength management. Eventually, she and Captain Brigg went their separate ways. At the recommendation of one of her teachers, Neptune dropped into the newly established FATE program to work out her problems. Meanwhile, Captain Brigg found a different partner to carry on DWMA's mission as an EAT student.

When she returned home to Yokohama for summer break, her parents learned that their previously water-loving child had become aquaphobic and were understandably confused. And, when they learned of what had actually happened to her, confusion turned to anger. Mr and Mrs Namisaka even filed complaints against DWMA--much to Mizuki's utter embarrassment--for failing to protect their precious daughter. They'd been told that she would be "safe". That their daughter would receive a solid education in a well-protected environment that would lead her to a bright future--being kidnapped by a witch for 3 months was not what they had in mind. They wanted to pull her out of DWMA. Her parents had been vocal enough that Mizuki was certain every DWMA student in learned of her "tragedy". She'd never been more ashamed.

Arguments with her parents.

Breaking up with a former best friend.

Fear of water.

Mizuki's life felt like it was spiraling out of control when, on her 15th birthday, she'd received news that she (as a FATE agent) was being transferred/assigned to DWMA's main campus in America for xxx reasons. Her parents didn't want her to go, but to Mizuki, it was a blessing in disguise. She wanted to get away. Begin anew and start a fresh new adventure in a different country. Therefore, Mizuki made a promise to her parents. She promised them that, by the end of the next school year, if she failed to get rid of her pesky phobia, she'd drop out of DWMA and return home to finish her high school education in Yokohama.

Items on your person: DWMA Student ID, Magitech Communicator, Anxiety meds, Survival Combat Knife, Magitech Wavelength Disrupter(just in case), wallet, a packet of dried seaweed, phone.

Soul Type: A Sailor's Soul, for the most part, classifies as normal (not too rare) soul except for affinity towards water - it's a soul that belongs to the sea. It grows stronger when submerged into water and is more at peace when surrounded by water.

In Mizuki's case, her soul looks like an ordinary blue orb with a tail. However, if one looks deep enough to it, they would see a depth like an endless ocean. If they listen to it, they'd hear the "song of the sea" (the slow sounds of crashing waves) that can be either soothing or wild depending on Mizuki's emotions. Her wavelength has a very "fluid" quality to it. It moves like water, and has a degree of adhesiveness and cohesiveness to it. Harmonious, it doesn't often react negatively to other wavelengths, and if another wavelength is close enough, may just latch on for the ride.

Those possessing the Sailor's Soul tend to be hardy folk. Friendly. Cheerful. They ride the waves of life and adapt well to its changes. A little turbulence doesn't bother them. On the contrary, they often seek it, and will grow bored without some waves in their life. A sailor's heart is one that seeks adventure, so being marooned on land is probably one of the worst things for those possessing a Sailor's Soul. People born with a Sailor's Soul also tend to be drawn to water, natural swimmers, and have good instincts when it comes to the weather. Even as a babe, Mizuki would cry whenever a storm approached.

Weapon Type: A four-feet, 100lbs, Black-Cast Iron Anchor (the anchor behind the girl in the picture bellow) with a 10-foot iron chain link. She can manifest herself with the iron chains or without them, and often asks her wielder which they prefer.

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Unique Traits:
  • Her weapon form can transform any wavelength (or soul) it absorbs into increased weight. Souls that she absorbs permanently increases the anchor's weight (in addition to any other strength gains that consuming souls provide in their Deathscythe journey). The effects of wavelength absorption, on the other hand, are temporary. She gains 1lb of weight for every unit of wavelength given to her for a short duration. She can only consume/transform wavelength that is poured into her, and only in it's natural state.
  • She can transform herself into either an anchor with chain links or an anchor without chain links for the meister to use, suggesting the possibility of being a multi-form weapon...but given that they are both pretty much the same weapon (one with attached chain links and one without chains ), it could be the the anchor without chains is just a...partial full-body transformation? Don't ask Mizuki. She doesn't know. She doesn't even know which of her ancestors passed her the weapon gene.
  • Due to her Sailor's Soul, she is relatively immune to water damage.

