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Fandom F.A.T.E | Character Guide

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The Regal Rper

Mad Scientist

Project F.A.T.E. Applications

Rules & Guidelines


1. All RpN rules apply. Clearly.
2. For a work in progress, please clearly denote such.
3. Sheets should be coded in such a way they are both legible on PC and Mobile.
4. While you are free to code your sheet however you aesthetically please, it must contain all noted information.
5. Approved Characters will be added to the roster listed below.
6. There is a high likelihood all characters will have a PM session during creation with a DM.
7. Pictures and theme music are encouraged.
8. Kindly do not create your sheet in the form of an interview or first person.
9. Characters related to canon or major families are allowed, but will be under more scrutiny.


Character Roster


Meisters

Sara "Brute Tooth" Middleton - Meister - Type D Fate Agent

Raspopova Nadia Semyonovna - Meister - Type D Fate Agent

Zosar "Loki" Raith - Meister - Type E Agent

Thaddeus "Gauss" Thales - Meister (Utility) - Type A Agent

Eloise “Elly” Keegan - Meister - Type E Agent

Annika Lindstrom - Meister - Type D Agent

Feng Long - Meister (Utility) - Type D Agent



Weapons

Adrian "The Maiden" Hackney - Autonomous Weapon (Iron Maiden) - Type A Fate Agent

Noah "Electro Stick" Wiley - Weapon (Polearm / Staff) - Type A Fate Agent

Daniella Ethalyn - Weapon (Sword) - Type D Agent

Evangeline Konstantine - Weapon (Latern-Flail) - Type A Agent

Arkayis Misonuka - Weapon (Scythe) - Type E (claims Type D) Agent

Aki Kiyoko - Weapon (Beretta 92 FS Inox/Pistol) - Type D Agent

Wes Kraven - Weapon (Gong) - Type A Agent

Wren "Artemis" Moretti - Weapon (Hedgetrimmer/Chainblade) - Type D Agent



Magic Users

Maria "The Marionette" Mayer - Witch (Dolls) - Type A Agent

Raphael "Whiplash" Valerias - Sorcerer (Chains) - Type D Agent

Ifechi "Ark" Duulwin - Sorcerer (Earth) - Type A Agent


Character Skeleton

Name:
Age:
Gender:
Species:
Traits: (traits include Weapon, Madness, Ice Blood, and Undead--PM if curious)
Height:
Hair Color(s):
Eye Color(s):
General Appearance: clothing, accessories, etc.
Personality: we're looking for character traits, strengths, and weaknesses here
F.A.T.E. Status: why you're in the fate project to begin with and what steps have been taken to keep you field stable
History: All history before and during your time at the DWMA
Items on your person: what does your character carry on the daily or into the field? All equipment listed as general equipment in the lore is considered present unless otherwise stated
Soul Type: a brief description of your type of Soul (if special), Soul Signature, and any special wavelength attributes
Fighting Style: Generalized way you fight, include any formal training or pertinent skills
Wavelength Techniques: Do not just list the technique, but at least give some idea of proficiency.
Resonance Techniques: Do not just list the technique, but at least give some idea of proficiency.
Partner: if applicable

Name:
Age:
Gender:
Species:
Traits: (traits include Weapon, Madness, Ice Blood, and Undead--PM if curious)
Height:
Hair Color(s):
Eye Color(s):
General Appearance: clothing, accessories, etc.
Personality: we're looking for character traits, strengths, and weaknesses here
F.A.T.E. Status: why you're in the fate project to begin with and what steps have been taken to keep you field stable
History: All history before and during your time at the DWMA
Items on your person: what does your character carry on the daily or into the field? All equipment listed as general equipment in the lore is considered present unless otherwise stated
Soul Type: a brief description of your type of Soul (if special), Soul Signature, and any special wavelength attributes
Weapon Type: a picture and/or description of your weapon form(s)
Unique Traits: any unique abilities or attributes of your weapon form
Resonance Techniques: Do not just list the technique, but at least give some idea of proficiency.
Partner: if applicable

Name:
Age:
Gender:
Species:
Traits: (traits include Weapon, Madness, Ice Blood, and Undead--PM if curious)
Height:
Hair Color(s):
Eye Color(s):
General Appearance: clothing, accessories, etc.
Personality: we're looking for character traits, strengths, and weaknesses here
F.A.T.E. Status: why you're in the fate project to begin with and what steps have been taken to keep you field stable
History: All history before and during your time at the DWMA
Items on your person: what does your character carry on the daily or into the field? All equipment listed as general equipment in the lore is considered present unless otherwise stated. This will include Magical tools if applicable.
Soul Type: a brief description of your type of Soul (if special), Soul Signature, and any special wavelength attributes
Magical Potency: equivalent most often to the highest spell cast
Types of Magic: Identify your primary type of magic used, then any other your character may use AND their proficiency
Spells: A full list of spells your character can cast with a general description. Descriptions should include what they can do at their highest tier of casting.
Partner: if applicable
 
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Adrian Hackney





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THE MAIDEN




GENERAL INFORMATION

FULL NAME
AGE
GENDER
RACE
Adrian Aaron Hackney
17
Male
Weapon

NICKNAME/ALIAS
DATE OF BIRTH
SEXUALITY
ETHNICITY
The Maiden
October 29th, 2049
Heterosexual
New York, NY

SOUL TYPE
PARTNER
RANK
TRAITS
Human Soul with purple metallic plates
None
Fate
Weapon

PHYSIQUE
HEIGHT
HAIR STYLE
HAIR COLOR
EYE COLOR
5'11"
Medium length, layered
Blue
Blue

Clothing Preferences: Adrian has a penchant for flashy, longer jackets, typically of some designer with brighter colors such as white, light blue, and yellow. He is prone to wearing no shirt or an extremely thin shirt underneath. His jacket sleeves are almost always rolled up (and pinned) at the elbow. As accessories, he often wears black, fingerless gloves and chokers, often highly contrasting his jacket. If he is to wear pants, he will often wear loose fitting ones, but often prefers shorts in the Nevada heat, sometimes even accompanied by flips. In colder weather, he retains his lengthy jacket, but instead wears a heavier trench coat style accompanied by the typical cold weather clothing swaps such as boots, layered pants, and even... fingered gloves.

latest

Weapon Form

Adrian in his weapon form is the quintessential Iron Maiden. His full form stands eight foot, eleven inches with the top eleven inches accounting for his head. The metallic shell of his body is a dull, bronzed material with black oxide stains in various slashes or blood splatter patterns. Across this form, he has various, randomly placed rivets and two short handles on his hinged, opening doors. On his interior are seventy-six total spikes that he can optionally manifest and lengthen alongside a total of six restraining points: one for each limb, one for the waist, and one for the neck--all capable of shifting form. Wrapped around the body of this form are two iron chains that can connect via a single lock.

SKILL LIST


Autonomous Weapon Primarily due to the constraints of his weapon form, Adrian is an autonomous weapon. He can manifest any of his four limbs into one of the restraints used in his Iron Maiden form and if all four are successfully applied to a target, he can transform barring any obvious physical barriers to encase them in his closed Iron Maiden form. For additional protection, he can manifest the Iron Maiden head around his own head to act as a helmet. Adrian can manifest either of his arms into the large concave doors of his Iron Maiden and coat them in spikes as aggressively as he sees fit. Additionally, he can manifest spikes anywhere on his body, up to sixteen at any given time in various sizes. While there are limitations on his sizes the more he creates, his main two would be two large three foot spikes that would protrude from his hands which he can adjust in length on the fly, up to that maximum of three feet.

Phase III Update Adrian can now manifest up to twenty spikes in total, and his main two spikes can become up to 40 inches.​

CQC As an Autonomous Weapon, Adrian has trained in martial arts, specifically Krav Maga and Vale Tudo. In combat, Adrian is highly aggressive with no restrain, his fundamental goal to eliminate his target with absolute haste and no discretion. Adrian is at no lack of options to complete this task, either. Defensively, Adrian can manifest not just shields, but spikes from any point on his body and his Iron Maiden helmet to prevent head trauma while only gaining slight tunnel vision due to it. Offensively, Adrian is prone to creating spikes from his palms, fingertips, elbows, knees, and even the top portion of his feet at any given time. He his fighting style also has him often starting his combat with his palm spikes only extended to two feet, six inches, so that he can surprise a target with a sudden extension if need be. The only limitation on this particular implementation is that he cannot create a "Spike on top of a spike" meaning the origin of a spike must start at a point on his body. Even if this fighting style is not successful in lethality, the combination of it with his Pain Wavelength can make it highly effective at disorienting a target.

Phase II Update Adrian has became considerably more skilled in CQC without his spikes due to his intense training/duels with Zari.​

Wavelength Amplification While typically reserved for Meisters, Wavelength Amplification is an important tool for Autonomous Weapons as well. Compared to a Meister of equivalent age and skill, Adrian is nowhere near as refined with this skill and his body has not adapted to using it as consistently, although it has definitely strengthened. This is mostly due to his split time training with Partial Transformations, Martial Arts, and controlling his Pain Wavelength. That said, Adrian can still muster up impressive bonuses to his physical attributes using Wavelength Amplification. His primary focus is on speed and dexterity with his combat method revolving around his spikes. His overall stamina in using Wavelength amplification is little different than a comparable Meister, his primary deficits existing in his gains and skill with the technique.

Phase III Update Adrian has bolstered both his raw base speed, strength and stamina in addition to his general Wavelength Amplification skill, greatly increasing the overall effectiveness of this skill when in use.​

Soul Perception As Adrian is not intended to be used by a Meister and Soul Perception is an important factor in training, it became a skill he was taught, although it is far from his best. Adrian's Soul Perception is not particularly clear or long range, only being able to identify Soul Signatures in a 10 foot radius around him and beyond that only being able to make out vague types of Souls before his Perception becomes blurs at best. His Soul Perception also requires active effort to maintain. The only notable trait of his Soul Perception is that he can perceive with significant clarity the Soul of any target that comes into contact with one of his Spikes or is trapped inside his Iron Maiden. If entirely encapsulated within the Iron Maiden, his Perception can see through even Soul Protect and Suppression.

Pain Wavelength Adrian has a unique wavelength insofar that he can manipulate the pain receptors of anyone he comes in contact with. He can either completely eliminate the sensations of pain of anyone he touches in any form or subsequently increase their pain to the degree that a papercut would feel like a sword slash. He cannot turn pressure reception into pain, instead he can only enhance or weaken it. This effect will linger for several minutes in a target he applies it to, but will ultimately fade, and with sufficient wavelength can be overpowered and/or removed such as any other wavelength.

Resonance Adrian rarely uses his Iron Maiden form in earnest, although when he does, it is primarily to restrain a target or if his normal spiked combat is proven unsuccessful thus either capturing them or attempting to impale him inside his hollow form would be his last resort. If a target is trapped inside his Iron Maiden for a sufficient time and are punctured by his spikes, Adrian can begin pumping his wavelength into them in a grueling form of torture resulting in intense delirium without the otherwise potentially fatal consequences. Otherwise, his Iron Maiden can be used to store or otherwise protect allies.

Self-Resonance As he functions as an Autonomous Weapon, Adrian has developed some level of Self-Resonance to benefit from Wavelength Amplification. Exclusively when partially transformed, Adrian can resonate with himself to briefly give himself a boost to his physical attributes, but more so enhance his Spikes. Adrian specifically uses this in one of two ways: a massive boost to his physical traits to increase the speed and damage his spikes can do or to briefly enhance all of his spikes to their maximum length of 3 feet and apply his Pain Wavelength. Either use, however, is incredibly draining for him to utilize.

Phase II update After training with Midori to hone his Self-Resonance skills, Adrian is now capable of using Self-Resonance quicker with a lesser charge up time, and more efficiently to cause less of a drain, resulting in an increased ability to use Self-Resonance mid-combat.​

Phase III Update
During Self Resonance, Adrian can massively increase the size of one of his spikes in a form of Weapon Amplification Resonance, adding spikes comprised of wavelength on top of this spike.

Sound Mind Training Adrian has started the long journey of Sound Mind Training, using it to tame the Madness he developed in the Twisted Joke terrorist attack. While he has not yet developed a Calm Seal, he is still capable of using these tenants to calm himself and prevent a Madness Outbreak.

Chain Resonance Adrian is cable of entry-level Chain Resonance.

SOCIAL STATUS


Personality Adrian is competitive, ambitious, and energetic. One might even call him aggressive. He's always up for a new challenge to test his skills and isn't outside of the realm of picking a fight just to see if he can win. Despite this rash nature, he isn't immediately hot headed or stupid in his approach to combat. He is surprisingly creative and intuitive in the use of his spikes and how to use them in unique ways to deal with a target or adjust to the circumstances. While not quick to anger precisely, he does have an abrasive attitude and a fair amount of pride, and often is quite outspoken with these traits. When he is in the midst of battle and his initial plans fail, he tends to gain tunnel vision and attack at faster, more ferocious speeds. This also translates to how he interacts with people. When excited, he tends to speak faster and more assertively to an almost overwhelming degree. And, amidst an argument, when his first statements fail, he is quick to reply in quick statements with an argumentative tone and it isn't outside of his personality to throw mean-spirited insults.

F.A.T.E. Status Adrian is in F.A.T.E. due to his lack of general team work, aggressive nature, and instance of hurting another Agent in the field after getting tunnel vision on a target due to inconsiderate use of his spikes. Adrian is considered a Type A Fate Agent due to his behavior being his primary issue. While his weapon transformations and even Wavelength could be considered dangerous to others, they are in control when Adrian himself is in control. In that sense, he would be no more dangerous than any other weapon. He has since underwent remedial courses for teamwork and communication skills as well as anger management programs.






Biography


Adrian was born before the advent of the MIBVI outbreak, but his formative years were spent saturated with the news of the outbreak and the devastation is caused. Like many children of this time, every facet of his life was changed due to the outbreak. Schools were often closed, countries were in a panic, the economy was in a recession due to the impact on world trade and shut down borders. His home life in New York, while not terrible or afflicted with MIBVI, was very reclusive due to implemented protocols and quarantine due to the mass hysteria surrounding the fear of such a populated area being infected. Many of his first friends ultimately moved away to rural areas due to this. His siblings, an older brother and younger sister, were most of what he had, but that wasn't exactly the best for him either. His brother was a full five years older than him and ran away from home, as many did, due to the nature of the quarantine and ultimately landed himself in juvenile hall within New York for thievery and vandalism.

Adrian might have followed this same path with his angsty nature and the sheer lack of things to do during this time, but just as he hit the age of eleven, his first partial transformations occurred and knowing their mother had the Weapon Gene on their side, his family opted to send him to the DWMA. Even during this trying times, the DWMA was still accepting weapons, for NOT or potentially EAT, from families that reported these incidences. The transition was nothing short of culture shock. While the DWMA was definitely different and bustling, it did not have the same lockdown procedures as New York. Yes, there were quarantine zones and precautions, but much more about MIBVI was known there, and even field Agents of the DWMA were taken through a long decontamination process before entering Death City. Unlike his home town, he could go out. Attend school. Visit a park. Play with kids his age.

Adrian found all of his pent up energy being burned through in his time at the DWMA, first in NOT classes. He actually enjoyed school. He was rough and rowdy, played sports when available, but he was otherwise little different from the average kid there. It only took a few months for him to learn how to control the basics of his Weapon Form. An Iron Maiden, a device for torture and completely stationary. Upon proving he had mastered this transformation, typically one would finish their year of education and return home. Adrian picked it up quickly and his weapon form itself was dismissed as not being combat applicable. Thing was, Adrian didn't want to go back and he took the the statement of his weapon form being not suitable for the field as a challenge.

Before the end of that year, Adrian had practiced partial transformations and picked up enough to demonstrate that he might have had use as an Autonomous Weapon. This was a very rare situation, but he was given more time to demonstrate this and more appropriate training. In the additional year he spent in the DWMA, he not only honed in his partial transformations, but took on martial arts offered and it was through that more rigorous training that his Pain Wavelength was discovered. During sparring sessions in Martial Arts, there were consistent complaints of his strikes hurting and causing intense pain, often causing backlash on him. However, as his skills and Pain Wavelength developed, so did the pain it caused. Soon enough, a single strike could debilitate an individual and convince them they had broken bones, only to recover briefly after. This caused a considerable amount of strife for Adrian at first, but again being the DWMA it wasn't long before one of his targets were examined with Soul Perception and it was determined that it was his wavelength, not his individual strikes, that were causing this issue.

These factors all compounded for specialized training for Adrian to learn how to control his Wavelength and when it was active as well as use it with his Partial Weapon Transformations. There was some level of vindication for Adrian during this phase of his life as his skills were coming together to demonstrably be useful, but also that he wasn't actually--or at least intentionally--harming the people around him. His proficiency in his training led to his acceptance into the EAT program and later being taught important skills a Weapon would not normally learn, such as Soul Perception, Wavelength Amplification, and Self-Resonance. With these skills under his belt, at the age of fifteen, Adrian was able to complete the One Star training exam with relative ease, defeating his golem in a mere 7 minutes despite its protective shell.

Adrian spent a large majority of his early life entirely cooped up or having to prove himself. In the field, this led to a complex of him consistently having to prove he was useful. There seemed to be a stigma against Autonomous Weapons as it was well known they rarely surpassed Two Star Rank and their abilities tended to taper off as a single individual could not feasibly hope to compare to two, even two Autonomous Weapons. This resulted in Adrian going out of his way to prove his usefulness and efficacy. And, in combat, you could argue he did. In just six months, Adrian had consumed eleven corrupted Souls. However, his competitive nature and aggression consistently were problems within the field and his reluctance to engage in teamwork even more so.

Just as he had turned sixteen, Adrian was removed from the field due to impaling one of his teammates on a mission to hunt a monstrous scorpion creature within the Mojave desert. His spikes were proving ineffectual at piercing the chitinous armor and when attempting to use Self-Resonance, he placed himself in a precarious situation that required the use of his spikes to retreat. This resulted in the thigh one of his teammates being stabbed entirely through, the failure of the mission, and the necessitation of an extraction team. All of this was compounded on by the additional facts their team leader had called for Adrian to retreat in an attempt to use a ranged approach. Harming a teammate, insubordination, and the failure of a mission marred his record and he was originally to be placed on indefinite relieve while the DWMA determined what do with him, given his record of lesser but similar offenses.