Resonance Techniques:
  • Basic Resonance - She's proficient.
  • Deep Sea Resonance - Pretty much basic resonance, but done while the weapon is submerged underwater (only works with a person possessing a Sailor's Soul). Resonating underwater causes Mizuki's soul to grow stronger and forces her partner to match that flow if they wanna resonate. Overall, it's a stronger resonance (a step up basic resonance for Mizuki) and results in her weapon form turning a shiny silver, which she calls her Deep Sea Form. This unlocks a couple of new techniques (the ones she developed with Captain Brigg):
    1. Deep Sea Giant: While maintaining Deep Sea Resonance, Weapon Amplification Resonance is applied to make Neptune/Mizuki grow in size. A her current proficiency, she can double in size - turning into an 8-foot, 800lb anchor with a 20-foot chain (or no chain depending on wielder's request). If she and her partner are in sync, her partner could lift her no matter how big she gets. If not, they'd have to lift 800lbs of silver-colored iron...that can get even heavier if she feasts upon more wavelength.
    2. Deep Sea Harpoon: During Deep Sea Form, if Wavelength-Enhanced Resonance is applied to Neptune's wavelength in particular, it causes her wavelength to pretty much become water that rapidly swirls around her like a protective drill. The weapon is then tossed (with the meister's strength) at the target like a harpoon. If this is done while her weapon-form is amplified, it becomes the Ultimate Deep Sea Harpoon
    3. Deep Sea Octopus: A demon anchor technique. Slamming the silver anchor into the ground, Wavelength-Enhanced Resonance is applied to Mizuki's Wavelength Latching Technique/Anchoring Technique such that the adhesive properties of her wavelength are greatly enhanced. Not only is Mizuki firmly anchored in place, the adhesive wavelength can spread to others in the form of water-like tentacles that attempt to anchor others to the ground as well. Generally, the meister is the one controlling the tentacles while Mizuki is focused on maintaining the wave-length enhanced form. She must be stationary, firmly anchored to ground, while the tentacles are active to maintain this technique.

      *Please note, that with Mizuki's current fear of water, Deep Sea Resonance is highly unstable and all water-related techniques are pretty much locked until she gets over her aquaphobia. At the moment, her weapon form is pretty much just a weight-gaining beat-stick....though she can do basic resonance if the meister does most of the work matching wavelengths and her sole job is amplifying the meister's wavelength. Otherwise she's taking meds and touching her wavelength with her eyes closed. It's not actually water after all...

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Other Skills:
  • Partial Weapon Transformation - Any of her limbs can be the shaft, arms, crown, and even chain of her anchor form, though only one limb at a time. As a fighter, she's decent, but not the best. She knows a bit of kenpo, a bit of judo, but has mostly perfected the art of swinging her anchor with instincts and gusto. Oh, and boat-boxing. Every since reading about it (when researching pirates), she's always wanted to try, but doesn't wanna depend on her parents for money...and FATE missions don't pay nearly enough. She can pour her own wavelength into her weaponized limb to increase its weight...though she hasn't done that much since the kidnaping incident.
  • Strength - Despite how small she appears, Mizuki is quite strong for her age. Having to drag an anchor (that can get heavier) around for all her life will do that to you. No, she's not gonna wrestle a fully grown werewolf to the ground...but they may be surprised at how hard she can punch, especially if she throws her weight into it.
  • Soul Perception - Average. Probably a bit below average, since she only started learning...and only because she and her former partner had a fallout. Autonomy is the next path if she can't find a partner.
  • Nautical Skills - Reading a map, steering boat, pirate-y talk, etc.
  • Wavelength Latching Technique/Anchoring Technique - A basic technique for a demon anchor...or so she's been told, it's simply the use of wavelength to latch themselves onto a solid surface like a ninja. In Mizuki's case, she learned to enhance her wavelength's natural adhesive properties.

Partner: Zosar(?) Details will be worked out and added to this section.

 
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  • F . A . T . E
    f73132cfbb1a3d4d5e5736da86fef8e4.jpgAgent I.D.
    Artemis
    Age
    22
    H|W
    5'8|140
    Unit
    A|Weapon
    Rank
    FATE | Type D
    Blood Type
    A+