The F.A.T.E. Program was in this stage being introduced and Adrian was offered the opportunity to join it to get back out in the field. While another avenue over months or years might have presented itself to return, the F.A.T.E. Program offered a way to be out, continue DWMA functions, retain at least some title, and perhaps provide some of the actual help he needed. Adrian reviewed the program and weighed his options; the idea of being a Fate Agent was not one he was keen on... but guilt weighed heavily on his mind. He actually quite liked the specific teammate he hurt, and they were still in the hospital recovering with physical therapy on the horizon. Whether it was guilt or impatience, Adrian found himself erring on the side of the F.A.T.E. Program, especially after reviewing that a Type A Agent like himself would be among the more minor problems present. Since then, Adrian has completed several courses for teamwork and communication as well as went through anger management courses with the intention of helping him interpersonally and preventing his tendency for tunnel vision.

Updates

Adrian underwent various tribulations through the first six months of F.A.T.E, including losing his newfound friends in Zari and Jarvis, alongside his team effectively being dissolved when Zosar nearly defected and subsequently left. Under this stress, he did ultimately succumb to a form of Madness during the Twisted Joke Terrorist Attack in Spirit Park. He was able to recover from this and remain in the F.A.T.E. Program under even harsher restrictions, but has since found a spark of romance with one Daniella Ethalyn and comradery with her partner, Nadia. With the return of Zosar and significant bounds being made in his Self-Resonance, he has since became more stable and realigned onto a more positive path.




Miscellaneous

Theme


- Adrian is left-handed.
- Adrian hates his stage name, but keeps it due to a lost dare.
- Neither of Adrian's siblings demonstrated the Weapon Gene, but his mother did.
- Adrian is a fan of contact sports, such as football, but hates sports where fouls may often be called such as basketball.
- Adrian loves fighting games and is actually quite good at them, stemming from his time in isolation at a young age
- Adrian likes spicy food, specifically spicy sushi rolls




 
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Azariah Vasher.jpg
"Oh- oh no. Oh shit. Not again."
Azariah "Zari" Vasher
Basic Information

Age
Nineteen

Gender
Male

Species
Human

Traits
Madness of Justice - The madness Azariah has absorbed through his wavelength manifested as an obsession with violently righting wrongs in his vicinity. The effect is immediate, and while a Madness like this could have good results in fringe cases, Azariah's sense of morals seldom align with that of the general populace, especially when under the pressure of Madness.

Height
Five Feet, Ten Inches

Hair Color
Bleach Blond

Eye Color
Beige

General Appearance
Azariah is tattooed rigorously from the mouth down, covered in skeletal motifs, eyes and dead trees, with "MEMENTO MORI" written out with stacked letters from between his collarbones down to his waistline, all in the same half-finished style, as if someone only spilled the ink on him. Seldom is much more than his hands and neck seen, as he exclusively wears white button-up shirts with every button to the collar done. Always accompanying his long-sleeved shirts are black elastic slacks, sometimes held in place by leather belts and sometimes by equally black suspenders. The lines by his mouth often give the false impression that he's smiling, but rarely do the corners of his mouth move much at all.

His hair is cut but always disheveled and pushed backwards as to stay out of his face. His large pale eyes are also sometimes framed by a pair of black-rimmed reading glasses, but without those and with his tattoos concealed, Azariah is monochrome enough to fade into a plaster wall.

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Personality & Bio
Personality
Azariah is as blind to the emotional tribulations of his contemporaries as he is desperate for kinship with them. A life long lived with lethal threats and horrifying torments as a day-to-day fact messed with his head, but ultimately he wishes to do the right thing and deserve the respect and appreciation of his peers. Every step of the way to the DWMA and every choice he's made to get here reflects that fact, but his sometimes childish mannerisms have a tendency to make him misunderstood. A certain degree of patience and tolerance is necessary, but he can open up to be a very kind an excitable character.

He has a poor understanding of social norms, and isn't unlikely to use abnormal body language or speak tactlessly about subjects like death and suffering. Contrary to this, he may suddenly have very adverse reactions to some actions and statements, as his sense of nuance is just as poor as his empathy.


F.A.T.E Status
Due to his difficult trauma, mostly former antisocial behaviour, madness infection and detrimental wavelength, Azariah didn't qualify for the regular EAT courses and barely even for the F.A.T.E program. If it weren't for his unique abilities and excellency in passing the one-star meister exam - he was quoted saying "If they could make Golems like me there would be no need for Meisters in the first place." - he would've likely spent the rest of his days in an asylum somewhere. Still, following the fiasco of his first deployment, whereupon he accidentally drained his weapon dry of energy, lost himself to his madness, and caused the DWMA extreme expenditures on damage control, he was removed from the program.

Azariah is on his second application, having been forced to take a year long break to go through intense therapy and Clear Mind training, as well as having to heavily practice Wavelength Suppression as a methods to keeping his wavelength from affecting allies. He's been reintroduced as a Type D agent on the condition that he wears both a Madness Inhibitor Collar and an Incapacitator Collar during active deployment, and that his therapist sends a monthly attestation that Azariah understands the necessity of both these items is a bad thing, and should not be treated as a fail-safe in case things go wrong.


Biography

Childhood
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Vasher wasn't his real name, but it's better this way. Azariah is looking to leave his past behind, after all.

The Yakuza of Tokyo is a beast with many heads, and their public image is disputed among the common folk. Some perceive them as protectors, some as scum, some as businessmen, but it all boils down to who's in power in that area. Azariah's father, Katashi, was one of these many Yakuza leaders, and perhaps one of the least competent and most violent. His aim was always to conquer by force, and he had no qualms about using his own children to that end. Following the advent of Black Star's improvement of the world's armies, it was a dream to anyone in the underworld to have their own contingent of Meister retainers, but only Katashi was truly looking to make this a reality. He would make the greatest, strongest killers and troops Japan would ever see.

Azariah was a special case. Not long after his birth he was found to be nearly completely blind, making him completely unsuited for the plans his father had. Instead, he was sent to live with a fringe member of the gang, to be both out of sight and out of mind. The member, unhappy with having a child entrusted to them, passed him onto their parents to be taken care of. Out of all his siblings, Azariah alone was offered a chance to live a normal childhood under these two adoptive parents.

For a while things were well. Every once in a while the Yakuza would check up on him, but other than that he lived normally. A little too normally for a blind child. His adoptive parents noted that even though he couldn't see or read, Azariah didn't need a white cane to walk and was able to find objects without help. They had heard stories of remaining senses being amplified when one is lost, but the effectiveness with which Azariah was able to use his hearing seemed disproportional. On one of the visits from the Yakuza, a member picked up on the oddity and reported it back to his father. Katashi's interest was piqued, and he ordered Azariah to be returned to his care.

Katashi attempted to proceed with the training that Zari had been meant to go through if he wasn't visually impaired, and was surprised to find that he was quite capable of most everything that his siblings had been. Simultaneously, he started hiring doctors and experts to look into Azariah's condition. They concluded both that his hearing was likely the natural manifestation of exceptional Meister abilities, and that his blindness was reversible with surgery. The news had Katashi celebrating, and before long Azariah was down the path of his siblings.
Early Teens
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Azariah, on the other hand, was not celebrating. Day out, day in, practice. He wasn't used to this kind of violent environment. As soon as his eyesight had been restored, he was submitted to a brutal training regime that left him sore and catching his breath until he drifted off to sleep from exhaustion each night. All the masters and teachers he had referred to him as young master out of respect or fear for his father. He'd never had a chance to get to know Katashi, but the way all the adults lowered their voices to whispers when they spoke of him made his stomach knot. And why didn't he get to see his siblings? He'd imagined so much about them for so many years, but whenever he caught glances of them someone would turn his head away.

It all came to be revealed when he hit his eleventh birthday, and the conditioning started. According to his father, a good soldier is one who does not question orders, doesn't fear death, and carries out his tasks. Pain were to become a blurry memory after this severe abuse, insubordination a bizarre taboo after the Kafkaesque indoctrination, and morality a pointless farce after seeing the horrible things humanity is capable of. His siblings had all gone through the very same thing, but by the time Azariah got to meet them he had become too similar to them to realize what lifeless impersonations of people they were. Like good little soldiers.

Power belonged to those that would take it, and any acts of charity or mercy made you weak, lazy, and frail; this was the idea that had been beaten into him.

Azariah trained with fledgling demon weapons to practice his capabilities as a Meister. Be they the children of other Yakuza members with the weapon gene, or trafficked kids with nowhere else to go, they were the only source of socializing that Zari was spared; and the power dynamic was not fair. Azariah was learning how to fight quickly, but his latent unique wavelength was starting to make itself known. None of the untrained demon weapons could keep up with its draining power for long, and they were being worn to their bones and disposed of on the daily. The practice, repeated for weeks, months, and years, turned Azariah malicious and sadistic. He performed evil actions, so in his mind he naturally had to be evil. Evil people enjoy being evil. Cruelty became second nature, and Katashi could not be prouder. Not only was his last born son a natural killer, but in his ignorance Katashi presumed that Azariah was so powerful that no weapon could keep up with him, when in fact it was his inexperience with spiritual abilities that broke them. One or two of his instructors tried to tell him as much, but they were never heard from again.

Being placed on a pedestal, only interacting with the demon weapons that he was given as slaves, and the physical and psychological pressure cracked his mind. He was becoming sadistic, angry; apathetic to the suffering of those around him and only vaguely aware of the voice in the back of his head desperately trying to save him. His pride swallowed everything that wasn't praise, and hid it deep in the corners of his mind. It all came to a head when he was sent on his first mission along with three of the demon weapons. It was a simple raid on a warehouse, but it went very, very wrong. They ended up getting caught in an explosion, and only Azariah managed to get out alive. He spent a long time recovering from his injuries, and in those quiet moments he was forced to reflect on how he'd failed such a simple task. He, who was promised to be so infallible. In his poor sense of self and confusion, he mistook the guilt of letting his partners die for disappointing his father, and a sense of hopelessness set in.
Late Teens
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In an attempt to hide his shame, he covered his scarred body with tattoos. Morbid artworks pertaining to death, loss, and the inevitable end. He kept pushing forward blindly, giving up his free will more or less completely to let senior Yakuza order him around as a mindless mercenary. Subconsciously he felt guilt for the damage he'd caused. Consciously, he thought that his imperfection prohibited him from making his own calls. If he wasn't faultless, what right did he have to make his own choices? He struggled finding ways to conform to his surroundings, but somewhere in the depths of his mind, a seedling of doubt had begun to spread. He began to question. He began to feel that knot in his stomach again.

Unbeknownst to him, the repeated warfare against criminal opponents was taking a toll. His wavelength, still poorly understood, had been siphoning the soul energies of his enemies each time he fought, and a large subset of them were nurturing Madness wavelengths either from prior exposure to the MIBVI virus or due to their decadent lifestyles. A little flicker of darkness was beginning to grow in the crevices of his mind.

But he was older now, and whether or not he still liked it, violence kept coming to him. Attacks on his apartment, his father's power-hungry missions, and the expectations of his contemporaries within the Yakuza. It was a lot for a teenager to have on his shoulder. He had to have one or more of his demon weapons at his side at any and all times, and sleep was a faint memory. It didn't help that things were beginning to go downhill for Katashi's branch of the Yakuza either; most of the other leaders were tired of his power fantasies and they were slowly getting cut off. The kind of slow methodical disconnect from any and all businesses they ran that the Yakuza leveled against them wasn't something Katashi was capable of defending against. He only knew might, and didn't have the brain to back up his operations.

The eventual downfall came from Azariah. In the times where he'd had very little oversight from his father, he had presented his mad, childlike questions about morality and the human condition to his shocked demon weapon slaves. They were horrified to find that he had such a rudimentary understanding of people at his age, and half out of fear, half out of genuine concern answered and guided him in his strange dilemma. They started to become important to him - perhaps even friends - and slowly Azariah began to value companionship more than violence. The emotional warmth he'd gotten a taste for made more sense than the cold and loveless environment he lived in.

The change in his nature didn't go unnoticed. Before long, one of his siblings noticed how friendly he was being with his demon weapons and reported it back to their father. Katashi wouldn't let this weakness go unpunished, and one morning Azariah awoke to none of his "friends" replying to his texts. Concern became fear became neuroticism. The Madness in him urged him to seek them out, and as he reached the first one's home he came face to face with one of his very siblings leaving the apartment with blood spilling over the threshold. He froze in his tracks and could only barely register his brother's voice as he tried to lecture him on becoming too chummy with his subordinates. The lecture turned to pleads of mercy as the Madness Wavelength finally overtook his conditioning, and Azariah executed his first family member.

The following weeks are a blur. Azariah vaguely remembers sleeping on the street, stalking out his siblings' apartments. Only when he stood over the brutalized corpse of his father did the madness retreat from his eyes, and he put his bloodied and aching hands to his face and cried for the first time.

There would no longer be a future for him in Tokyo, he understood that much. The rain poured as he torched his family home and disappeared into the night.

But now, unhinged and afraid, he managed to stay lucid enough to know that he needed help. Neurotic, he turned his hopes to the DWMA.


Skills & Equipment
Equipment
Incapacitator Collar - Azariah was notoriously bad at keeping his madness in check before his therapy, and to prevent an event like the one leading to his original expulsion he's forced to wear this during deployment. Originally a Wavelength Disruptor was planned in place of the Incapacitator Collar, but this idea was quickly scrapped when Azariah's wavelength proved completely immune to this effect.

GPS Implant - Though it is no longer especially necessary, Azariah himself asked for a GPS Implant in case he lost control again as he "had no future outside the DWMA".

Magitech Communicator - Standard Magitech Communicator unit.

Survival Combat Knife - Ten inch combat knife Azariah keeps as an option, should he lose control of his wavelength and have it affect his partner.

Fighting Style
Azariah has received masterful training in most traditional weaponry, reached the highest honor in half a dozen martial arts, spent a lot of time at gun ranges, and has the experience to improvise with any unholy assortment of scraps to get ahead in combat; but the constant switching back and forth between different weapons as the situation dictated left him diversified and perhaps even uncomfortable with the idea of specializing himself in the ways of a single weapon. He is fast and flexible, opting to narrowly dodge attacks and deliver swift counters with his wavelength, turning his opponents wavelength against them and conserving his own energy until he needs it.

In battle he strikes fast and hard, with ingrained brutality that serves to cause potential secondary opponents to waver. Years of non-stop warfare has left him with honed instincts and a surprising aptitude with analyzing his opponent, in spite of his otherwise often lacking mental faculties. There's no such thing as fighting dirty; the victor writes history anyway. Whatever knowledge he lacks only having been trained by freelance meisters and non-spiritual martial masters, he more than makes up for in experience. He's seen all sorts of fighting styles, and has a counter up his sleeve for almost anything. His high tolerance to pain, however, sometimes cause him to simply receive blows for no good reason.

Soul Type
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Soulfire Wavelength
Azariah's soul looks like a ball of pale fire.

When introduced to another soul, his wavelength absorbs it like fuel to burn even brighter. Mechanically, this means that while Azariah is in physical contact with another creature with a soul, he weakens them as he empowers himself. This effect serves as some resistance against magic and soul-based attacks as well, but forces him to experience the unique wavelength of their casters, should they have one. After years of spiritual training Azariah has learned to prevent this ability from affecting allies that he can maintain close bonds to, but if he loses focus it's still likely he "burns" his partner from time to time. The spiritual training also enabled him to increase or decrease the ability's power somewhat, but the more he burns his opponent's energy the less he benefits from it himself.

Originally he referred to this wavelength as a "Parasitic Wavelength", but at the suggestion of his therapist he changed the name to something less condemning.

Wavelength Techniques
Soul Sense - An ability based in the essentials of soul perception, but with a lack of formal Meister training comes different iterations. Azariah was born nigh-blind, and his first Meister-like qualities manifested as his ability to nearly perceive like a normal person by sound alone, and sense souls. Zari hears exceptional wavelengths like the rustling of leaves or the rustling of chains; like booming cannons or soft music, each unique in its own pattern and unique to each person. He doesn't quite know what to make of the sounds he hears, but it aids his awareness and allows him to somewhat track certain targets by the sound they make. This made him uniquely receptive to sound-based attacks, but with years of practice under his belt he can dull this ability as long as he keeps focus.

Wavelength Amplification - Amplifying his physical attributes with the fire that is his soul came naturally to Azariah, and he's become expertly proficient with it. He sometimes uses it unconsciously, with clumsy results.

Soul Perception - It took long, but Azariah is now capable of rudimentary Soul Perception. His range is short and his visions fuzzy, but he's capable of perceiving souls finally.

Soul Force - Thanks to his wavelength, Azariah tires his opponent rather than himself with this ability, as he uses their own energy to power his attack. He has learned to compound his own power on top of it as well, increasing its power twofold.

Soul Drain - An ability unique to him and his wavelength, as far as Azariah has understood it. It requires prolonged exposure and isn't effective in the middle of combat against an unwilling target, but might be able to achieved during a grapple or some such. Azariah accelerates his wavelength to a raging inferno, at which point he's expending too much energy to benefit from his wavelength, but quickly exhausting the energy of his opponent. This can be initiated against friendly targets for a quick boost to Azariah's power, or against a foe for a nonlethal victory. This ability is far too difficult to control for Azariah to keep it from affecting any ally he may be in physical contact with.

Wavelength Suppression - Zari is largely incapable of diminishing the presence of his soul, but thanks to a year of practice in wavelength suppression he's learned not to let his Soulfire Wavelength affect his allies and hide the immediate excitement and intentions of his soul.