    Name
    Wren 'Salvatore' Moretti

    Stage Name
    Artemis

    D.O.B
    October 9th, 2045

    Nationality
    European | Venice, Italy

    Class
    Weapon

    Species
    Werewolf | Demon Weapon

    Gender
    Female

    Hair Color
    Grey, fading to black up-top

    Eye Color
    Plain white/greyish

    Partner
    Zosar Everett Raith



 
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" I rather do this Solo than Be around you idiots"
- Noise during her DWMA Days.
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Name: Juniper "Noise" Veselovsky
NIckname: Noise, That woman with a Guitar, Troublemaker, Miss Lazybones
Age: 20
Gender: Female
Species: Weapon
Traits: Demon weapon,
DOB: November 11th 2047
Height: 6'3"
Hair Color(s): auburn, tips have a crimson hue.
Eye Color(s): Green
General Appearance: Juniper- er Noise takes on the appearance of a teenage kid who rather dress out in the wintertime than any other time, Noise's eyes are a shade of emerald green with their eyelids droopy and often set in tired/ annoyed expression as most, ashen skin from not going outside much and preferring to stay inside. Her hair is another topic, which is auburn in terms of shade and waist lengthwise, with Extremely-messy-and-quite lazily-half-hearted-much placed in a ponytail with it being held by a black ribbon. There are two outfits you may catch Juniper wearing, One is their dark blue hoodie with crossbones with a skull with the text saying "Lazy Bones" with a black turtleneck underneath with her wearing a Guitar case on her outfit and a bandage wrapped around the right sleeve, and grey sweatpants and Loafers. Their second outfit is a navy blue coat with white fur lining the hood as the coat has green accents, They wear a brown sweater with them having a dark blue scarf wrapped around their neck covering their mouth, with the familiar white bandage on their right sleeve and wearing winter pants and Steel toed boots.
Personality:

Somewhat a Jerk with a Lazy heck demeanor and somewhat a snarky jerk is what sums up Juniper the most, Juniper tends to be an arrogant bastard favoring teasing and annoying both her allies and enemies as she loves to see them get mad at them as they tend to push on and on with the teasing including with being snarky with one's life, she tends to be apathetic not even caring about who or whatever happens as what happens, happens. They tend to be heavily disobedient often not following orders and not listening to one as she is doing things their way and often tends to try and solo things on their own, Juniper rather play video games at times and is often seen napping rather than listening to meetings as she view them as a boring thing. But what lives up to their Nickname, is causing as much noise and often loves to go out with a "bang" in anything including in pranks as she seems to be fond of.


Truly what's under Juniper's Apathic, Lazy, Yet jerkish-chaotic exterior is a hurt and traumatized woman who hates themself for not saving their sister and had been left alone by their family and often regrets that Juniper is much more caring than she appears to be and regrets the mistakes she made in their life, they may not show it but she'll give their life into protecting the ones she trusts and tends to be overly emotional about it. This side of themself is only revealed only to the one they trust.


F.A.T.E. Status:
Type A: PTSD related to the death of her sister, severe trust issues, and a severe phobia of reptiles. She has mostly overcome certain triggers such as sound and with exposure, therapy has overcome the catatonic state she once would go into, but still demonstrates issues with teamwork and trust.
History:

Juniper was born in the capital of Russia during not only the beginning of a frigid winter but right as the MIBVI pandemic was on the rise. Her parents, Vladimir and Annika Veselovsky, were renown Agents in the Eastern European Branch during the Era of the hunt that had waited until the Witch alliance had stabilized to start their family. Their timing could not have proven worse as the new phenomenon that would later be known as MIBVI only became more dire after their eldest child, Willow, was born. By the time Juniper and her twin brother Kukui were around, the Eastern European Branch called in all available agents to help with the worsening outbreaks.

Vladimir and Annika came to an effective compromise of remaining relatively local to Central Russia and defending the more affluent areas of Moscow. Russia in general became disorganized during the pandemic, resulting in the vast majority of the country losing infrastructure and basic necessities, like food and shelter. Crime of all kinds had risen in the country and it became nigh-impossible for most to enforce the law. Despite this, Juniper was given a fairly pleasant upbringing within the fortified section of Moscow. She and her siblings were afforded this relatively luxurious life due to the sacrifices made by her parents; not only willing to risk their lives on missions, but act as local enforcement for the Russian government. A secret they neither shared nor were proud of.

Willow, Juniper, and Kukui had a pleasant upbringing. Sheltered from the chaos their country was in and defended fervently against any chance of MIBVI outbreak, their main concerns came from maintaining their grades in the school districts they had moved to for protection and of course when their parents would return. Vladimir and Annika were able to return quite often, meaning unlike so many children during this era, the trio were not deprived of a parental upbringing. Juniper would have fond memories of her father playing guitar, her mother attempting to cook meals for them, snow ball fights, and sledding when it was suitable, and of course prank wars. Even the day her brother first transformed into a Weapon was met with glee from her parents, though when it occurred for Juniper a year later it was to her chagrin being late, but she didn't mind.