 
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  • Enlightener




    I.D.
    Rapture



    Age
    20



    Gender
    -----



    H | W
    5'11 | 168



    Unit
    A | Meister







    False Name
    Jacob Zose Straugg

    True Name
    Zosar Everett Raith

    D.O.B
    June 21, 2047

    Class
    Meister

    Nationality
    American | Oregon, Portland

    Race
    Austrian-Egyptian

    Species
    Human

    Stage Name
    Loki
    N/A

    Gender
    M

    Eye Color
    Heterochromia

    Hair Color
    Black With White Streaks, Long Bangs, Short

    Sexuality
    Pansexual



 
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  • Name: Nadia Semyonov (Raspopova Nadia Semyonovna)

    Age: 22 - DOB: August 24th

    Gender: Female (Heterosexual)

    Species: Human - Jorguün Hybrid (multi-generational)

    Traits: Ice Blood

    Height: 198.12 (6'6") - Hair Color: Silver - Eye Color: Blue

    General Appearance: Nadia wears a stylized black pinstriped suit top with white sleeves, collar with embroidery and ribbon tie, a stylized black skirt, black stockings, combat boots and black fingerless gloves with a maid headpiece and two hair ribbons, though small. She is rarely seen outside of this getup though she does seem to have other clothes or at least several changes of what she currently wears. Also wears a pair of hip/leg holsters with mounting straps for her knives and some other equipment. Has two pockets on her top for additional items.

    Alternative View
    1644647430391.png


Edits on 8/26/2023*
 
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  • Name: Daniella "Dani" Ethalyn

    Age: 19

    Gender: Female

    Species: Demon Weapon

    Height: 5’11”

    Weight: 152 lbs

    Hair Color(s): Pink

    Eye Color(s): Blue

    General Appearance: A young woman with an almost cartoonish palette. Dani is a somewhat tall young woman of a fit build with bright pink hair, piercing blue eyes, and sharp features. Her choice of apparel differs, usually consisting of shorts or a skirt, though almost always wearing some sneakers, her old blazer or hoodie.

    Partner: N/A
 
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Name: Celeste P. Aragon

Age: 18

Gender: Female

Species: Human

Traits: Weapon

Height: 5’8’’

Hair Color(s): Silver

Eye Color(s): Blue

General Appearance: A girl with long, silver hair and ice blue eyes, Celeste’s lovely appearance is quite deceiving…as it is meant to be. A daughter of the Aragon family, she tends to wear dresses, keeping her appearance classy and neat, if not a bit simplistic compared to her half-sister. Black is her preferred choice in color and she often wears accessories like gloves (to mask finger prints) and earrings/necklaces (that contain compartments for her various poisons). The hard truth is that Celeste doesn’t really care what she looks like at all and just leaves her appearance to the family maids.

Her hair was originally black, but turned white due to all the poisons she’s ingested as a child.


Personality: Cold and blunt, Celeste is a reserved person who doesn’t like to interact with people outside of work or necessity. Her mind works like an assassin – cool, calm, and calculative. She doesn’t like speaking when she doesn’t have to and suffers from mild alexithymia. Understanding and expressing emotions is difficult for her and she has a hard time connecting with others, let alone forming bonds of the soul. However, she does have a system of morality and understands kindness to a degree…just not when it applies to her…or in situations that make it impractical. Despite her utilitarian nature, Celeste is diligent, dutiful, and will act to preserve what she deems to be good for the world. Even if she can’t seem to feel emotions (trained out of her), she has little problems with acting like she does, especially for assassination jobs.

Due to the dangerous nature of her wavelength, Celeste insists she works better alone. That, along with the fact that assassins tend to work solo, means she’s not very experienced in working with others.

F.A.T.E Status: Type B (actually Type E). Her poisonous wavelength makes her a health hazard to any partner that works with her (which is true) and she regularly takes specialized wavelength suppressants to prevent herself from accidentally harming the souls around her with the poisonous aura her soul gives off (This is false. She actually has fairly good control of her wavelength and was sent to FATE for leaking DWMA information to the Aragon Family, attempted assassinations of Death the Second, and all the kills she made as the assassin, Scorpion…which should rightfully land her in jail).

History: The Aragons are an extremely wealthy family with strong ties to the Spanish Royalty and Celeste is a daughter of theirs…or rather, a child born of infidelity. The product of a one night stand between a singer from the slums and the Head of the Aragon Family. When her birth mother died, the babe was taken into the Aragon household where no one, not even her birth father, wanted her. However, they found use in training her to an assassin for the family, especially when her weapon gene was discovered.

As a child, she was fed daily doses of poison (in small quantities) to help her build her body’s immunity to them. Combat training. Weapons training. Celeste was given an extensive education to build her up for the role she was meant to play and taught various ways to kill people. She is especially knowledgeable about poisons and the various kinds in the world. One could almost say her wavelength is a reflection of what she’d experienced as a child and developed in such a poisonous manner as a result…but who can say? Perhaps her soul had always been inclined towards poisons—towards taking a life, making her job the perfect fit for her. Take a class on soul theory if you want to discuss such trivial details, but Celeste neither knew nor cared. “Scorpion” made her debut, taking her first life, at the young age of 8 and never looked back. She’d become a tool for the Aragon family.

What changed? Well, it started a mission to keep an eye on Death the Second and kill him should he become a threat, which led her to infiltrate DWMA. Her family did not like the changes he’d implemented, especially regarding the Reformed Monster Houses. The Aragons were traditionalists that did not like their children interacting with monsters (or witches). All that, along with MIBIV outbreak which ushered DWMA into a new era of fame as the world’s savior, left them highly suspicious…especially since the origins of said virus occurred on DWMA grounds. Enrolling into DWMA (with perfect scores) along with her half sister, her first few years started with her subtly attempting to assassinate Death the Second: anonymous poisoned letters, anonymous bombs, etc.

Needless to say, she did not succeed. However, in the course of attempting to uncover Death the Second’s weakness, Celeste grew to like the school. Having befriended Lucien Boulanger, a half-vampire in her weapons class, Celeste’s opinions of monsters in DWMA gradually changed. However, it wasn’t until her partner accidentally got involved in her “Scorpion” activities, nearly costing him his life, that Celeste decided to turn herself in. All the kills she’d made as “Scorpion”. All the info about DWMA she’d given to the Aragon family. All her attempted assassinations of Death the Second. Celeste revealed it all.

After much debate about what to do with her, Celeste was introduced into the FATE program.

Items on your person: Various poisons (hidden in her accessories), specialized antidotes developed by DWMA to counter her wavelength(pills), wavelength suppressants (more pills), a gun (with silver bullets), wallet, and phone.


Soul Type: Poisonous Wavelength—Her soul exudes an aura that is toxic to other souls around her. Extended exposure to her wavelength will result in the gradual deterioration of the soul…which in turn causes the physical deterioration of the body. Souls do not die. A poisoned soul does not "die" - just looks shriveled up and tastes disgusting (according to Lucien). However, a soul poisoned by the her wavelength (an ill soul) will wreck havoc on the body (and mind) it plays host to, gradually (or quickly) leading it to death depending on amount of her wavelength injected.

Her wavelength manifests as a sickly green color.


Weapon Type: A whip sword

Scorpion_by_malmida[1].jpg2c084d24-0b76-494c-b3f7-482704196017Larger.jpg



Unique Traits:

Celeste is a poisonous weapon and, if paired with an incompatible partner, her wavelength will gradually “sicken” their souls. Heck, even with a compatible partner, mistakes in resonating (or any lack of control on her part) will result in her poisonous wavelength affecting her partner—which is why DWMA’s pharmacy developed antidotes, specifically made to counter her wavelength, just for her.

She can coat her weapon form with her wavelength and inject it others, making it a poisonous weapon that can sicken/kill any living thing she successfully stabs them. The more of her wavelength she injects, the more deadly. She can sense those who have been poisoned by her wavelength.


Resonance Techniques: During resonance, the toxic lvls of her wavelength becomes many, many times stronger, causing the deterioration of the soul at an extremely rapid rate should she successfully stab the target.

Poisoned Aura - Enhanced through resonance, her wavelength can manifest itself out as a poisoned miasma that covers the field, causing the gradual poisoning of those who breath in her wavelength - except her meister who (if they managed to successfully resonate with her) would gain immunity to her poisonous wavelength.

Dance of Unending Blades - While during resonance, the chain that links her blade together is no longer limited to a certain physical length and can extend as long as the meister wills. She can also separate the bladed segments and have them attack separately, re-forming back into a blade as needed, making tricks and traps possible for those who know her weapon form to its true extent.

Medicinal Form - Poison is medicine to some~ This technique only occurs with certain, pure-hearted meisters (the exact specifics of which are unknown). However, upon resonating with them she will take on a new form and her poisonous wavelength will become medicinal wavelength that repairs souls, "healing" them, instead of sickening them. During resonace with these meisters, her weapon form loses its poisonous trait and takes on a medicinal one instead.

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Partner: TBA

Theme: TBA
 
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Prudence Pontmercy

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  • Name: Prudence Pontmercy

    Age: 19

    Gender: Female

    Species: Human

    Traits: Weapon

    Height 5'8| 172 cm

    Hair Color: Black

    Eye colors: Gray

    Ethnicity: French

    Sexuality: Pansexual

    Weapon Type: Tower Shield

    Partner: None

    General Appearance:
    Her dull, uninterested eyes, very pale skin, and habit of standing or sitting in one spot, sometimes unmoving for hours on end, give Prudence the appearance of a very unanimated ghost. She wears her hair in a small side braid to her left. Her fingers are slender and long, which could have been the prettiest thing about her, if not for the white gloves she always has on. Her wardrobe consists solely of the Pontmercy’s approved outfits, classy and elaborate.


 
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  • about


    Ἀδρήστεια
    Adrasteia Chandrice
    01
    name
    Adrasteia
    02
    age
    23
    03
    gender
    Female
    04
    DOB
    June 3rd
    There is no rock bottom, it is just the lowest you have been.
    Traits
    Demon Weapon
    Weapon Form
    Black Chain-link Whip that shines shades purple and green accents in light similar to oil. The whip end is a flagrum whip, three smaller chains with a knife at each end.
    Soul
    Her soul is a purple orb with pulsating green and black at the core.
    Appearance
    Usual attire is either sweats or flannel and jeans. Her hair is in one long braid and has a set of bells tied at the end.
    FATE Status
    Agent D for issues with Madness and Empath Ability, Adrasteia is here to become a strong and efficient weapon solo or partnered if needed. She has a collar to inhibit her abilities and inhibit her madness.


about psyche history misc
© reveriee
 
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latest
Name: Jarvis Briseis

Age: 17…when he underwent the ritual. His actual age right now is 33.

Gender: Male

Species: Bloodsucker

Traits: Weapon, Undead

Height: 5’11’’

Hair Color(s): Silver-Bluish.

Eye Color(s): Red

General Appearance: Disheveled? Jarvis can’t be bothered to brush his hair on most days, but a fluffy hood solves all his problems; Lets him rest his head in comfort as well. Typically seen donned in a blue jacket, white pants, and long black boots, Jarvis has a limited set of clothes—since he can’t be bothered to shop—that he washes and re-wears because his appearance hardly matters to him at this point. Most of the time you see him, he’s slouching, or sleeping, making him look fairly unimpressive as far as bloodsuckers go. The heavy bags under his eyes and his nearly constant half-lidded eyes do not help.

Personality: Jarvis is as lazy as they come. If he could sleep all day (and night) he would. If he could lounge all day, snuggled in the comforts of his coffin, it would be a dream come true for him. He hates work. He likes comfort…and soft, fluffy things---like pillows and blankets. Cats as well. Jarvis’s discipline isn’t exactly zero, but, if he could find a shortcut to get work done quicker, he would. Avoiding hassles is a given for him. Doing more than what is required as well.

Jarvis dislikes confrontation. It’s not so bad that he would actively avoid fighting if he felt he had to, but given the choice between extensive arguing and keeping his mouth shut, he’d opt for the latter. If given the choice between a fight and peaceful solution, he would opt for the latter. He feels no shame in running away either. There’s not much a competitive bone in his body, He is generally calm in the heat of pressure and it would take a lot to get him riled up. Even he himself doesn’t really know the exact criteria to do so…he just gets angry when he’s angry. It’s like eating and sleeping. No need for too much thinking in that regard.

Jarvis generally has a depressed, pessimistic view of the world…which lends into his general apathy for most things except sleep. And video games. And sleep. A part of it stemmed from trying so hard when he was alive, but he doesn’t believe there’s any human meister that can pair with his now monster soul and he no longer cares. If it happens, it happens, but he’s no longer counting on it.

On a more positive note, Jarvis is a loyal individual that would give his life for someone he cares for. Despite being a lazy procrastinator with the discipline of a slug, he does hold a sense of responsibility, hence his return to DWMA.

F.A.T.E Status: Type E

History: Born a bright-eyed kid in 2034 to a normal couple in the U.S., Jarvis had a decent life growing up…until discovering his weapon gene. His father was an ordinary doctor and his mother an ordinary teacher. Perhaps somewhere in his family tree was a weapon, but he never really looked into it. It didn’t matter. The revelation that he was a weapon brought lots of excitement from his family who were all too happy to enroll him in DWMA, especially given the fame the school had been drawing.

It was there, in DWMA, that the 12-year-old met his first partner and love. Starting together in the N.O.T classes, he and Atli Ciar grew up together in E.A.T. A glove and meister pair. I’d bore you with all the details of all the interesting things they did together, but it’s not particularly relevant. They worked well together and were a well-known pair. Jarvis was well on his way to becoming a Death scythe…until the MIBVI outbreak started.

On one of their missions, Atli caught the virus and went mad, leaving her confused glove behind. Jarvis looked for help from DWMA, but the school was too busy with all the chaos to look for a single student. Atli wasn’t the only victim of MIBVI and, back when the virus first appeared, there was no cure in sight. People were still trying to figure out what the hell was going on. Teachers and students tried to console him. Told him to choose another partner…but Jarvis refused. He would find Atli alone if he had to.

While following Atli’s trail, he learned that his parents had died, killed my his former meister who, by then, had gone suitably mad. It was there, at his parents funeral, that he encountered the woman that would change his life forever: Valerija Elvira. She offered him the power to put a stop to Atli’s rampages and he took it. Simple as that. Why she offered to make him a bloodsucker, to let him use her blood for the ritual? Who knows? Jarvis certainly wasn’t thinking straight at the time—otherwise he might’ve remembered that DWMA banned the ritual for someone of his age. He only knew that he wanted the power to stop Atli. To save her. In the end though, the only way to save her was to consume her soul.

Since then, Jarvis Briseis all, but disappeared from the world. Avoided DWMA for fear of being hunted by them. Pretty much a drop out really, except he didn’t have the courage to go through the formal procedures—to meet eyes with old friends who would undoubtedly be disgusted by what he’d become.

He journeyed with Valerija a bit, learning about a his new life as a bloodsucker, adapting to all the changes, getting over all his losses, etc. Then she left him one day. No surprise really since many Bloodsuckers tended to operate solo. With nothing to do and no goals to live for (he was technically dead now anyway), Jarvis settled in Siberia, living as a reclusive shut-in for 10 years or so (only ever going out when he really, really needed blood)…until Valerija showed up again one day, apparently an interest in the Reformed Monster Clans. She demanded that he do the same. It was around that time that the FATE program was launched…and Valerija insisted he apply.

To say that Valerija Elvira was the sole reason for Jarvis’s return to DWMA would be a lie. He wanted to move forward with his life. Somewhere deep in his soul was the memory that he had wanted to be a Deathsycthe. It had been his dream. Both his and Altli’s dream. And now that she was gone, it fell on his shoulders to see that dream through. At the very least, it didn’t hurt to apply. Even if he didn’t get in, or got burned at a stake, he could at least tell Atli in his grave that he tried.

Items on your person: Standard Magitech Communicator, Standard Magitech watch, Survival Combat Knife, phone, wallet, Incapacitator collar (He doesn't really need it, but helped with the trust issue thing when he first applied to the program so he still wears it)

Soul Type: Monster/Bloodsucker Soul.

A reddish orb with fangs and lazy look about it that gives off a generally sleepy/drowsy feeling. Doesn’t seem to give off much malevolence for a bloodsucker. If you're paying special attention to his wavelength, you might hear a relaxing, lulling rhythm that might make you yawn, but otherwise doesn't do much (unless his wavelength is amplified).

Bloodsucker Abilities:

Heightened Physical potential--of a 30-year old bloodsucker. Even after living like a hermit for 13 years and limiting his blood intake, it's nothing to scoff at.

Heightened Sense -- especially regarding blood. He can smell blood from a mile away. Different people based on the scent of their blood as well.

Bloodsucking -- He has strong fangs that lets him bite into the victim and suck their blood. Blood heals his wounds.

Cold Resistance - He's an undead. The cold doesn't bother him too badly. He doesn't need to breath either...so drowning him or burying him alive won't do much.

Hypnotic Eyes – A bloodsucker magic that enhances his soul's wavelength and channels it through his eyes. His gaze can induce feelings of drowsiness/tiredness to those that look into it long enough. Those that do not have some form of mental enhancement fall asleep. His eyes also tend to glow when he's angry.

Transformation – Just his weapon form. Being a bloodsucker gives him a high aptitude for transformations and he can perform partial transformations with ease.

Blood Manipulation – A specialty of his bloodsucking "parent", Jarvis can telekinetically manipulate blood when its outside the body (any blood he can see essentially), hardening it or re-shaping it for offensive (or defensive) purposes. Unless his opponent is bleeding, or there's a bloody victim nearby (he can smell blood), he generally manipulates his own blood. The more blood he loses however, the hungrier he gets. Given his bloodsucker physiology, Jarvis doesn't die from blood loosing too much blood. He just goes raving mad with bloodlust.

Note: He's nocturnal, avoids sunlight, and dislikes fire...though any normal person would avoid touching fire, undead or not =P As a creature of the Night, he gets most of his energy at night.

Weapon Type: A bloodsucking black, clawed-gauntlet with a red gem at the center that lets the wearer manipulate whatever blood it registers as its own. Its current limit of manipulation is 25 galleons of blood in a 30 foot radius from the gauntlet, so long as said blood is connected to the gauntlet (or its blood extensions) in some form.

465-4659729_clipart-royalty-free-library-gloves-drawing-infinity-anime-claw-gauntlet.png

The embedded gem is a container that can hold 1.5 galleons of blood.