Unfortunately, even the most centralized parts of Russia could not maintain the façade of safety for long. Try as they might, her parents and the dozens of agents trying to keep Moscow orderly simply could not maintain order. In combination with the requests from their children to train to be agents just like their parents, Vladimir and Annika elected to see them off to the Western European Branch for training. But, more importantly, safety. This allowed more freedom for their parents to traverse Russia to suppress outbreaks or secure supplies and gave the trio of children a new playground at the Western Branch training facilities with the siblings being as competitive as they could.

The entire trio was rambunctious, though Juniper was often the worst of the three regarding pranks and shenanigans. These were not taken kindly by the school system, but her spot was all but secured due to the deal cut with her parents. Beyond that, this young Juniper was a bright student. When she applied herself, she was just as academically capable of her allegedly gifted sister and her weapons training came along just as swiftly as that of her brother. The trio were eventually chosen for a transfer to the DWMA Headquarters in Death City as many other branches did to relocate students and lesson the load on the auxiliary branches. More so, it also relieved the load of her pranks and borderline delinquent nature, not even the teachers were safe from the pranks.

Despite their age gap, the trio managed to remain together for the better part of their education and time in the DWMA. Each joined EAT at the same time and each were paired with a partner around the same time. This was not due to Willow being slow, more so her late transition to Death City. Nonetheless, the trio made a fairly formidable team with their new partners, and each passed their one-star exam within their first attempt. Their parents now were reserved to video calls, but otherwise, their lives were looking up. They may very well have been able to follow in the footsteps of their parents; a possibility that brought each of them joy.

On of the first actual combat missions the group had, tragedy struck. Or, more accurately, was allowed. It was a simple mission of exterminating the giant scorpions that would run rampant every spring in the Mojave. In all reality, it was something that all of them could have managed. Willow and her partner were swiftly removing the tails of their targets, dodging the stingers as none of them didn't want to get stung nor did they want to get pinched. Juniper could crush them without a second thought, and Kukui with his partner Lance made sure that the dance between his sisters went off without a hitch. It was nothing the group couldn't handle.

Well, That is until they found themselves against a giant desert banded gecko, something that wasn't anticipated, and honestly chimera could handled it but didn't. What came next was something the group couldn't have anticipated and in truth only Chimera could have handled. This Desert banded gecko, Mutated from consuming the eggs of the said scorpions and grown large to a rather large proportion, had come across the team as it had caught the scent of its prey being killed. it was after the softer, more nutritious agents not unlike a reptile would be after any mammal. Chimeera didn't jump in, as he rather wanted to see the agent's potential and, it turned out, their potential fell lower than his expectations. To him, this gecko was hardly a challenge. Barely any different from the scorpions. What Chimera failed to recognize is that the sheer size of the monster in combination with its speed was not something the average, fresh One-Star could handle.

Kukui and his partner were the first to be knocked back by the creature after recklessly charging in to assist Juniper and Willow. Turns out Geckos are faster and stronger than the scorpions than it looks, Which made all the more dangerous. Chimera did not jump in, To him, this creature was child's play as Willow and and Juniper fought the creature with all they could muster, with Lance unconscious and Kukui worriedly telling Chimera that they can't beat it. Leaving Chimera unimpressed by this relevation. Kukui tried to at least pull Lance to safety, but Willow and Juniper were on their own. And, as Kukui said, they could not defeat it. Willow and her meister, being older and slightly more aggressive, were the first to slip up, and the first to fall. A desert banded gecko is a cruel creature to prey it is uncertain of.

It will bite into them and then thrash her and her meister's body around endlessly onto the ground, as the beast slammed her body impact after impact thus killing her. That was the fate of Willow Veselovsky; a fate that Juniper witnessed right in front of her eyes, ceaselessly witnessed her sister dying in front of her like a broken record; it shattered her world into a million pieces But that was only for Chimera to come in last second and defeat the beast, Upon Willow's death.

Then and only then did Chimera step in. He didn't need his weapons. Compared to the agents and even this gecko, Chimera was a force of nature. It wasn't even allowed to swallow the body of Willow before he brought his fist down upon its skull, then began to pummel it senselessly until it slopped over dead. Chimera was powerful, so powerful he could have saved them at any time and chose not to out of his disgust. He flared his wavelength, flexed his power, and threatened all of those around him about what might just happen if they explained what happened here.

It broke her. Shattered her into a million, tiny pieces.