Unique Traits:
  • When properly worn, the fangs near the opening of the gauntlet(see the pic above) pierces the skin of the wearer and the gauntlet registers the wearer's blood as its own. It can then transfer the wearer's blood to the gauntlet and back as needed, increase/decrease blood circulation, removes blood impurities, and alter the wearer's bloodtype. To be more precise, the gauntlet is can remove impurities from the blood (cleaning it so to say) and alter the bloodtype of whatever blood it considers to be its own so as to safely transfuse blood with out harming the host.
  • It is able to control the hand it is put on to a limited degree (so long as the meister lets the glove take control. Most of the time Jarvis is too lazy to and just lets the meister take the lead unless asked)
  • It can absorb any blood it (or any of its connected weapon constructs) manages to come into physical contact with and store it in the red gem (Active, Max of 1.5 galleons at a time). Whatever blood it manages to drain it registers as its own. Rate of drain depends on the level of resistance of the victim (the more willing the easier) and, once the 1.5 galleon cap is reached, it can't drain any more blood unless the container is emptied.
  • It can summon the1.5 galleon of stored blood and manipulate it into varied weapon constructs of its (or its wearer's) choice (Active, constructs must be connected to the gauntlet). Technically, it can drain from the wearer to add to this pool summoned blood (because the gauntlet registers the users' blood as their own), but the cost of doing so comes from the wearer. More than 750 ml of sudden blood loss and the the meister can go into hypovolemic shock (assuming they are human).
Resonance Techniques: TBD

He achieved Wavelength - Enhanced Resonance with Atli when he was a live, but has yet to even reproduce basic resonance with any other meister in 16 years. Self Resonance is looking very hot right now. Perhaps he'll learn from that Iron Maiden.

Partner: TBA

Theme(s):







 
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Sara Rhea Middleton
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  • F.A.T.E. ID
    1643160942470.png

    Legal Name
    Sara Rhea Middleton

    Stage Name
    Brute Tooth

    Sex
    F

    D.O.B.
    August 22, 2046

    Blood Type
    AB+

    Species
    Werewolf

    Rank
    Type D Fate Agent - Meister

    Name: Sara Rhea Middleton

    Stage Name: Brute Tooth

    Nickname/Alias: Wolf-Girl / Pocky Lady / Wolf Ears / Brute Tooth / Anti-Loner Girl

    Date of Birth: August 22, 2046 (Leo)

    Location of Birth: Mojave Desert, NV (Werewolf Biome)

    Age: 21

    Gender: Female

    Sexuality: Biromantic Heterosexual

    Species: Werewolf

    Ethnicity: American/European

    Traits: Meister

    Partner: Evangeline Konstantine (Mook-LandStrider)

    F.A.T.E. Status:
    A Type D Fate Agent, Sara has a combination of mental health issues and an unstable werewolf transformation when under emotional duress that could be potentially dangerous to all nearby, including her weapon partner. Sara wanted to become a Meister similarly to Black Star when she was younger, idolizing the crazy man. She cared for those she was with and she's always wanted to be a part of the fighting force against kishin and to show that werewolves can be reliable.

    She has medication (Buspirone) to ease her anxiety, and she has a list of things to do throughout the day to mitigate her paranoia. These include exercising (something she does already), getting enough sleep, not drinking too much alcohol or caffeine, eating well-balanced meals, reframing her thoughts, writing it down, or talking to someone. However, she may forget these, which is why she has the safety net of her medication and her partner to remind her. The Buspirone has side effects that include dizziness, headaches, nausea, and strange dreams, which she has all of them. She also has weekly visits to a therapist to keep track of her progress.

    If she has a full on anxiety attack and she's close to becoming a full werewolf, she has another medication to stop the anxiety attack when it hits or right before so as to calm her down. She compartmentalizes between different situations to make sure that doesn't happen too much, as she doesn't want to keep taking her extra, more addicting medication to avoid getting dependent on it. The medication she takes is Valium, which also causes drowsiness, muscle weakness, headache, cotton mouth, nausea, constipation, and confusion as side effects. The other side effects she hasn't had as of yet.

    To control herself when she becomes emotionally unstable, she firstly tries to force herself to be positive against her therapist's wishes, which may make her happiness almost toxic happiness. Using mental exercises to better control herself in the heat of the moment, it's worked well in social situations unless she's incredibly stressed or in the midst of combat, where these mental exercises do nothing but stress her out because it suddenly isn't working. In a high-octane situation, she may forget she has her Valium and her anxiety attack comes on much faster than in any other setting. This stress and emotional instability may cause her to transform into her full werewolf form, where she has to wear an Incapacitator Collar to knock her out and force her transformation back so she doesn't become a danger to her partner or others. Because there is a chance that she can completely lose herself and become a sitting duck when knocked out, Sara and Noah will have to be paired with another Meister/Weapon pair to protect them.

 
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Noah David Wiley
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  • F.A.T.E. ID
    1643239901939.png


    Legal Name
    Noah David Wiley

    Stage Name
    Electro-Stick

    Sex
    M

    D.O.B.
    October 16, 2044

    Blood Type
    A-

    Species
    Human

    Rank

    Type A Fate Agent - Weapon

    Name: Noah David Wiley

    Stage Name: Electro-Stick


    Nickname/Alias: The "Why?" Man / The Lightning Staff / Zeus' Bolt / Zappy Smacky

    Date of Birth: October 16, 2044 (Libra)

    Location of Birth: Portland, OR

    Age: 23

    Gender: Male

    Sexuality: Biromantic (male-leaning) Demisexual

    Species: Human

    Ethnicity: American/Japanese

    Traits: Weapon

    Partner: Thaddeus Thales (Sir Les Paul), Arkayis (Peckinou)

    F.A.T.E. Status:
    A Type A Fate Agent, Noah has behavioral issues, finding it difficult to do anything when told to do so when it conflicts with what he wants to do at the moment when he's not being dragged into doing it by someone else. He also has an issue controlling his emotions when they do surface. He wanted to help out his partner, but after talking with someone at the facility, he realized that he should probably join the FATE program if he wanted to be an even bigger asset (which he was practically dragged into filling out the documents by Sara anyway).

    While he really doesn't need any medication, he has therapy sessions at least once a week or talks to someone about his trauma and his emotions that he constantly suppresses, and he needs a reminder to have some "Noah Time". During this time where he locks himself in his room and becomes primal incarnate of throat-tearing screams and smashing objects, he can become very volatile and irrationally upset for a short time when interrupted before he goes back to being his normal, stoic self. Other times, he uses music to help him sort through his emotions for him. Because his partner may become unstable and therefore would be incapacitated in a mission, they have to work with another Meister/Weapon pair to protect them if that ever happens.

 
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Thaddeus Thales





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Meister




GENERAL INFORMATION

FULL NAME
AGE
GENDER
RACE
Thaddeus Damini Thales
20
Male
Human

NICKNAME/ALIAS
DATE OF BIRTH
SEXUALITY
ETHNICITY
Gauss
May 4th, 2046
Heterosexual
Indian / Greek

SOUL TYPE
PARTNER
RANK
TRAITS
Human Soul, blue with yellow top and bottom
N/A
Fate
Utility Meister

PHYSIQUE
HEIGHT
HAIR STYLE
HAIR COLOR
EYE COLOR
5'10"
Medium length, layered
Brown
Brown

Clothing Preferences: Gauss has a fairly diverse set of clothing options, typically dressing to suit the occasion. Common trends in his wear is a shirt and some type of matching jacket, often intentionally layered together. He does not wear any form of jewelry, unfortunately; a sacrifice made to avoid interfering with his wavelength. Gauss very strictly utilizes plastic, wood, or organic buttons in his jackets, never utilizing zippers. This applies to all of his jeans and footwear as well for similar reasons. If a part cannot be plastic, wood, or some type of bone/horn, then he simply has to find a way to make it work without. Part of his versatile look is the custom nature of most of his clothing. He must be aware of all metallic objects on him that could become ferromagnetic. There are instances, however, such as his winter clothing or niche instances where zippers or other fixtures are necessary. In such cases, he opts for a non-magnetic stainless steel alloy. In a similar vein, his mobile devices are constructed with as little magnetic components as possible and shielded in Magitech EMF blocking cases. The sacrifice of battery life for a high resistance to his magnetic is a requirement.

Equipment
- Custom Magitech Communicator: The only modifications are a similar Magitech EMF field. This field must be deactivated to utilize its RF communications.
- Magitech Watch: Stylist buffalo horn band with mother of pearl construction and watch face, minimizing metallic components, and the same Magitech EMF field. This field must be deactivated for RF communications.
- Survival Combat Knife: Gauss has opted to have his knife remain magnetic for combat purposes, but its sheath specifically has an EMF field. Until removed, it resists his magnetic fields. Otherwise, he has opted for standard G10 scales at 10 inches.
- Wavelength Disruptor Color: Gauss has a disruptor color placed around his neck built designed entirely with Magitech and comprised of a titanium core.
- A band on his left wrist (opposite his watch) of similar construction to his Wavelength Disruptor for the sole purpose of acting as a GPS. Due to his magnetic abilities, dermal implants are not feasible for their side.
- Up to 4 belt-clip containers full of steel ball bearings he can utilize with his Magnetic Wavelength. Each dispenses one at a time similar to a change machine in two difference sizes. Each has an EMF field to avoid affecting them until dispensed.
- A collapsible disc that when opened, becomes an electromagnetic assisting Gauss with magnetic flight/levitation.
- A fifth belt clip full of miniaturized magitech grenades that can be propelled like his ball bearings. Upon impact, they break apart into a napalm like substance.

SKILL LIST


Magnetic Wavelength Gauss both as a person and as a Meister is defined by his magnetism. Whether it is by nature or a byproduct of his Wavelength, Gauss has what is defined as a "superficial charm" and "charismatic attitude" that encompasses much of what he does. This is a matter of contention as by some his Wavelength should have no bearing on his communication skills, but to others is a yet another gift of his Wavelength. His Wavelength has more measurable, verifiable effects as well. Gauss is capable of generating magnetic fields around him through virtually any use of his Wavelength. This is often used in conjunction with various forms of even low-powered Wavelength Amplification to solely to create Magnetic fields instead of actually gaining a physical benefit from this ability. The drawback, however, is that for Gauss to use his Wavelength without creating a magnetic field, he must effectively do so while suppressing that particular effect of his Wavelength--resulting in a weaker and more straining endeavor. Gauss is capable of magnetically charging any ferromagnetic object for a short while, can interact with metallic Demon Weapons in the same vein, and can even disrupt electronics (yes, he can wipe a hard drive in a second flat) with his Wavelength. Without a Demon Weapon, his Magnetic Fields have a 1.2 meter radius range around the furthest extended point of his body. Gauss can expand this range up to five meters per Demon Weapon he is resonating with, only capping out when he cannot feasibly maintain another connection. At their maximum power without a weapon, Gauss is capable of lifting approximately 200lb with a magnetic field, stopping a canon ball at point blank range (a party trick he loves to do), and fire a metallic ball bearing at 120 fps. While using Demon Weapons, his range increases, but not the strength of his magnetism. When Resonating, however, Gauss can magnetize his weapon up to 1200lb of force required for separation[/url] and can generate strong enough fields to lift and toss small cars at his current level. Gauss is also able to accurately perceive and measure magnetic fields within a small margin of error around him, although he loses this ability when using Soul Perception.

Utility Meister Gauss is capable of effectively wielding and resonating with multiple weapons simultaneously, although he has never maintained resonance with three for more than a few minutes or established resonance with four.

Soul Perception Gauss is is capable of utilizing Soul Perception in an area up to forty feet around him to pick up a Soul Signature, but cannot see such detail further. Within an eight foot radius, he can see Souls with vivid clarity, capable of reading basic emotions and fluctuations within a Soul. More specifically, Gauss can use this to help gauge how to match a weapon he is Resonating with. Notably, when using Soul Perception, Gauss loses his ability to perceive magnetic fields as the visions "replace" one another.

Wavelength Amplification Gauss is capable of extremely large ranges of Wavelength Amplification including small acts merely effecting the muscles in his hands to full body amplification on par with other One-Star Meisters, although he does typically fall short of those that specifically train it to their max with the Star Clan. The reason for this high range is to effectively generate Magnetic fields in the exact places he wants in the strength he requires. Too strong or too weak can be problematic and placement is important for efficacy. Of course, Gauss also gains the standard strength, speed, and endurance benefits from Wavelength Amplification, he just also has the added side-effect of generating magnetic fields.

Soul Force Gauss is capable of utilizing Soul Force both to enhance his strikes and to magnetically charge anything he touches. While his strikes may not carry as much force as those of his peers, he can leave a portion of his Wavelength on anything he touches to create a small field that will pull magnetic objects with up to 60lb of force for roughly thirty seconds. Consecutive strikes do not increase the force, only the longevity.

Magnetic Charge A derivative of his Soul Force ability, Gauss can magnetically charge an object he touches if he remains in contact with it for a sufficient period of time to a force of up to 100lb of pull for a few minutes. More notably, he can drastically weaken this magnetic field to fractions of a pound of force for multiple hours of which he can then track with his perception of magnetic fields--which can range up to half a kilometer.​

Soul Conduction Gauss is capable of channeling his wavelength through his weapon. This is his primary method of applying his Magnetic Charge while using his weapon if not Resonating. Due to his experience with various weapon types, he is fairly skilled with this particular ability. The resulting losses in strength for magnetic fields generated this way are typically only 10-15% weaker and the physical output of his strikes roughly the same if used to enhance physical strikes.

Amazing Star Style Gauss has been trained in the Amazing Star Style as have many DWMA students. While Gauss utilized its training to further develop his Wavelength Control, he also honed his close quarters combat by specifically dedicating himself to Karate. While many students, particularly of the Amazing Star Style, go on to either utilize the style in their own way or transition to more aggressive fighting styles, Gauss spent years specifically honing skills in Gojo-Ryu and Shito-Ryu for a focus on counterattacking and precision strikes. He has become quite skilled utilizing his Wavelength Amplification with the specific kata in Karate, making his overall fighting style more about timing decisive moves than all out aggression.

Soul Resonance Gauss is considerably capable with Soul Resonance, in part due to his nature as a Utility Meister and in part due to his clarity with Soul Perception aiding him in matching a Watch. Gauss is skilled enough to Resonance with two weapons simultaneously and notably capable of Chain Resonance in a group setting. While performing Basic Resonance, Gauss and polarize anything he touches for up to two minutes in a similar fashion to his Magnetic Charge ability.

Chain Resonance Gauss is capable of entry-level Chain Resonance.

Phase II Update After guidance with Emmett and Zelda, Gauss is able to resonate effectively with either Noah or Prudence, interchangeably using specific abilities with either. However, he cannot do so simultaneously as of yet. The Resonance he can use has also been improved from the baseline Resonance to be slightly more effective. While Resonating with Noah, Gauss gains a slightly greater boost to reaction times and speed due to the electrical nature of Noah's weapon element, and can spin Noah to increase electricity generation. With Prudence, they can share her resistance to mental attacks, and her capacity for absorbing kinetic energy is greatly increased.​

Complex Resonance As Gauss has experience with various weapon types, including ranged weapons, he has developed skills with Complex Resonance.

Phase II Update In line with his Basic Resonance, Gauss in tandem with Noah is capable of releasing a large, charged bolt of lightning after sufficient twirling called Zues Strike which mimics the properties of a genuine bolt of lightning with the addition of it being guided to a specific target.​

Weapon Amplification Gauss is capable of putting either Noah or Arkayis into a Weapon Amplification form, though cannot do both simultaneously.

Phase III Update
Gauss has focused heavily on the new Resonance abilities of his partners, expanding his original Zeus Strike with Noah to include much more voltage and the ability to jump in controlled arcs between up to eleven targets. With Arkayis, he is now capable of two new Resonance techniques dubbed Hephaestus Slash utilizing a large jet of blue flames at his scythe end during resonance and another known as Hades Impact, creating small oxygenless explosions of pure fire upon a strike. In general, his skills with Wavelength Control have increased due to his Resonance skills, thus slightly increasing all of his other spiritual skills, such as Wavelength Amplification and Soul Perception.


SOCIAL STATUS


Personality
One might say Gauss has superficial charm. One might also call him a narcissistic asshole. Both would be correct. Gauss has a fixation on bettering himself constantly. Each milestone he has reached, each victory he has won, they add to his pride. He never thought twice about using others and his mind was singularly set on achieving his goals. He didn't precisely have a code of ethics behind this. However, Gauss is notably quite honest. While he will bend facts until they're barely recognizable and withhold information that changes an entire story, he will not lie. Also, if asked directly, he won't avoid providing an answer--one just has to know what to ask. Above all, however, Gauss will not cheat. He values his accomplishments too highly to sully them with the concept of cheating. He isn't above using underhanded methods or his wealth to influence others if his own charm is not sufficient.

With his therapy, however, Gauss has came to recognize these incredibly toxic traits. As with any challenge set in front of him, he perceives them as something he must overcome. Arguably not the most healthy mechanism for change, but Gauss still has intentions on being a member of the DWMA Elite in his lifetime. It is debatable if he actually feels empathy or remorse for his thoughts or actions, but he does actively attempt to now consider the ramifications for his actions. It is a much colder way of "not being a dick", but it's thus far been somewhat effective and the best he is capable of doing to avoid allowing his toxic traits to impact others again.

F.A.T.E. Status
Gauss is a Type A Fate Agent. He is equipped with specialized equipment for his Magnetic Wavelength, but most of it is a precaution as his therapist believes he still may be at risk for reverting back to his previous mental state. He and his abilities are not considered an inherent "danger" to others as much as his personality and antisocial behavior is considered heavily detrimental to social lives and team dynamics.






Biography


Gauss was not born into just any family. While he may blow his name out of proportion, as does the bulk of his family, the Thales are a success story of early adopters and family money. The Thales come from a long line of electronics importers and manufacturers. For generations, one of their factories was likely where the screen on your top end smart phone was made. While they weren't the name on the product, they were the ones selling to and importing parts for multiple brands. Why restrict themselves to only one retailer? The Thales were, and in fact still are, a family of capitalist sharks. With Magitech coming into the world, they only saw this as an opportunity. The Thales not only helped pave the way for Magitech integration into commercial technology, they pushed it into the market faster than anticipated by retrofitting factories and even building more to accommodate projected need on a complete chance, and that chance paid off. The Thales family as a whole with Thaltek is the second largest manufacturer for Magitech parts worldwide, providing parts for everything from smart phones to electronic cars and even including military-grade tech.