She tried to reconcile what had occurred. She had no idea what to do. They would need to tell their parents. Need to have a funeral. Her mom and dad worked so hard to keep them safe in Russia, and now this? Surely, they would be a disappointment. Maybe, just maybe, if they could explain it, it wouldn't hurt so bad...

But Lance? He wasn't willing to tell on Chimera. Neither was the partner of Willow. Neither was her partner. Kukui soon too bowed down to this pressure, and that only cemented in the feeling of vulnerability and betrayal that Juniper had.

Never again. Never would she trust a soul. She couldn't betrayed and hurt if she did not trust. Never would she be vulnerable. Never would she be closed. Her mind repressed that memory until it didn't hurt anymore. Until Chimera did not betray them, but Willow truly lost out of her hubris. She was only alive because Chimera intervened. Even Kukui had fled to protect Lance; he let Willow die just as much as she did, if not more.

Timeskip, Upon their return there was a funeral held up, Chimera threatened both Kukui and Lance with violence if they told Juniper the truth which they reluctantly agreed to, as they were nervous about telling her and their reaction; after it, she locked themself in her room grieving and upset much to Kukui and their friends worrying about Juniper's mental health and safety after knowing of the demon weapon had barely eaten anything during the next few days, so trying as hard as the group could, they tried on cheering her up and being there in their life to try and motivate her into moving past Willow's death, which would be harder than anticipated.

Juniper did not remain with her partner nor did she remain close to Kukui. She reinvented herself. She found a new partner and became Noise. Just Noise. Anything to drown out the sound of her memories, anything that wasn't the screams of her sister in those final moments. Kukui tried to reconcile with her, but she had none of it. There was no cheering up from this, there was nothing he could do to repair it and she didn't even want to hear none of it from him anyway.

Juniper, now Noise, went on like this for some time, pairing with a Meister named Marcy, and the duo being fairly capable. Noise had her moments. She would stare off into space, miss some orders, hear things that weren't there, sometimes have an emotional breakdown, but she could fight. And, her Thunderous Wavelength was fairly destructive. She and Marcy made a good pair and just when things were looking up, another chaotic twist of fate unfolded.

Chimera was caught. Stripped of his title, potentially even looking at jailtime. He had hospitalized his own weapon for some ludicrous reason, but he wasn't aware of just how interconnected his partner was. Once one person came out of the woodwork to report his abuse, more and more followed. Kenny was responsible for plenty of tragedies within the DWMA and now it even came out that Willow was one of them. Marcy was the one to break this news to Noise and it yet again shattered her world. She had spent so long using denial as glue to hold together what she had left, but it didn't work. She couldn't hold it together anymore. With the memories flooding back to her, she was hit with regret and guilt and all the unprocessed grief she had for Willow.

She went to therapy. She got her PTSD diagnosis. After a few weeks, she seemed fine. She had reconciled with Kukui and while things weren't the way they used to be, it was better not to be alone. Marcy even waited for her to be cleared for field work, and Juniper was.

That was premature. Out on another mission, all it took were a few triggers. A tiny snake here. A couple of thumps here, something that sounded just a little too similar to the much louder thumps Willow made when her body was tossed around. Juniper tried to hold it together, but she just couldn't. Once they made their camp, she simply stared into the campfire. Catatonic. Unresponsive. Lost in reliving her memories over and over and over again. She couldn't fathom how one man could be so cruel. She could see his face and the look of disappointment that ran across it when they just couldn't make a move on that gecko. It was too fast and their resonance was too weak. Lance couldn't make an opening, Willow despite the slight gap in skill was still too slow, so of course Juniper had no hope. Her hope was in one man who neglected her. Neglected all of them.

That was her loop. A loop that always ended in the death of Willow.

When that loop was interrupted by Marcy, Juniper reacted instinctively. She swung in fear. Not knowing friend from foe and ultimately bludgeoning Marcy by accident. A surprise, but a surprise that landed her partner in the hospital and ruined their mission. Marcy was not so forgiving this time. Neither was the DWMA. Juniper was deemed unsafe for field duty. She was also considered a candidate for the F.A.T.E. Program. An experiment, of sorts. Chimera, the man responsible for her situation, had made some strides in the Paean Program and himself was being brought in for the F.A.T.E. Program. If he could benefit from it, surely there was some time of cosmic justice that would allow Juniper to.