Perhaps they were no Hoshi or House Yngling, but their name--or at least their company--is one known worldwide.

Gauss is the third son of his father, Viraj Thales, by his second wife, Chloe Thales-Carras, although he is one of seven siblings and his father has since, of course, remarried. Despite that, he has always stood out among his family and more specifically his father as a favored child. Gauss grew up being doted on by his father, perhaps because he was the first son that did not inherit a weapon gene. His two older brothers, and sister, were all weapons carrying the Thales name, even going off to the DWMA eventually in their own right. Perhaps it was the fact his siblings simply were not there, so Viraj had more attention to focus on Gauss. Perhaps because he didn't have a weapon gene, Viraj felt like his efforts would be less wasted on his son as he wouldn't go off to the DWMA like his siblings--who all rose through the ranks in the EAT classes. One might think this would be a point of pride, but to Viraj it was merely a waste of the money he poured into their early education and grooming.

Anything Gauss wanted, he had. Anything he wanted to do, he did. Gauss' life, unlike most, was hardly impacted by MIBVI growing up. While the virus certainly cared little for wealth or status, what did it matter when every safety precaution money could by was set in place? Not to mention, Thaltek would eventually become one of the manufacturers for the MIBVI injector unit, their name branded on a third of the life-saving vaccines given out in the world.

Gauss was not simply some spoiled child, either. He was intelligent. Always pushing his personal tutors for more information. When he found a subject he enjoyed, he explored it fully. He was no stranger to math, literature was hardly a bother and he even enjoyed reading--history was drab until you learned its secrets--but his focus and what pleased his father was his intent focus on the sciences. The way the world worked. His father always told him that learning how the world worked would make him a powerful man and when he came to age, he would show him everything a textbook couldn't.

Thing was, Gauss wasn't destined for that path. While he did not have a Weapon Gene, he did have a Unique Wavelength. In his pre-teens, his Magnetic Wavelength manifested. At first, as small nuisances, but eventually it became impossible to ignore. Gauss honestly became a walking magnet. Viraj saw this and did his best to avoid sending him to the DWMA. He hired tutors. Elites from the Amazing Star Dojo. Freelancers, even. It wasn't that the young Gauss could not control his ability. Quite the opposite. He caught on quickly. The problem was that he wanted to control it. He loved the sciences. He loved knowing how the world worked. He wanted to know how this gift of his worked and once he got a taste, he was addicted.

His father was devastated, but Viraj did love his children. He would not deny Gauss the best opportunity he could to follow what he loved. Gauss went off to join the DWMA at age 12, even by then already having some idea of how to control his Wavelength. Soon after, Viraj divorced Chloe, but she was set for life with what she received in the divorce and Gauss and his only full-blooded sibling would have no problems. Besides that, Viraj still had a soft-spot for Gauss more so than he did his other children, at least until the next set with his next wife were to be born years later. Viraj had no problem providing for Gauss and even followed up with him in the DWMA--something he did not do with his siblings.

The DWMA was a whole new environment for Gauss, however. New people. Less supervision. And, of course, his ability. Gauss made friends quick and learned skills quicker. By the time he was 13, his status as a Utility Meister was found, and his skill with his Magnetic Wavelength was growing. By age 14, he was in EAT and finished the year a One-Star Meister wielding two weapons, which made the test no small feat as he had to defeat three golems. The harsh reality came to the youth in the form of field missions. His natural gifts were not enough to succeed. He had to train. Gauss, as he always did, gathered a dedicated group of individuals to help train with him, many older than him showing him things they had learned or giving them their words of wisdom. He learned quick that splitting up his training into multiple fields would be a mistake, as mentioned by others.

So, he stayed focused.

He focused in honing his use of his Magnetic Wavelength. He trained hard in how to use his Magnetic Wavelength in very fine, controlled ways. When his old training partners branched out into different martial arts, he stuck with Karate and became proficient in it. It was at this time that his darker side started appearing. His superiority complex. His desire for control. The friends he had that left him for their own training regiments, he always resented they did so. Sure, he could find others, but the fact they would leave him despite the benefits of focusing on a single style... it rubbed him the entirely wrong way.

Between his missions and training with his partners, he focused intently on training his own martial arts and found great benefit in learning how to amplify his kata with his wavelength. It was not an uncommon thing to do, but with repetition, it became easier. Stronger. It wasn't quite second nature, but it gave him an advantage in speed and application. When he was confident--as if he wasn't always--he challenged his friends to a few sparring matches. In sequence, he beat the three down. With his fine movements and agility, he was able to counter their attacks, then land precise empowered attacks to completely drop them. His arsenal was not as diverse as theirs, but what he was good at, he was great at.

They were impressed. Why wouldn't they be? They started out learning karate. It was a martial art many of them saw as a building block, or a start for others. But Gauss proved quite definitively that it could be more than that with dedication. Suddenly those that were teaching him things were asking to be taught. But they lacked what he had: dedication. They were not dedicated to him as a friend, and after beating them, he didn't see their impressed faces as complimentary. He saw them as sad would-be agents that had been surpassed. He moved on and he didn't take them with him.

This trend of finding new people to help him grow then pushing himself to surpass them continued on, and even when called out about it, Gauss was typically able to gaslight his poor victims and turn public opinion on them. He had no qualms with using people as stepping stones, nor empathy to those he hurt along the way. It was all for the goal of furthering himself in the DWMA and growing his skills. It wasn't as if he didn't put in the effort, too. Iron sharpens iron, but when the axes around him grew dull, he tossed them aside like trash. Loyalty was not a word in his dictionary.

His mentality was considerably different for his weapon partners, though. Gauss had no less than twelve Weapons in the DWMA that were willing to be his partner due to his skill and the general thrill of being used as a duo, which for many was a different experience. That, and fighting with the magnetic wavelength in play was often an entirely different experience. Gauss was also much more considerate to his weapon partners. Weapons that worked well with him weren't tools to be thrown away, but instead tools to be selected for the mission at hand. With that mindset, it's exactly what he did. Gauss often requested Weapons, even those in formal partnerships, accompany him on missions when needed and had little regard for the other Meisters they may have briefly left alone. This did result in him never pushing a weapon to a new form. Still, he was capable of Resonance with multiple weapons and using Complex Resonance interchangeably.

Gauss was well on his way to becoming a Two-Star Meister. In fact, the evaluation for such was brought up. This fed his ego and his lust for growth all the more. It also became his downfall. Gauss was placed on a mission to hunt an Outlaw Witch whose family had been imprisoned and ostracized for their believed involvement in the MIBVI outbreak. She cried they were innocent, but she plainly was not. Wanted for murder and endangering the general populace on her renegade streak, she was no small target. This type of mission would normally have never been given to a One-Star, but Gauss had a single unique factor in this that put him on the mission. One of his various Weapon Partners possessed an Anti-Magic Wavelength and its use could have been crucial.

They did not complete the mission. It's not clear if better teamwork might have changed the outcome, but one thing is for certain. Gauss and his pride were not only factors contributing to the failure, but directly endangered his teammates. Once the Witch was caught and the conflict ensued, Gauss was only concerned about one thing: killing the Witch. He did not support his allies. He did not assist them, even when both his own and his Weapon's Wavelength could have. He went on the offensive fast and hard, trying to land a decisive hit with an Anti-Magic Resonance attack. Thing was, Gauss alone was not strong enough. He was just a One-Star. Gauss alone couldn't even put his weapon into a stronger form. Gauss let his allies get injured and when even he realized they needed to run, all he did was call them weak and blame them for the failure.

The report, including that from the mission leader, read entirely different from what Gauss described.

After this incident and the hospitalization of one his teammates, Gauss entire history in the DWMA was reviewed. Former friends, weapons that refused to work with him when needed, even certain mentors that had seen how he treated his peers... the picture became clear. Gauss, for all of his talent and ability, including that of creating social networks of friends for training and weapons for missions, had antisocial personality traits and years of history indicating he had been abusing others like this. He was suspended from the DWMA. He attended suggested therapy and while he made progress, he saw the F.A.T.E. Program and inquired to it. He was not initially considered a candidate as he was primarily there for his personality issues which they felt could be resolved otherwise.

But, Gauss being Gauss, convinced them that getting the chance to see others in his same position and how low he had came when he thought he was soaring so high would be a good punctuation on his current status. Gauss always had a way of getting what he wanted.




Miscellaneous

Theme


- Gauss is ambidextrous.
- Gauss picked up his stage name as it is a unit of magnetic induction and sounded cool.
- Gauss is one of seven children from his father, but is one of ten total siblings combined.
- Gauss is still funded by his father basically without question and has access to large sums of money via his phone or cash. He tends to de-magnetize credit cards.
- Gauss' favorite food is a French omelet, and has perfected cooking them himself due to his love of them.
- Many of Gauss former weapon partners and friendships were also sexually exploitive, I just left them out of his history for reasons.




 
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  • 1701641432008.png
    Name: Maria "The Marionette" Mayer
    Age: 20 DOB April 7th
    Gender: Female
    Species: Human (Sorcerer)
    Traits: High Mana Affinity (Sorcery)
    Height: 162cm 5'3" - Hair Color: Blonde - Eye Color: Yellow​

    General Appearance: Tends to wear a think and long running blue dress with a white shawl, a red ribbon around her neck, head and waist and a pair of black low heel boots. Tends to be rather clean kept and her hair is cut short and neat and clean. She in addition wears a belt with a pouch of tools and seems to have some sort and often carries around a suitcase, in addition she has silver rings on some of her fingers.


Edits on 8/26/2023*
 
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Emmett James.jpg
"Don't worry, I patched that. There's eight new bugs to fix now, though."
Emmett James
Basic Information

Age
Twenty Eight

Gender
Male

Species
Human

Height
Six Feet, Three Inches

Hair Color
White

Eye Color
Blue

General Appearance
Though the value of first impressions is not lost on him, the matter of the fact is that it isn't very realistic to expect to show up all properly dressed when you've gotten out of bed 5 minutes before class. Emmett is a mess, sleeping far too little and relying far too much on coffee, and his outfits reflect that. The suit jacket loosely thrown on, shirt untucked, and tie only hanging off of his neck (hey, at least it's there) is how he usually appears at the DWMA. He doesn't particularly care though, there are far too many things occupying his mind to dwell on how homeless he looks.

Contrary to popular opinion, he does know how to dress up when the situation calls for it. Usually when presenting a new magitech designs or in preparation for important meetings, Emmett likes to comb his hair back and relearn how to tie a tie. He owns several three-piece suits for these occasions, as he'd like to be taken seriously when presenting important ideas. Of course, this is rare and infrequent, as whenever Emmett has a say of his own he wears nothing but sweatpants, hoodies and t-shirts.


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Personality & Bio
Personality
Emmett is unstructured and eccentric at heart, working days in a row only to sleep on a park bench after one too many of his "combat stimulants". Very few recognize him as the three star Meister and Magitech engineer prodigy that he is at first glance, as his aloofness and scatter-minded nature often comes across as arrogant or nonchalant to strangers, but it's no coincidence that he rose to a position just below Professor Davis in his bare decade working with Magitech. Emmett's work ethic knows no equal, and no matter how little sleep he gets he always has time to meet his contemporaries with a smile or a joke. Difficulties or opposition just serve to redouble his motivation, and he's not the kind of guy to let emotions rule him. He always retains his relaxed aura.

Despite how he sometimes has the vernacular of an outdated teenager and dislikes confrontation, he's not afraid to take matters into his own hands if he should have to. He's taken on the responsibility of mentoring the troubled agents of F.A.T.E with a strong understanding of the hurdles ahead. Years of experience eliminating fringe cases of MIBVI virus outbreaks alongside Zelda has given him plenty of insight into the dangers of Madness and a lot of sympathy for those affected by it or other darker traumas, perhaps to make amends to a younger version of himself that never had those resources.



Biography

Childhood
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It's curious how life can turn out.

For example, when Emmett's father decided to make a milk run late one fateful evening, lost control of his car in the rain, and suffered a frontal collision with a meeting vehicle. Or, when his mother, tired after a long day at work, didn't see the meeting vehicle hydroplaning and swerving into her lane. Life, indeed, turned out with resounding finality then.

Emmett was far too young to ever really realize. He was just about to turn one year old, snoozing away peacefully in his crib. He never fussed when it came to naps, and besides, dad was only going to be gone for five minutes or so. He'd be fine.

He'd be fine.

Being orphaned wasn't as bad as you'd imagine. Of course, when he couldn't recall a time before it, it's hard to form an opinion. He spent a long time being moved from family to family, but it was poor luck rather than anyone's fault why he never found a permanent home. The many parents would break rules or otherwise mismanage themselves within months, orphanages closed down for many different reasons... The only friends he ended up keeping were delinquents. Troubled kids with no stability to set them right in life. Emmett too struggled with respect for his contemporaries, and came to direct all his creative energy inward since nothing on the outside lasted. There wasn't ever a time he felt consciously sad or disappointed by this - rather, seeing people live their lives around him while he silently tinkered away at his little hobbies became his comfort. Siblings he'd never have to remember the names of came and went, parents that seemed hopeful but eventually gave up... He didn't mind. It meant he didn't have to care. He had his books, a place to sleep, food when he got hungry and school on the weekdays. He didn't need much more than that.

One family he stayed at for more than a few months even loved him; the younger siblings were curious and interested in the same things as him, the parental figures were both gentle and kind. It was there his adoptive father was perceptive enough to figure out that he had an interest in tinkering when they briefly visited a toy store. For his birthday, Emmett received a lego technic set, and for weeks he wouldn't put it down. Every little piece was turned back and forth as he digested the design, expanded on it, swapped pieces for one another and attempted to repurpose it. A passion had awoken in him, and he began cultivating an ambition in life.

As it turned out, when this family too failed to uphold the standards and he was moved once again, Emmett was old enough that he had the option of enrolling at a school instead of staying in the system; and he'd been fully prepared to take advantage of that. The advent of Magitechnology hadn't been all that long ago, and Emmett had heard all about the wondrous inventions of the DWMA on the television. He wanted to enroll in NOT, to the surprise of his social worker. Never before had he seemed to have a goal or a future in mind, and never had an orphan seemed so very determined on what they wanted to do.

"Why not?"

The process for getting a kid like him with no particular talents to speak of but the fire of motivation in his heart was hard, but he wouldn't let up on bothering his social worker before something happened. Eventually he submitted a charming albeit faulty design for a magitechnological gauntlet that earned enough traction on social media to force the DWMA to recognize him. And then, standing in a spotlight bigger than he could've imagined, they granted him a spot in NOT. Because, after all, why not?

Late Teens
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His brain was wired for learning, so he consumed the curriculum in nigh-record time and spent his evenings working on pet projects. In only a few short years he graduated from not only his NOT classes, but also several advanced extra-curricular classes on Magitechnology and pair resonance. While he didn't excel at the physical sides of training, he wasn't afraid to make up for that with sheer determination to reach his goals. So hard did he work that he readily placed well within his right to advance to EAT at the young age of 11, and proudly climbed the grand staircase for his very first time.

Seven years of fantastical progress followed. Emmett was a natural genius at wavelength manipulation, quickly being classified as a utility Meister and moving beyond the typical resonation phases to practice more difficult techniques with upperclassmen. The physical aspect might not have been his favorite, but he self-enforced a workout routine to keep up with his peers nonetheless. It soon became clear he wasn't very interested in making Death Scythes or really completing missions at all, and it seemed he'd likely rather go into combat armed with a socket wrench than a demon weapon. It took rather quite a lot of convincing from the school before the young Meister acquiesced that he might want to prove his work ethics if he was hoping to find a place within the branch of Magitech development.

And so, he needed to shelve his toys for a time. The goal became to graduate EAT with full honors. Evenings once spent in his workshop became evenings spent dipping his hands in soul sapping water while reading through the collected research on wavelength manipulation developed by the legendary Franken Stein. He begged, borrowed, and stole for advanced training, and methodically combed through every Demon Weapon in the DWMA in search for one he could develop his skillset with. Even as he rapidly improved and mastered even rare wavelength techniques, he seemed to miss what the school really wanted to get out of him.

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Emmett's one-track mind seemed almost inoperable. Though he was actively engaged in gathering souls for a few partners he'd become familiar with, over time the partnerships always split albeit on friendly grounds. Not only did he go through most of his missions with earbuds in the entire time and barely considered plans put forth by his partners, but how often he fell in with unsavory crowds and showed up late for assignments rubbed off poorly on his image for the school. Even as he pushed his physique to the limit and established himself as a three star Meister with outstanding grades, it didn't seem he'd gotten any closer to his goals. It irked him deeply. Instead of ever successfully helping to cultivate a new Death Scythe, he began submitting designs to the Magitech branch. With the money he earned he'd set up a workshop in his garage, and grew more and more isolated in his ambition to be recruited for Magitech development.

Eventually the school was forced to concede. Emmett was an excellent three star Meister and his Magitech prototypes weren't of poor quality, and the constant back and forth to try to push him down a more orthodox Meister path only seemed to make him less willing to do so. When he submitted his most carefully laid idea of spell-infused Magitech hand grenades at a much cheaper production cost than corporate and with the tagline "The power of a sorcerer in the palm of your hand", a tired and defeated Davis finally allowed him in for an interview and offered him a job under the stipulation that he didn't forget his Meister duties.

But that was enough. Emmett had made it, and with a cheeky smile he signed the dotted line and was finally allowed into the world of wonders he'd always wanted.

At the time there was the new cases of outlaw Witches across the world. As a test of his loyalty and devotion, Emmett was deployed both as Magitech maintenance worker and a Meister to a Serbian outpost under the command of three star weapon Zelda Zemo. She was a fiercely strict and disciplined European woman, known for her no-nonsense attitude that imprinted itself on the entire operation. Emmett, on the other hand, strolled in through the front gates of the camp, earbuds in, whistling along to his music without so much as greeting anyone before he sat down and began to work. The earful he received for his insolence that day still haunts him.