She was presented with the terms of the F.A.T.E. Program and agreed. In her case, there was a lot of therapy. A lot of professionals figured out if it was even possible. What is the nature of her PTSD? Could she overcome this? After several years leading up to the beginning of the problem, it was believed that she had overcome most of her triggers. She had an innate phobia of reptiles, but most sounds were hardly a trigger. A distaste for authority and a fierce independent streak, but stable enough it seemed to perform on a mission without another mishap like what occurred with Marcy. Part of her therapy was to meet with Marcy again to bury the hatchet. Marcy had moved on with another partner, and the two had a discussion where bygones were allowed to be bygones. With her entrance into the program and ideally being paired with a positive enough partner, it was believed she still may have the potential to live up to the reputation of her parents. The only thing she was wondering was if she deserved a second chance?

Items on your person:
  • Magitech Communicator
  • Magitech Watch
  • DWMA Agent ID
  • Acoustic Guitar
Soul Type: Juniper's soul is a dark blue hue with the edges having a glowing cyan shade, the soul itself is always glaring like it hates everyone, and it wears a transparent pair of headphones on its head.
Weapon Type:

rotten_battle_hammer.png
Unique Traits:
  • Absorb: Basic Demon Weapon ability. Can consume souls.
  • Partial Transformation: A skill that Noise needed to learn, numerous amounts of times of rather much going solo. They can only change their limbs at a time.
  • Thunderous Wavelength: A wavelength characterized by a low frequency, a massive amplitude, and an inherent affinity for sound. This wavelength is known as one of the few that can most often be heard by the spiritually sensitive even if they do not normally use auditory soul perception. The sheer volume of their soul results in even the most advanced suppression being unable to make it completely undetectable, though they can learn to at least hide the passive sound of their soul through suppression. Many do find the volume and general "thump" of this soul to be annoying or grating. Those with a Thunderous Wavelength possess the ability to amplify sound, resulting in thunderous booms which earn the wavelength its name. Specifically, this wavelength can generate sonic booms, which thunder naturally is. At the higher end of users with this wavelength, the focus on weaponizing this wavelength shifts less from the sheer volume of those booms to the pressure wave they emit. Similar to Murderous Wavelengths, users with this wavelength have a natural resistance (and in many cases outright immunity) to other sound-based abilities.

Resonance Techniques:
  • Basic Resonance: She has skills in this at least practice taught them well in it as well.
  • Bond Resonance: This is only due to her bond with their siblings and having used to be wielded by her sister and brother.
  • Godspeed Gong: Noise channels the wavelength of their meister into the head of her hammer, amplifying it before hitting a target to not only create a tremendous force but create a painfully deafening sonic boom.
Partner: Sara ( Merciless Medic Merciless Medic )
Trivia:
  • Noise is bisexual
  • Their Pronouns are She/Them.
  • Her blood type is AB+
Theme:

 
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Dante Holiday

366f0bd629f48fc4cc5d23a844580cc7~2.jpg
Age
23

Gender
Male

Species
Human

Traits
Demon Weapon

Height
6’5

Hair Color(s)
Orange

Eye Color(s)
Mint/ green

Personality
Dante is an overconfident weapon who enjoys challenging the strong whether it's physical or verbal. He tends to taunt those who are weak or who just flat out annoy him. His threats are all bark and no bite as he’s unwilling to sabotage a mission at the risk of losing his benefits.

When it comes to teamwork, Dante is not the type to cooperate as he finds working alone is easier without having to worry about anyone else. It also stems from the fact that he carries abandonment issues which play a large role when it comes to trusting coworkers. In a fight, he’s impulsive and tends to get ahead of himself. He’s not as smart as he makes himself out to be and uses brute force more than anything.

During Dante’s down time, he’s surprisingly jaded, preferring the simple life, dreaming of becoming someone better, finding a companion willing to spend time with him. He’s appreciative of the little things even though he doesn't express it enough. The one thing that grinds Dante’s gears is technology and magic, mostly magic. Those that fight using magic are considered full of him. The same can be said about shift weapons. In general, he is just a grandpa who complains about why people don't enjoy the simple lifestyle anymore.

F.A.T.E. Status
Dante applied to be in the project because of his incompetence and lack of team working skills.

History
Ever since childhood, Dante has been scraping by to make ends meet. His parents had abandoned him at ten and was raised by the streets of Reno, Nevada. During the two years he spent alone in Reno, he surrounded himself with a group of friendly bikers that gathered at a restaurant every weekend. He was especially close to one of the bikers known as Max who learned about Dante’s ability to form into a weapon. The kid occasionally struggled with his partial forms which gave Max the idea to help Dante to apply in the D.W.M.A. not just because of his ability, but for a better life too. Despite how conflicted the boy was about leaving home, he accepted on behalf of Max’s request.

Unlike most applicants, Dante was personally trained to fight, and control his forming abilities, before being qualifying in the E.A.T. after being assessed to carry a unique wavelength that nullifies magic. Never in Dante’s lifetime did he ever think he would be considered a valuable asset. He didn't feel special or all that different from anyone, but he accepted it as it provided him shelter to call home. He was grateful enough to receive any kind of help. At the same time, Dante was paired with Rory, who would inevitably become his best friend. His optimism and ambition compliments Dante's stubbornness and boosts his motivation to act. At first hand, Dante would find the kid annoying, that is until the exam. As it turned out, Rory excelled at pole type weaponry. The way he swung Dante with ease, blew him away. Though he refused to admit how impressed he was with his partner. Suffice to say, they passed with flying colors.

Being a D.W.M.A. student has allowed Dante to see a better light of things. Because of it, Dante became loyal to the academy and its Lord. Death City became a place to call home as long as his meister was at his side. Sure, the first couple of missions were tough, but it helped both of the boys bond. Dante’s rough exterior mellowed, and grew accustomed to Rory. His bubbly attitude balanced the weapon, and gave him a reason to get out of bed in the morning. Someone had to protect the meister from himself and that person was Dante. At the same time, Rory would straighten the grumpy teen. He became the center of Dante’s universe, always searching for a way to be stronger. However, his streak of service comes to an end while walking down the academy halls, and overhearing a conversation between Rory and a professor about switching partners. The news shocked Dante. In that brief moment, his world was collapsing into a nightmare. Once the professor was out of sight, Dante confronted Rory to his surprise. Guilt written across his face as Dante interrogated the boy. He wanted answers as to why he wanted to drop him, and for what purpose? It had Dante questioning himself. Was he really awful that Rory didn't talk to him about it? So many unanswered questions, and Rory couldn’t find the words. His silence made him look guilty. Dante even granted his so-called “friend” a chance to speak. Just as Rory was about to explain, Dante decided he didn’t need to hear it as he stormed out, and anything Rory says would be an excuse. Knowing Dante, Rory chose to let him cool down and discuss the situation another time.

For a week, Dante avoided Rory, skipping school before returning to the academy only to learn of Rory’s fate. At first glance of entry into class, the professor escorted him outside where he gave Dante Rory’s silver necklace. It was his signature accessory. No matter what, he kept it close to him like a charm. The professor gave his condolences revealing he had died during a mission, but his weapon barely survived. Apparently, his mind was fogged which led to his death against a corrupted soul. Dante immediately held onto the charm and blamed himself. Had he tried to reach out, maybe things would be different. The professor went as far as to tell him the funeral was currently taking place, but it wouldn't be a good idea considering the parents despise him. Dante still wanted to visit, but was stopped as the professor continued. Rory is part of the Hoshino family, an elite clan. The parent’s loathe Dante for being a simple weapon. They wanted his proficient son to be with someone of the Hoshi clan. As it turns out, Rory was peer pressured into switching partners. The information was too much to bare. Instead of attending class, he chose to take a couple of days off for himself to mourn his loss.

Returning to school didn't feel the same for Dante, especially having to pair with a new meister. Everything his new partner did reminded him of Rory. He felt estranged by everything he did. Dante’s performance as a weapon lacked motivation, often clouded to put any kind of effort. It was apparent he was shutting down, yet he was given many chances as the academy refused to lose such an asset. No matter how many tries he uses, he ultimately stops cooperating. Refusing to work with anyone who he might put in danger. It was then decided Dante can try working on his own as an autonomous weapon. To his relief, Dante accepted. The battles he fought through the years filled a void, but at the price of his ego. Unwilling to listen to orders and fighting with reckless abandon. His behavior led to his early retirement after causing an ally to fall during a squad mission. The objective was an assault on a coven. With Dante at hand he was able to dispel many traps and illusions cast upon the fortress. As they raided the castle, the squad leader split into teams of two. For the most part. Dante would run ahead of his teammate exterminating anything that was thrown at him. Rather than await orders and stick to his ally, the weapon would jump at the chance to pounce the witch, and underestimate their power as they casted an attack. His team member noticed the impact would be too great for Dante to handle, and pushed the man out of the way, but in return took the hit causing half of his arm and face to burn in the process. The diversion was enough for the witches to make an escape. Dante was dumbstruck by the ordeal having injured his commander over his incompetence.