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Still, it didn't take much more than a week before Zelda began to see his unspoken competence. Gear was constantly in tiptop shape, not a word needed to be said for him to go exactly where he needed to to patch something up. It didn't take long for Emmett to appreciate the obvious care Zelda showed, either. Though he hated having a pair of eyes over his shoulder on principle, Zelda very clearly was a passionate and hard-working woman; and even if he'd never admit it, chances were that without the constant threat of her micromanaging looming over him he probably wouldn't have done half as good a job. Over time, Emmett even began to enjoy their banter. She'd demand a status update about a security concern, he'd reply with a witty and thinly veiled insult, she'd shake her head and leave. Time and time again, until he finally managed to crack a smile out of the stone cold woman. It became a project, like many other, and perhaps his first real friend.

When push finally came to shoves and they headed into combat, they were both pleasantly surprised to find that their wavelength matched quite naturally. Zelda was clearly surprised at his skill as a Meister, which he rolled his eyes at, but he was just as surprised to find himself wielding an excellent elemental halberd. Setting aside their prior difficulties completely, they paired up officially and Emmett even tried to learn some traditional halberd fighting styles. Tried, of course, being the keyword.

Eventually came a time when their business in north Asia concludes, and while Zelda returned to Death City, Emmett had to continue showing his virtue through international missions. The experience had changed his perspectives enough that he now felt satisfaction from doing a good job, and began to carry himself with greater dignity as he traveled far and wide. It was somewhere between these stressful months of endless work and lackluster rest he began research into an old defunct combat stimulant project to try to keep himself quicker on his feet, though where exactly that's gone these days is kept secret from all but perhaps the suspicions of Zelda.

Nine years passed since, and with countless more missions and endless workshop time logged at the Magitech branch, Emmett has finally been extended a badge of trust by the DWMA in the shape of a promotion from field to homeroom activity. Emmett was offered the chance to take up permanent residence in Death City once more and mentor a group under the new Project F.A.T.E alongside his old partner Zelda. Emmett was ecstatic at the prospect of more time in his home workshop and finally having time to revisit all his old friends, but the deciding factor ended up being the job itself. In the wake of the MIBVI missions, a sense of sympathy for those stricken with misfortune and madness had taken root in his heart, and with Zelda's aid in the matter, Emmett jumped at the chance to look after the troubled youth and hurried back to Death City.


Skills & Equipment
Equipment
"Combat Stimulants" - Though only joked about in passing to Zelda, Emmett keeps a stock of... less than legal substances. Officially, it's to research the potential beneficial and detrimental effects on wavelength manipulation and applicability for combat stimulants, but it's all mostly under the table.

Magitech Communicator - Customized and advanced prototype unit. The kind of magic Emmett can do with this bad boy puts some sorcerers to shame.

Magitech Gear - Ever-changing and impossible to pin down, Emmett tinkers with cutting edge technology on the daily and always keeps some on his person "just in case". Expect any fight involving him to go all sorts of directions as magic and technology creates a unholy mass of military might.

Magitech Thimbles - Emmett's reputation is largely based around his experience and trickery using the infamous Soul Stitches technique in many creative ways, but without these custom wire mesh magitech thimble-looking contraptions, he'd never learned to use them so well. When paired with Zelda he doesn't need them to make Soul Stitches, but Emmett isn't the kind to discard a Magitech Tool that'll make things easier for him. They help spin the "weave" and form Soul Needles that hang a little off his fingers, and with great experience in utilizing them, Emmett can even use them to attack a low range.

Fighting Style
Unpredictable and completely unfit for tutelage, was the first grading he ever received. Emmett only ever learned as much martial arts as he needed to to reach a three star rating, but more than made up for it with his genius level application of Magitech and masterful capacity for wavelength manipulation. Since pairing up with Zelda he's been forced to remain somewhat within norms to achieve any level of teamwork, and has become expertly skilled with the halberd.

Soul Type
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Broadcast Wavelength
Emmett's soul looks like a series of blue vectors overlapping and mixing in a circular shape.

Perhaps the real reason for his surprising level of comprehension and skill with resonating. The broadcast wavelength makes it much easier for an individual to share an idea, as their soul constantly radiates their "vibe", for a lack of a better word, mildly encouraging all other souls around it to get on his social wavelength. It was a weak and barely detectable wavelength before his training to expand on soul energy in anticipation for the three-star exam, but now, injected into an opponent while under mind-altering effects, it shares those effects with his enemy.

Wavelength Techniques
Superior Soul Perception - Emmett, in spite of his nature, is extremely attentive; so much so that it might be a secondary attribute of his exceptionally honed soul perception - albeit not without equal nor able to fully surpass all forms of soul suppression. On the other hand, he's found that with particular compounds in his body, he can reach the pinnacle of perception if only momentary - though those same compounds make him otherwise... less than reliable.

Wavelength Amplification - Everybody and their mom knows wavelength amplification. Emmett lives it. Breathes it. Besides having a lot of energy in reserve to expend in this way though, it isn't particularly noteworthy.

Soul Menace - Admittedly it was tricky for him as well, but since he learned it he never stopped using it. It is the very definition of what he values - massive damage with bare physical effort.

Adjust - Complex wavelength control means nothing unless your target is worse than you. Emmett knows how to neutralize a wavelength attack intrinsically, and sometimes holds workshops on how to protect oneself against rogue Meisters.

Forced Rejection - Not exactly a focus of his, but with a deep understanding of wavelength he came to understand both what makes it tick and what makes it stop. If nothing else, it's a good method for showcasing for young and headstrong Meisters why they should pay mind to their education.

Soul Stitches - The method once used by the famous Professor Stein. Nigh-impossible to use without his trusty Magitech or the assistance of a Demon Weapon, but Zelda he's managed to turn it into an art, and makes a point of stitching inferior opponents to walls or the ceiling to insult them.

Wavelength Suppression - If Emmett doesn't want to be noticed, he usually isn't. His unassuming and quiet nature must have helped in this. If someone decided to look specifically for him with Soul Perception though, he's not all that hard to find.

Resonance - Up to and including Wavelength-Enhanced Resonance, Emmett knows his way around a Demon Weapon. It was the result of the arduous training required to become a fully-fledged three-star Meister, but with this under his belt Emmett joined the masterful inner cadre of Meisters.

 

Zelda Zemo
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  • D.W.M.A. ID
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    Legal Name
    Zelda Zemo

    Stage Name
    Jorguün's Halberd

    Sex
    F

    D.O.B.
    December 23, 2036

    Blood Type
    B+

    Species
    Human

    Rank
    3-Star Weapon

    Name: Zelda Zemo

    Stage Name: Jorguün's Halberd

    Nickname/Alias: Ice Queen / Halberd / Queen Bitch

    Date of Birth: December 23, 2036 (Capricorn)

    Location of Birth: Minot, ND

    Age: 31

    Gender: Female

    Sexuality: Heterosexual

    Species: Human

    Ethnicity: American/German

    Traits: Demon Weapon

    Partner: Emmett James (Prizzy Kriyze)


 

Chanterelle Fuir
Female, 18, 5'5" 106lbs

Magical Abilities
Chanterelle is capable of third tier spells expanding on her innate magic, which have been the focus of her studies thus far. She aspires to adding healing magic to her repertoire, and to understand her toxicity at a greater level.

  • There’s something wrong with the machine clicking along inside her chest. It sputters and flickers, giving off a faint impression of smoke, and is leaking something awful out the bottom. It permeates the bloodstream. Bioaccumulation of this substance gives it a spot to sit and brew. It makes its way back through the network, but it’s different, now. It’s toxic.

    It lurks just below her skin, but she’s not immune to the toxin, and it quickens the pace of her heart. Manic emotion. Pupil dilation. Light sensitivity. Really good hearing. Seeing extra things, sometimes, but more rarely as the years have gone on. She got used to it eventually.

    Chanterelle’s skin permeates enough of it to affect others through touch. It won’t incapacitate a person (probably) in reasonable doses, but it is often uncomfortable (and panic inducing if the victim subject is not expecting it) and mimics the easiest mushrooms for her to grow. Her conjurations are, generally, fuelled by it. It takes effort to strain out the toxin.

General Information
Chanterelle is a child of the elusive traitors of House Dubois. Her application to the DWMA was completely unexpected – her grandmother, who commented only that it was “about time” when she heard about Spirit’s killing, led a house exodus from Mabaa’s royal council and the Witch’s Realm altogether after considering her cooperation with the DWMA. "Trusting a Reaper will be the death of you all." Sixteen forest witches departed into the woods of Earth - and communication was overwhelmingly declined - although violent encounters with the outlaw witches were in fact common. The return address on Chanterelle's application simply read ”Wouldn’t you like to know?” Chanterelle arrived alone in Nevada a week and a half before school started this year to inquire about the status of her application and promptly found herself hauled into the Realm.

Her soul is sangria, the colour of red wine and blueberries, which flickers as if by white-hot fire. It vibrates excitedly in her chest, popping bursts of flame resetting the rhythm.
Appearance
Chanterelle has russet brown hair and dilated amber eyes. She stands at about 5’5”, and has a slight frame that is usually hidden in oversized clothing, along with a large canvas rucksack that sags down her back. Chanterelle dresses like she’s on her way out the door to go walk in the woods or tend the garden. It seems that she might not be aware of contemporary formal expectations, or she just doesn’t care. It’s common to see her in grass-stained jeans with a few dozen pockets (some of which may have been patched on) and a baggy sweater or gardening smock. There are dresses in her wardrobe, but these too suffer from an excess of fabric patching and pocketmaking, while still short enough to necessitate stockings and discourage ticks from latching on.

She is not devoid of accessories, of course. Her red hiking boots may as well be glued to her feet. She wears a thin pair of white cotton gloves with the wrists tucked into her top – long sleeves, always. The gardening gloves in her bag are pulled on over them whenever prolonged contact with others is necessary (or when she feels disinclined to wash dirt from her nails). She takes her theme extremely seriously – some days she may don a large toadstool witches’ hat, and others might display it more subtly, like with little novelty earrings. Chantelle even has a pair of cufflinks to match – but she lacks a dress shirt to wear them on. Others might call her cutesy, but she considers her wardrobe utilitarian.
Personality
Chanterelle always knows what she wants, even if those desires are borne of idealisation. It’s difficult to deny her aspirations, as she possesses a dry insistence that is more durable than the will of most people. She is naturally very manic – her movements erratic, her mood elated or extreme, and her hands quivering underneath her gloves. Although she experiences the pull of magic acutely, the nature of her abilities allows only for larger-scale destruction, and she prefers the experience of exhausting meticulous effort on magical-organic creations that can pilot such destruction in her stead. “I want a garden,” she had explained repeatedly and (increasingly) exasperatedly, “and I’m just not going to be able to do that if my life is ruled by wanton destruction. I’m so tired of walking.”

Despite her anxiety surrounding the DWMA and its associates, she knows that participation in the culture of the school is her best chance at understanding the conflict she had became privy to by chance and is accustomed to keeping her head down. The cultural shift is interesting, in addition to being jarring and uncomfortable, so she finds that biting her tongue is a necessary skill in these challenging days. Chanterelle writes everything down to examine later, from conversations to the colour of the flowers she’s seen in the gardens. She seems irritated by the habit, somehow, but when diligence is due there is little Chanterelle will neglect. It’s rare to see her pull the book out during a conversation, but moments alone are often filled with haphazard, runic scrawling into a pocket-sized leather binder with a replaceable pad. The change that she most appreciates so far (silently, of course) is the allowance and expectation of casual magic use.

Chanterelle might have considered herself good with people, at home. She has a firm grasp of her place at the bottom of the hierarchy and managed to get along with the other children close to her age within the coven. Here, she is challenged by the disconnect of her experiences with that of urban life, and her lack of a common cultural background with the people she has met so far. She can’t remember a time that things were awkward within her coven – but then again, she reasons, you can’t be good at meeting new people when you’ve never really done it before.
History
“To destroy what you despise and, eventually, to create utopia in its place… that is the right and the power that the acceptance of magic bestows upon a Witch.”

That is the mantra of the outlaw sect of the Dubois house. A schism, borne from their leader on the council at the time (Chanterelle’s grandmother) persists to this day, and although the separatist sect that objects to alliances with humans generally and the DWMA specifically seemed peaceful at first… well, a fanatical adherence to the pull of magic that could had been quelled by isolationist rhetoric quickly led to destruction and violence, in the sort of hit-and-run guerilla-warfare style so characteristic of outlaw witches. The members of the house left behind did their best to repair their reputation. They cooperated with Maga’s efforts to hunt down the witches, of course. But the outlaw sect worked slowly; efforts to track the witches were hindered by their flighty nature and tendency to threaten settlements years in advance – only to come back and wreck the place when the extra security measures were finally dropped (at first, only after months, but some incidents [such as the burning of the inland city, Behrl] occurred many years after the initial issued threat).

Their descent into general terrorist opposition had occurred before Chanterelle was old enough to have any real thoughts about the conflict. It seemed to her to be spurred along by loss; witches she had never met were revered within her family for their dedication and ultimate sacrifice. When the living become more important than the dead, a certain lust for violence is awakened, and it begins to be thought that it is more honourable than attempts at peace. Things were simpler, though, when Chanterelle was still young. Attacks were mostly planned based on slights or killings of clan members; some vendettas lasted years and were vastly disproportionate to their inciting events. The death of a witch quickly, in the ongoing conflict, led to the deaths of hundreds of civilians. The display of strength was quintessential to her upbringing. The older witches seemed to relish the media attention of their misdeeds, when they could get hold of records of their achievements, and the scale of their plans became larger and larger. Their impulsiveness had grown substantially; the deaths of twelve of the original sixteen dissidents stoked an incoherent rage that the witches were not inclined to quell. Attacks on meisters – which had, always before, been absolutely avoided – were incited. Their slow, bloody war was over. Her closest friends, as younger and more inexperienced witches, bore the brunt of these encounters. The descent of the sect began to accelerate. It became to feel, to her, like she was born a soldier to die – and indeed, in such circumstances, the sect could be considered a death cult. Loss of life was no longer considered a concern.

Chanterelle, however, found herself somewhat ostracized from this misfortune. The nature of her magic necessitated careful planning for optimal results – and was not useful in a purely offensive sense. She was spared most of the bloodshed of such encounters, pulled back due to her inability to stand alone in combat, and the value of exit-eliminating walls and hazards that trapped those foolhardy enough to try to run. The last aggression she can remember being directed at her took place when she was about twelve, during a raid of a small settlement in New Mexico. A close-range meister – with a wicked knife – had found her spilling her blood on the ground inside a hayloft with a dirt floor. He displayed no hesitation in his reaction. In an instant, he pulled her from her objective, but the river of blood that jettisoned from her back as he cut across her uncovered shoulders quickly covered him as they struggled. A minute into their struggle (made difficult by her writhing and biting), his hands began to shake, and she managed to dislodge his hand from her mouth. The thorns that sprang from her hallowed ground wrapped around the meister’s ankles, and when she violently distangled herself (assisted by her trusty knife), his partner did not follow. He crouched beside the other man, and he sounded quite concerned, but she hardly stuck around to find out as the weapon slashed at the vines that enclosed his meister with urgency. She ran.

The girl did not know then that he had been mutilated for his attempt. She would not find out that she had been assigned as a “Do Not Engage” target due to her potential to seriously injure aggressors and general disinterest in combat. Many hours were spent poring over footage following the incident, but of course, a hayloft was not equipped with video surveillance. That was why she had chosen it in the first place. The event was widely troubling to their opposition, who worried about the possible teaching of blood magic among the outlaw Dubois sect, but the lack of repetition of the ability against the most capable combat witches of the sect all but destroyed that assumption.
Chanterelle became viewed as a harbinger of sorts. A glimpse of her became enough to send a request for backup from the DWMA and any other near combat unit available; the fear that she appeared as a forthcoming warning of fire and blood. A warning of impending disaster, but not an immediate instigator of one. It was rare for the girl to dirty her own hands. Her connection with death was the work of decomposing the corpses of those that had wandered too close to the camp.

Still, it was not the proximity to death or propensity to violence of her forebearers that discouraged Chanterelle from participation in the raids that she was certain would cause her own demise. That came much more recently. An encounter with another agent, this one seemingly alone and in the woods (perhaps seeking the group – she was never sure), seemed to make her reconsider her position. The pair had seen her before she had seen them. They approached her cautiously. She was alerted with a snapping of a branch underfoot, spun on her heel, and the man stopped. Chanterelle imagined, later, that he must have been praying.

They stood looking at each other for a long time. Chanterelle made no particular movements, especially not any that could be misconstrued as violent, and . The girl had been caught practicing the slow growth of large, incandescent mushrooms, and she stood in between them as if they could shield her. They were… pretty to look at. Chanterelle cursed herself, examining the meister closely. He was a tall sort of fellow; the man was almost lanky, but she was sure that his appearance was deceiving because of the defined musculature of his exposed forearms. He held a long, historically-styled pike, though she could place neither the style nor period. Blonde hair, pale skin, paler eyes. She had never been so close to a human for so long. It made her nervous. She shifted from foot-to-foot nervously.
But the man, after his own period of introspection, lowered himself toward the ground and dropped his pike. Chanterelle beckoned him forward. He obliged her – moving about fifteen feet toward her and closing half of the distance between him. It was not far enough, if the weapon was in fact alive. The girl gestured again, more urgently, this time. The man came forward laboriously slowly. When he finally spoke, it was softly, as if he was afraid that there were others listening.

“So… who are you?”
Chanterelle would learn many things in the two-hour walk back to her coven’s active encampment. It was exhilarating to have such an object of her curiosity within arm’s reach, but terrifying just the same, and she enforced enough distance to make the man worried of her trust. He had grabbed the pike before he left, and held it on his side opposite her, so though she had it in some visibility… well, she did not know enough about demon weapons to glean anything useful. The meister’s name was Ian. He did not name his weapon, nor acknowledge her presence at all in their conversation, although he did admit when pressed that he was a graduate of the DWMA. They spoke about the school at length; the mention of mages in the institution perplexed and intrigued her. The pair shot questions at each other, rapid-fire, but neither came anywhere close to understanding the other in their short conversation. It would not continue after their arrival to the camp-

“Drop the weapon, you fool.”
Ian did not offer any resistance to the first adult witch to oppose him. Perhaps he was hoping for the peaceful resolution that Chanterelle hoped for but did not expect to come; perhaps Chanterelle had led him astray with her curiosity and understatement of the danger in the interest of her own safety. A witch descended upon the pair, restrained the meister, and demanded that the weapon shift. Chanterelle didn’t see that happen. She was pulled away far too quickly. Chanterelle found herself sitting in the kitchen silently, waiting with her father for her coven’s decision about the fate of the interlopers. His face betrayed a cloudy, looming sort of anger, but she would never expect him to confront her about something like this.

Late into the evening, Chanterelle was summoned, into the clearing where such deliberation had taken place. She was told in no uncertain terms that she had created a problem, damaged the trust that her coven bestowed upon her irreparably, and shirked her responsibilities. The meister (and weapon, although it took Chanterelle a moment to realize that was what she was) were restrained on the ground, arms and legs tied together, and to each other as well. There was only one way to solve a breach so severe. She would have to destroy the error altogether. To correct the wrongs of providing such knowledge to an outsider.

It was not hard to kill two humans who could not move, even with Chanterelle’s skillset. It was harder to muster the will to do so, although she knew logically that the meister’s niceties had likely been a ploy to attain her trust, but then – wasn’t that what she had done as well? She’d brought them home to die. The disposal process, really, was longer and more emotionally strenuous. Chanterelle tried not to look at him as she worked. She could not feel much sympathy for the woman, as they had not spoken, but Ian was perhaps the first victim that she (as silly as it might sound) understood as having some sort of empathy or vivid experience including deep connections to others.

Maybe it was a search for connections like those that led her to submit her letter to the DWMA while covertly gathering supplies. Maybe it was a need to confess. But the doubt that started in those fleeting moments seemed to grow larger and larger, suffocating, and Chanterelle was drowning in it by the time she left for Nevada.

Her appearance at the DWMA caused immediate panic. More people from outside her coven than she had ever spoken to before showed up to apprehend her, although she offered no resistance, and did not speak until delivered to the sitting head of House Dubios – an older, kind-looking woman named Magnolia, who looked at her first with a deep frown and a gaze verging on hatred. It would have been poetic (she thought later) if she too was sent to her death. It would have been better if she was sentenced as such by the head of the DWMA.

Chanterelle’s consistent statements of her desire to integrate into society, over the course of about a week-and-a-half, seemed to be convincing enough to persuade Magnolia to allow her to learn about humans through time at the DWMA. A long list of conditions (and several ethical arguments) later, they had a plan, and one that included a backup story. Chanterelle was to tell the truth, to some degree. She had lived as part of a hermit coven in the woods. She had little knowledge of the outside world and came to the DWMA to learn about people. She was definitely NOT a terrorist actively being reformed, and furthermore, not a mage in any way concerned with blood – at least not until she was less suspicious in every other way.
Fate Status
Chanterelle is a type E classified student, masquerading as a type A student because of her manic tendency and self-medicating behaviour, and although type D classification was considered because of this fact her actual type A classification was dropped based on her level of functionality.

As a recent defector from the coven of outlaw witches in which she was born, Chanterelle was delivered on arrival to the DWMA to the remaining matriarch of the Dubois house. After four long days of discussion and argument she was granted pardon by Magnolia Dubois (that matriarch) for evidential crimes committed in the presence of her coven and permitted to attend the school under a list of conditions as part of the plan to integrate the girl into mainstream society.

Although Chanterelle was not privy to much of the discussion between the DWMA and Witch Magnolia, the terms she was diplomatically offered are as follows:
1. That she will agree to be assigned a ward of House Dubois.
2. That she will not, under any circumstance, contact any member of the Dubois traitors or their known affiliates.
3. That she will disclose to the House Dubois the last known location of the Dubois traitors and any information known that may be useful to their prosecution. Wax-sealed letters written in the witch script should be dropped off in the main office of the DWMA for mailing.
4. That she will refrain from making public statements about the Dubois traitors, including the text of this agreement, and her status as a former outlaw witch.
5. That she will participate specifically and firstly in the FATE program, despite being a new student, because of her status as a known security risk and the projected likelihood of reasonably expected conflict with her peers.
6. That she will allow the implantation of a transdermal GPS device that will store data made available to those responsible for her well-being within the DWMA and the House Dubois.
7. That she will notify a representative of the House when leaving campus for reasons unrelated to class activities and when she returns.
8. That she will keep regular contact with a cultural tutor within House Dubois to work on written human language and discuss cultural disparities and expectations and will disclose all issues that arise in integration within these sessions.
9. That she will attempt contemporary treatment for mood disorders and participate in pioneering efforts to quell the nature of her elated condition if necessary.
10. That she will act with integrity, prioritising the interests and values of the DWMA in her time as a student, and demonstrate loyalty to her house at large.
11. That she will honestly and earnestly attempt to find fellowship within her peers and build a network of trust within the DWMA that will leave her mentors confident in her ability to succeed in the general student population.
12. That, upon completion of the FATE program, she will return to the House Dubois to be introduced as a functional member of the House and discuss her future studies, which may continue at the DWMA if integration is successful and will otherwise continue within the House.
Inventory
Mushroom Knife – A rudimentary demon tool given to her by her mother for her sixteenth birthday. It is purpose-made to dissolve magical-organic constructs along the seam of the cut it produces, allowing for the separation of aboveground construct components from belowground ones (which will cause them to ‘die’ and the residual stem and root to shrivel into the ground). Mostly useful in maintaining discretion.

GPS Implant – Stores information on an external server through her cell phone, as well as utilizing the default connection provided to the DWMA.

Cell Phone – Monitored, but also provided and paid for, by the Dubois House. It doesn’t allow her to install new apps, but Heather (a particularly tech-savvy member of the House) has taken the initiative to install some of the messaging apps commonly utilized by the student body and half a dozen mobile games. Chanterelle will have to remember to thank her again later.

Magitech Communicator – Standard Issue.


Do Not Touch!
 
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Raphael Valerias
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  • F.A.T.E. ID
    1647388815566.png

    Legal Name
    Raphael Valerias

    Stage Name
    Whiplash

    Sex
    M

    D.O.B.
    November 3, 2045

    Blood Type
    O-

    Species
    Sorcerer

    Rank
    Type D Fate Agent - Sorcerer



    Name: Raphael Valerias

    Stage Name: Whiplash

    Nickname/Alias: White-Eye / Weak Link / Raph

    Date of Birth: November 3, 2045 (Scorpio)

    Location of Birth: Manchester, UK

    Age: 22

    Gender: Male

    Sexuality: Bisexual (male-leaning)

    Species: Human/Sorcerer

    Ethnicity: British/Irish

    Traits: N/A


    F.A.T.E. Status - Type D: While he may deny it, his therapist has marked his personality as unstable. Because of his Madness, he has a sense of superiority over others, which is exacerbated with his sense of inferiority when people try to usurp his social standing, either trying to make themselves seem "better" than him or even trying to knock him down a peg. He's not against being nice when he needs to be, doing so to gain favors from others. However, this may be seen as fake, as the therapist noted. Any untoward comment has caused severe backlash on the target, minutes to sometimes days later. Grudges are very difficult for him to set aside or bury, but he tries to make himself seem like he doesn't care. He has been shown to use denial and projection as safety nets in his social behaviors when he is criticized, placing blame on those who he deems are similar to him and gaslighting or outright denying he's ever done anything wrong.

    He also doesn't care how potent his magic is. He has hurt others with his magic before, which are supposed to be support spells to help his allies. He doesn't care if it hurts them, just as long as people see he's better than his ally, his ally fumbling up, and in turn Raphael saving the day with one of his offensive or defensive spells. While he seems to have a basic understanding of how to control his magic, he doesn't seem to exert any control over it to lessen the amount of stamina he's using up unless he's trying to play the long game.

    He also has Madness of Pride, a madness that makes him see himself as better than most others, manifesting through his vanity. Those who try to sully his looks or expect him to stoop down to someone else's actions (whether he's been shown to do so or not and he'll deny if he has stooped) will spark ire and irritation in him. Too much will cause his Madness to spark, maiming those to look uglier than him or ruining them socially so he can still stay above them.

    As he took therapy sessions, he has started to see his behavior as wrong and troubling, and has done mental health exercises and thought awareness training to curb these behavioral tendencies. The therapist has done a great job in using his pride to make him want to change himself to be seen as better than the others. Through this, he's been working on how he communicates with others. However, he still has a mean streak, is a rebel, and won't abstain from making derogatory comments or flirtations to those he deems as equal or lesser than him.



 
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Ifechi Claec Arcel Duulwin



  • G.O.M




    I.D.
    Ifechi Duulwin



    Age
    23



    Ties
    DWMA



    Type
    Mage





    Stage Name
    Ark

    Age: 23

    H | W: 6'5 | 171 LBS

    Nicknames
    -Chi
    -Arki
    -Cel
    - Wiccan Sorcerer
    -Lowborn

    D.O.B
    Dec. 18, 2043

    Class
    Element Mage

    Nationality
    English | Liverpool, Britain

    Race
    Mixed

    Species
    Sorcerer
 

Iris a billion pixels.pngIris Narcissa ba Sitheris
"One more word and I'll feed you to the fucking weevils."
Basic Information

Age
Twenty

Gender
Female

Species
Witch

Height
Six Feet

Hair Color
Black, Dyed Salmon

Eye Color
Blue

General Appearance
When Iris first enters a room, the most immediately noticeable feature would be the mild smell of cigarettes followed in close second by a scowl that tells you she cares not to hear about your objections to the former. Perhaps it'd be more secondary features to her attractive build if not for her refusal to wear anything less comfortable than track pants, hoodies and tank tops - much to the dismay of her family. However, her painted nails, hairstyle and accessory glasses betray a past wherein she once paid more mind to her looks than she now does.

The tattoos on her arms, chest and neck are all reflections of her pride in her lineage, detailing serpent shapes and tough scales. Generally speaking, Iris seldom displays a very wide variety of emotions. Usually she alternates between violent fury or arrogant smirking, both of which readily show off her unnaturally sharp canines and many furrows on her brows. Similar to the attention she pays her nails, there are also tiny dimples on cheeks, telling of a time where she smiled more.

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Personality & Bio
Personality
Hell hath no fury, was it? Iris is a thin filament, barely containing the raging inferno at perceived insolence. Still, there is no such thing as madness tugging at her mind, and even her occasional submittal to The Pull of Magic always comes with the prideful stipulation that it shall always be used to protect what matters to her - no, Iris, despite her arrogance and tactlessness, is first and foremost furious because of her strange upbringing.

It is hard to expect others to have any understanding for your frustration or pain and not just mock you for the silver spoon you've been force fed. Iris happily veils her real issues with sharp mean wits or explosive anger, open to the idea of camaraderie but unafraid to state her own very harsh and sometimes cruel opinions of any other individual, often putting her at odds with her contemporaries. Still, she wouldn't change a thing. At least sowing discord was more fun than sitting in a circle singing kumba-fucking-ya.


F.A.T.E Status
While her behavioral issues alone might lead many to consider her a Type A agent, Witches are seldom held to the same standard of compatibility as Meisters or Weapons. In reality, her attendance in F.A.T.E is a strictly political one, with the focus of the DWMA being to retain good relations with her family. The proud ba Sitheris witch lineage is one of direct descent from Maba herself, so when they demanded a place for their "misdirected" daughter within the newly planned F.A.T.E project, public relations was forced to concede.

She is a Type E agent under these conditions, but certainly does not stand to lose anything from learning to rein in her emotions.


Biography
The "ba" part of any Witch's clan name often speaks volumes more than the name itself. It is tantamount to a protected title in human society, denoted a lineage that's directly related to the grand Witch Maba. Clan Sitheris, much like many others, happily threw the honorific around to gain attention and favor from organizations and powerful people alike. The magically powerful blood in their veins offered them a natural inclination to the magics of the elusive Hydras, terrifyingly powerful creatures of great rarity, and much like their clan monster, the Sitheris were in love with might and control.

Their focus was pride, power, respect and loyalty. The family followed a strict hierarchy, and the Matriarch's word was always law. Iris was born during the chaotic times of the first MIBVI outbreaks where many favors were called in from Witch dynasties, and as such she quickly fell from the attention of her clan as their newest and least important member. In fact, there was a short time in her infancy where she was raised and named by her father - but that soon came to pass, as the masculine influence in her life would surely bring weakness.

Instead, Iris was raised by servant staff that was whipped to worship the very ground she walked on. Her mother, Arcturia, deemed herself far too busy and important to even come visit her daughter, and a quiet resentment was birthed within Iris' heart. Why would her mother not see her? Where did father go? Where was the rest of the clan? Why was she so alone, so specially treated, so far from all the other witches her age? She wondered but found no answers, none that seemed to satisfy either way.

As she grew older, it came with increasing freedoms. Besides her private tutors, she began joining other clans in their training to gain some real experience. It soon became clear that her blood truly did set her aside from the average witch, as what she'd considered simple magical tricks was enough to outmatch any of her contemporaries. She was physically faster and stronger than them, and casted clever incantations and spells quicker than they had an opportunity to react - but as she'd felt alone at the top of her world for long, this was no longer the case. Those witches she came into contact with were humble, unlike anyone she'd met in her own clan. They became her friends, and they did not adhere to the hierarchy of her clan. Among them, she was equal, and they showed her that there was more to life than power and fame. Sure, she might've picked up smoking cigarettes, dressing differently and speaking less formally from them, but they taught her passion and freedom. With them, she was someone. Happy. Ambitious. She had a good reason, finally.

This was unacceptable. By the time Iris turned 18, Arcturia finally deemed her old enough to deserve some attention. After all, Iris had been an investment, and she needed to see how it turned out. Her disappointment was complete as she ordered her daughter to attend a clan meeting and was simply met with a "No, not interested." That single comment, the only one ever acknowledged by the ba Sitheris from her, got the entire clan up in arms. They quickly launched an investigation and found that she had been fraternizing with lowly clans, shirking her studies in favor for going on adventures, and completely abandoned the core values of the clan.

They immediately shut down all of it. Iris didn't understand what was going on. Though her servants tried to teach her the family values at a young age, they quickly gave up when she told them to eat dirt at the beginning of her teenage years. She excelled at her magics and saw no reason to revisit the basics with her tutors every week. She'd always had a huge allowance she could do whatever with. She never even talked to another member of her family before. Not once, and now they took away her entire world. Banned her from seeing her friends, taking her belongings from her, placing her under house arrest. She was under fire from every side, berated in every conversation, and she was pissed.

Eventually she just said fuck it, and attempted to storm out of the front door. Several servants and clansmen threw themselves in her way, but she was a full-blooded descendant of Maba and tossed them all aside. Then, Arcturia appeared, and with her centuries of experience easily incapacitated her only daughter, and brought her before a court of Witches.

Iris didn't have a say. She was gagged and bound, accused of everything from rebellion to desertion to insurrection to heresy, and nearly sentenced permanent exile before a sister she didn't even knew she had spoke up. She told the court of the new expansions within the DWMA, and how she believed a bit of formal education would do the rebellious youth good. In the end, Iris was dishonorably stripped of her official status within the clan, had a seal placed on her to repress the majority of her magical abilities, and was shipped off to the DWMA where she was to "learn some manners" that she might regain their faith one day, if she returned begging on her knees.

Of course, Iris isn't interested, but she wants her own God damned powers back.
Magic

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Lernaean Arcana
The household magics of Clan ba Sitheris is a series of arts derived from the rare and powerful creatures known as Hydras. Their vast reserves of innate magic allows them to master these rare disciplines of biomancy, vitriomancy and transmutation to become close combat masters beyond the limitations of ordinary witches. Due to the restrictions placed upon her ability to manipulate magic, Iris can no longer combine and freely bolster her spells entirely freely. All the same, her combination of physical magical disciplines allows her to reach extreme bursts of pure physical strength by way of long-lasting physical altercation spells and retention of muscle mass.

Magical Potency
In terms of raw force, Iris was teetering on the brink of fifth level magical potency prior to having her magic sealed, but is now confined to having to make quick and accurate use of first or simple second tier spells.

Focused Disciplines

Regeneration - [Biomancy] - An inherent spark of magic force all members of ba Sitheris to deny death its grasp on their physical forms. With the pureblooded members this could go as far as surviving otherwise fatal injuries and quickly recuperating in the midst of combat several times over, but Iris' hampered magic could at most restore a limb if strained. Iris uses this ability to maintain her physical strength and durability beyond the limits of humans, and to keep herself from getting fatigued in the heat of combat.

Partial Transformation - [Biomancy/Transmutation] - Once Iris bore the skin of the Hydra over her own as if donning a coat, but now the massive muscles and tough scales seem to fit her poorly. Her most potent form of offense comes in the form of partially transforming claws, tough hide and brawn onto her body to physically assault her opponent, and at most form an extra limb.

Acid Biology - [Vitriomancy/Transmutation] - The legendary Hydra's blood and breath are all suffused with poison and acids, and ba Sitheris answers in kind. Iris can transform her mouth to accommodate for dangerously corrossive acids that she can spit at targets within medium range, and transform her lungs to produce toxins with her every exhale, endangering all who are close enough to breathe it. At its most powerful Iris can currently muster, she may fire off a fist sized bolt of acid up to fifty feet capable of digging through steel alloys, but she finds it more functional in smaller more clever applications.

Physiological Alteration - [Biomancy] - Halfway between transforming into a Hydra and stitched your wounds back together comes the school of magic catering to the repurposing of biological reactions. The main purpose of this ability is for Iris to gain function and control over secondary limbs she creates, but she's found other minor uses for it, such as firing off her hydra scales as mid-range slashing attacks. This ability in combination with her expertise with partial transformation can elevate her physical might far into the realms of fantasy for the briefest moment, but as this drains her mana faster than anything else it is the very last option for her.