After being kicked out of D.W.M.A, Dante had to live a regular life working from nine to five while he reflected on his transgressions. Everything he did led him back to finding for himself. It was as if the world held a grudge against him. Whether he played obedience or disobedience didn't matter. The other shoe was bound to drop and send him on another spiral. Living as a citizen has made him notice the little things and appreciate them, but he felt a piece of himself missing. There was no excitement in his daily routine. He lacked purpose, and as the days went by he wondered where he stood in life. One day, he heard an old man’s story at a bar. How content he is to have bettered himself. The world around him felt a bit brighter too because he put in the effort. Dante envied the man. It had him collect his thoughts wondering if he should do the same, and try again to be a weapon. The idea of being paired still haunted him, but perhaps it was time to move on? Later that evening, he consulted his former supervisor by the phone to find a way to return to the D.W.M.A. They mentioned it’s a possibility after reviewing his case and recommended applying for the F.A.T.E. project. A rehabilitation for lost causes like himself. It’s not what Dante had in mind, but it was a sign for a second chance.


Items on your person
Magitech Communicator, Magitech Watch, Survival Combat Knife, DWMA Agent ID, DWMA Agent Brooch, GPS Dermal Implant, Incapacitator Collar, & silver necklace that serves as a lucky charm left behind by Rory, hand sanitizer he uses whenever he’s “used/touched”

Soul Type
A spiky, bright, blue soul wearing a smirk

Weapon Type
Twin Halberd
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Unique Traits
Anti-magic Wavelength

Skill List

(Ex-)Autonomous Weapon

Dante is a former Autonomous Weapon, spent time developing his own close quarters fighting style with his partial weapon form. Aside from his enhanced martial combat, he has learned skills not normally associated with a Demon Weapon, such as Wavelength Amplification and Soul Perception on his own.

Partial Weapon Transformation
As a former Autonomous Weapon, Dante is highly skilled at Partial Weapon transformations. While he has the same limits on transformation as any other regular Demon Weapon, his quick succession of transformations has been fairly refined and the multiple heads of his weapon-form have proven to have multiple creative uses in combat.

Wavelength Amplification
Dante has a fairly well-rounded skill in Wavelength Amplification, though he has declined with it since his prime in the DWMA. His time as a civilian and time in the program re-training himself to become a Demon Weapon has shifted his focus from Wavelength Amplification, but it remains a skill he can still use to roughly the level of a One-Star Meister. More so, his time using Wavelength Amplification has bled into his skill in Wavelength Regulation, making him fairly good at assisting his Meister.

Wavelength Regulation
Despite it being a higher-level skill for a Demon Weapon, Dante has proven quite adept at Wavelength Regulation due to his time as an Autonomous Weapon using these skills. Dante is specifically good at assisting his Meister with Wavelength Amplification, Soul Perception, and applications of Soul Force (including Soul Conduction).

Soul Force
Perhaps the pinnacle of his Wavelength Control as an Autonomous Weapon, Dante is able to perform Soul Force strikes. While his mastery is nowhere near the level of the upgrade of Soul Menace, this application of Soul Force has proven especially effective at applying his Anti-Magic Wavelength. Otherwise, this technique is rarely used as his partial weapon transformations proved more devastating.

Soul Perception
A skill not uncommon for Demon Weapons, it is still one Dante became generally more skilled with due to his need of it being Autonomous. Dante is capable of perceiving souls clearly in roughly a sixty foot area in front of him, can track up to three soul signatures, and has even trained himself to perceive the general flow of mana.

Resonance
While possible at one time with his first partner, Rory, Dante has not used Resonance of any kind in years. It is still possible, but would require time and practice with a dedicated partner. He has entry-level skill in Chain Resonance, but rarely used it as it requires teamwork. He does possess the ability to perform Self-Resonance, though much like Wavelength Amplification, it has gone by the wayside for his regular Demon Weapon training. As it stands, Dante can bolster his physical attributes by over three times using Self-Resonance, but otherwise has no unique application of it due to the time he has spent not using it.

Anti-Magic Wavelength
Dante naturally has a high resistance to magic and magic based effects that his halberd head can cut through magic and mana, with what he cuts reverting back to ambient mana if it's no longer connected to the source.

Partner
Sara Middleton ( Merciless Medic Merciless Medic Medic)​
 
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