Minor Disciplines & Applications

Biological Decay - [Biomancy/Transmutation/Vitriomancy] - Though not one of her focuses, this magic is so very similar to the ones she already uses to transform that it was easy to learn now that she needed more tricks up her sleeve. It is not the ability to force decay upon others, but rather the ability to mitigate loss of energy and power. In combat she often "sheds" her transformed limbs as sacrifices to gain an opening, and using this magic she can reabsorb some of her energy from said limb before separating from it like a salamander losing its tail - sometimes even imbuing it with acid, should the limb shatter from the blow it absorbs and spread vitriol around it.

Spark Manipulation - [Pyromancy] - Iris taught herself minor Pyromancy as a passion project, which has now been reduced to little more than the ability to create sparks of heat. She's found some use in this, as combining this heat with the gases some compounds create when broken down with her acid can create explosions, making many corroded spots on a battle field into potential land mines.

Arcane Senses - [Arcane] - Sensing and understanding magic is second nature to a natural talent, and no level of seal will undo that.



 
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Miroku
1658810627031.png
Silver Bullet

Age:
20

Gender:
Female

Species:
Human

Traits:
Weapon

Height:
190 cm

Hair Color(s):
Ashen grey

Eye Color(s):
Yellow

General Appearance:
1658810691260.png
A tall, athletic woman with lean musculature, long, silver hair, and cold, grey eyes. Her body is marred with numerous scars as a result of her violent tendencies and her failed conquests against Mages and Witches alike.

Personality:
Chillingly furious, is what most would say about her. It is no secret to those who are familiar with her that she wants to paint the walls red with the blood of Witches, but her cool, calm, almost apathetic demeanour almost always gives those she meets for the first time the wrong idea about her. She is, by far, the most consumed by her need for vengeance that anything and anyone in her path will find knives aimed straight at their throats. She is on a warpath, and she seeks That Witch so she can end the hatred tearing away at her heart.

It isn’t that she hates all Magic Users and Witches. Far from it. She genuinely feels bad after attacking one that did not deserve it, but she pushes her guilt all the way down. She didn’t have time to feel, she didn’t have time to pity them. She had to save all her energy to pursue her mark. Every second she spends crying over every drop of spilled milk was a second she spent not training, not readying herself for the grand finale of her or That Witch’s life. Even if everyone hates her, even if she was marked as a monster, she didn’t care. Her duty and calling were her focus. She would grieve and make amends after she was done. Maybe she might not be alive to do it. Either way, the people she has wronged will receive their recompense.

She does not trust anyone, and the less said about her trust issues with Magic Users and Witches, the better. She sees Meisters as a tool for her vengeance. Approaching her is akin to approaching the eye of a storm. She doesn’t like people in general, and prefers to keep to herself. Everything she does, every order she follows, is simply a stepping stone for her towards the end of her hunt, whether it is to make herself stronger, or to get herself closer to her goal, she will do it. There are times that she shows surprising restraint to debase herself so she can curry favour (as much as she can, anyway) with others. After she has achieved what she has set out to do, though, she returns quietly to her cold, apathetic self.

It is notable that her hate and spite have yet to completely take over her common sense and ability. There is a respectable level of self-control, despite what her records say about her, and motivation that powers her through the inviting madness, and the noise that her own soul generates

F.A.T.E. Status:
Miroku has assaulted several people in the past unprovoked, and is prone to disturbingly calm fits of anger, resulting in her being placed in the original Paean Program. Most of her fury is directed solely towards Magic Users and Witches in general, and she has broken a great number of rules and regulations, and has disobeyed direct commands and orders from superiors for the sake of her own twisted sense of justice. She dropped out of DWMA after increasing amounts of 'incidents', and disappeared out into the wild for a time. During this period, she has been reported to have assaulted Agents of DWMA. She later came back to the DWMA to make another attempt at her training there. Her reasons are clear enough, and due to that and her records, she has been placed in FATE as a way to monitor her and to see if she could feasibly turn away from that path that so consumed her.

Compared to her Paean years, she has calmed down significantly after some remedials, and is more likely to listen to orders, but still holds an insurmountable level of hatred and anger towards Magic as a whole. It is advisable for her to be kept at a distance from fellow Magic Users, or to be at least tethered in some way to someone who can control her. There are exceptions to this, such as when attempting to increase her tolerance levels of people who utilise Magic.

She has been advised to remain in her Weapon form so as to 'not cause any further incidents' during deployment, but even then, any Meister partnered with her may need to be wary, in case her own bloodlust overrides their common sense.

History:
Miroku’s parents were a werewolf and a human demon weapon. The former had fled his clan, in an attempt to find a life outside, before meeting her mother, a recent graduate from the NOT classes, who cared for him after finding him almost starved to death outside of her office. They were married much later, and they had little Miroku. Miroku attended a fairly normal school, and though she was ostracised by her peers, she always found comfort in her parents’ arms. They loved her, and though they occasionally argued, they loved each other as well. She was happy with that life. She was glad to be alive with her parents.

That Witch entered her life when she was 10. She was a friend of her parents, and though Miroku started off being apprehensive of her, she soon found another friend in That Witch. She never knew her name, and only called her Ms. Witch. She didn’t mind. She was funny, she was strong, and most of all, she didn’t care that Miroku was what she was. Things changed when she was 15. Miroku returned home to find a crowd surrounding it. The small apartment was thrashed badly, with everything inside destroyed. She could barely make out some blood stains across the floor. Whispers from the crowd mentioned that That Witch had visited earlier. Just before the police was called, the neighbours had heard noises from within, but by the time others had come over to investigate, all that was left was the mess. Miroku was escorted to safety, and was told to wait while the police searched for her parents and That Witch. 48 hours passed, and there were no results. Weeks passed, and there was no news. Slowly, her mind began to warp the facts. That Witch must have killed them. She took away the one thing in her life that gave her any comfort. She packed her things into a small bag, and set off to find her parents and That Witch, herself, her way. She couldn’t trust the people to find them for her. She had to do it herself.

Her aimless wandering soon brought her to the DWMA, the only place that had any agency to the knowledge and to hunting witches. There was no question about it- she had to join the DWMA as a student, as a stepping stone towards the truth and her vengeance. It did not start well. Within the first year alone, she assaulted several Magic Users after losing herself, injuring both them and herself. Her self-destructive inclinations were a hazard not only to the people around her, but also herself, and she was subsequently placed in the Paean Program knowing that if she failed this, she would not be able to continue her hunt properly, she forced her fury and anger down, suppressing it as much as she could. This worked, for the time being, until her anger lashed out again. Distraught and furious at the DWMA and, mostly, herself, she dropped out of the DWMA and the Paean Program entirely, trying again to furiously cut her way to the truth that lingered just out of reach. Many moons passed, and she forged herself and her skills through the fires of wanton battles of her own, going as far as to accost several Mage agents of the DWMA during her investigations. Many of these encounters, however, have left her running away with her tail between her legs and licking her own wounds. Once more, she was enveloped in anger and frustration. She was getting nowhere. No answers without getting stronger, and, alone, she was not going to shatter that ceiling that impeded her. She needed power.

She resigned herself to rejoining the DWMA again. Her records lingered with her, however, and she was only allowed back in if she were to take up the next phase of the Paean Program, F.A.T.E.. Still sore from her experience, she begrudgingly accepted. Her hatred had not been quelled, but the results of her last attempt had given the lone wolf some thought. If she sought the power she needed to make her own path, she needed to push that seething, boiling hatred down, if only for the time being. She understands that this is her last chance, and she has dived once more, into the breach, so she can get her vengeance.


Items on your person:
She is fairly minimalistic, only carrying a mobile phone and some cash on her person at all times.

Soul Type:
Her soul has a green hue with pink streaks swirling around it. It has two spikes atop of it that resemble wolf ears. Its hitodama flickers erratically. It possesses the Murderous Wavelength, and she does little to hide it. Her soul generates so much noise at any time, that perceiving it and identifying her is fairly easy, but the cacophony that rings out from it is disruptive and almost distracting at times, and negates other sound-based wavelengths.

Weapon Type:
Shotgun

Unique Traits:
Her Weapon form resembles a heavily modified SPAS-12, bearing a wooden fore-end and stock. Its stock is unable to be folded and is always extended. The most glaring addition to the weapon is what seems to be an ax head clamped and bolted to its barrel. Its trigger guard has been removed entirely, and the trigger itself has been replaced with a crossbow's tickler to allow for its wielder to have an impromptu hand guard, as well as to minimise movement of the hand to access the gun's trigger. Furthermore, the stock that the weapon uses does not seem to possess a standard SPAS-12 grip, and is also thinner than the natural SPAS-12 stock, as if to guide the user to operate it as if wielding an axe rather than a shotgun.

The weapon seems to be in rather bad condition, scarred with multiple scratches across its body, and its blade is stained with blood that just doesn't seem to wash out. It functions just fine, however. One does wonder, though, just how much of this jury-rigged shotgun reflects its human self: a beaten-up, whatever-works weapon focusing on attempting to function rather than appearance. Her weapon form, naturally, fires flechettes of compressed wavelengths.

Resonance Techniques and Skills:
Murderous Wavelength: Miroku's soul is plagued by the excessive sound-generating Murderous Wavelength, allowing her to be completely immune to sound-based wavelengths. It is remarkably loud, to the point that it is almost impressive that it hasn't killed her yet. It is one of the most load-bearing problems that she has when it comes to pairing up with a Meister, as getting through the sheer wall of the noise her soul generates is one of the necessary obstacles they have to overcome in the first place.

Partial Transformation: Miroku is capable of morphing one of her limbs into a barrel of a shotgun with an axe blade attached to it, similar to the one on her weapon form.

Self Resonance: Her years spent of having Meisters come and go in her life, as well as time spent striking it out in the wild as a lone wolf, have led her to attempt to learn and study Self Resonance with some Meisters who were at least willing to teach her. Her attempts do not give her as much of a boost as she would otherwise render to a Meister, but it is enough for her to function halfway decently in combat.

Brawler: She is self-trained in close-quarters combat, but the mishmash mix of various styles have made her a proficient brawler when it comes down to it.

Partner:
-​
 
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  • __ichinose_shiki_idolmaster_and_1_more_drawn_by_sawarakajin__a4352946217658f001feb5f7e5d452ac.jpg
    Name:
    Eloise “Elly” Keegan (O’Quinn)

    Age: 20

    Gender: Female

    Species: Human

    Height: 5’4”

    Weight: 126 lbs

    Hair Color(s): Brunette

    Eye Color(s): Blue

    General Appearance: Eloise is a woman standing at a five feet four inches and weighing approximately 126 pounds. Her coffee-colored hair is wavy and long, usually allowed to lay at its full length and reaching down to her shoulder blades. She has kind, blue eyes that can at times hold a piercing stare that seems to see right through the person holding her attention at the moment and her lips are typically twisted into some variance of a smirk or smugness. For clothing, Eloise is quite the fashionable girl, appearing to put effort into what she wears out and how she looks. She doesn't have any adornments that are typical to her, though she does seem to put consideration into practicality when the outfit is going to be present on a mission or see combat.

    Partner: N/A

 
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Name
Ashi Monsera

Age
21(In the appearance of when she died)

Gender
Female

Species
"Greater Zombie" (Was Human)

Traits
Autonomous Weapon Split Chakram/ "Greater Zombie"

Height
6ft

Hair Color
Blue

Eye Color
Blue

General Appearance
In picture does not have the cat ears or tail(currently having a friend edit that picture). Her skin is riddled with blue blotches thanks to her timelock. A long gold satin glove always covers her left hand to be noted this is to avoid her most decayed part of her body being shown her left hand was one of the most damaged parts of her form thanks to the lost island making it appear every bit of the term zombie and decayed as can be. The majority of the mass is there but the decay of her flesh is very clear, and hideous scaring even the boldest to see it. Her eyes while not hollow have started to sink into her giving her a very 24/7 sour look as if she always judging people which is not the case.

Personality
Though she looks like someone steeped in a sour judging mood, that is far from her actual personality. In truth, she comes off as a businesswoman with proper etiquette, manners, and professional courtesies. She is rather calm barely phased much by anything anymore. If asked for help she is very willing to give her advice or thoughts if asked. She primarily keeps to herself unless directly spoken to or has something of worth to say. Her voice carries with it a somber feel as someone who is clearly out of touch with the times making it harder for her to interact with the going on in the world. Her mental state of being a fish out of water is very much a strong showcase of her will being stable, but sometimes a bit uncertain with her placement causing her some verbal confusion with people. Which more than on occasion makes things just awkward for everyone when she responds to them clearly with no understanding of what they actually meant. This, however, all stems towards humans in particular. Witches and Monsters along with their new standing with the world have her split on opinion. In her time the status quo was much more bloody in response to life to death, but now they are seen as regular people which has her extremely weary yet contradicted as peace has always been everyone's goal. Yet with how the world earned it has her twisted in knots with monsters who use to hunt them for a spot just as much as they did them it was the battleground for holding the line from extinction. With witches, they were a constant alarm for humanity being turned into nothing more than play things, but now humans, Witches, and monsters break bread together as if centuries upon centuries of torture, blood spill, and madness never happened. She is wary of them still no matter how much history has changed the screams, and the wars from her time fill her head any time she sees them. It's hard not to react..... and harder to stay calm with what's been done to herself.

F.A.T.E. Status
Type E Her positioning in the F.A.T.E program stems directly from her displacement in the world with her being monitored and how she reacts to all the massive changes that have taken place during her time trapped in the Magnetic field on the lost Island. Even worse, the mental strain of what she's been turned into has yet to set in as she buries the thoughts clearly in her work to become a full DWMA Agent again. It has been noted she goes out of her subconscious way to avoid monsters, hybrids, and witches with little thought avoiding all interactions. A potential powder keg lost from the time that could explode all at once if her willingness to accept what she is, and how the worlds evolved is eventually pierced through to alleviate the pain she is unwilling to release. Its to be noted that while she clearly distrusts all non-humans given her own situation she seems most lenient on reanimated beings.

History
1589 Egypt a proud weapon was born to two adoring parents, and three excited siblings into a world constantly under attack from monsters, and witches without end. If it wasn't the hunt it was the experimentation, and cruelty of the other yet the Ottoman empire was made stronger by it all willing to answer the call to protect the empire. She was no different nor was her best friend her Meister partner they served the African Branch of the DWMA in proper support or relations with the rest of the world, and to make their home proud. 1610 Egypt a young weapon had agreed to take on a group assignment with her partner Meister it was a big deal directed by the African branch to help an investigation in a far off land yet from there the memory blurs they got to the destination, it was a solid team with a simple goal... something went awfully wrong, people were swept away, something attacked, someone important died, a limb was brutally damaged, and then it kept rewinding and repeated... over... and over again. But then the cycle broke, and finally, the nightmare halted... she was free but extremely wounded. Something was wrong though with her but the disorientation made her memory fuzzy with the only clear thought being to report to the DWMA yet the years had kept going even through the repeats and the rewinds.

It was now 2064, and way too much had changed for her mind to handle. It would take a while but the mad rantings at the hospital would catch the DWMA's ears, and what was discovered was undeniably true. Everything she said matched, and what she was now was undeniably caused by where she said she had been. And though she had survived, and been found by the DWMA she had already been dead yet was still moving she had become the undead her body time-locked to her moment of death, and her soul not yet caught up with the fact it shouldn't exist any longer. Her life though over was still going, and DWMA had a hard to figuring out if they could even help. It eventually would come down to a higher decision to reinstate her agent status under the F.A.T.E Program as a survivor of the Magnetic field from the Lost Island. Yet though she's grateful for one step of stability the new world had her very wary peace with monsters, Witches, and even the new leader Kidd Death. Combined that with losing everyone she ever knew or loved. The advancement of the world has numbed her for quite some time, but thanks to the therapy session offered by the DWMA F.AT.E program, she is steadily regaining her strength and adjusted to her own fate. It is to be noted that given the unusual circumstance of her inactivity she was requested to retake the One Star Test which even without her wavelength abilities back in full force she was able to plow through with her new undead abilities, and still having a bit of retention to her semi morphing weapon usage.

Items on your person
Golden Left Hand Glove: While appearing as a usual fancy feel-good glove this material can take thrashing as it's not meant to come off by normal means to hide the grotesque hand inside. It has metal plating on the outside acting as a sort of gauntlet Even though it is not needed by any means it's more for Ashi's concerns of scaring people off.

MP3 Player: While quite alright with the advances of technology she has been sticking to this small device listening to numerous history of the world documentaries to catch up on what has been going on in the world.

Soul Type
Appearance is an orb with hollowed eyes a half-circle knife-tipped tail and her hairstyle forming on the top.

Undead Physiology
Very high endurance, increased strength, increased speed, resistance to cold, slight weakness to fire, no need to breathe, eat, drink, or sleep, can tunnel underground (or through snow) extremely quick. In reference to enhancement, her strength is more equal to a Grizzly Bear, her speed is able to match a pronghorn Antelope, and possesses an affinity with the earth, allowing her to tunnel through the ground including snow, sand, or even solid stone as if it were mere water, at speeds nearly that of what she could run at a dead sprint. She does have a form of regeneration and can reattach limbs. Yet this will only regenerate her back to her current regular point there are no methods to heal her body any further than her current status.

Weapon Type
Egyptian Autonomous Split Chakram

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Unique Traits
The chakram form has a dual split form keeping the handle inside the blades reach its recommended to wear gloves if planning to use her secondary form as while it's a safe distance from the blade inexperienced users not used to a sharp hand guard will get cut. For autonomous use, her bladed edges appear on her right forearm and her left foot. Also from her time alive she also has a minor resistance to magic left over from her previous Anti-Magic Wavelength from when she was alive.

Wavelength Techniques
While having been out of the magnetic field for about 3 years she is still recovering traces of her wavelength abilities currently set to relearn minor ones like Standard Soul perception, about 30 feet for regular use and 10 feet for precise sight with the ability to track one soul signature, Wavelength Amplification, and partial weapon transformation. With amplification, her strength bolsters to feet of throwing SUVs around, tips her speed to better reflexive measures, and boosters her Stamina/Endurance to equal a literal tank until she's drained her wavelength source. At max usage, she can hold this amplification for three minutes straight at this time before feeling the drain.

Partner
She has yet to be assigned one at this time since her return to the world.​
 
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Name: Evangeline Konstantine
Age: 21
Gender: Female
Species: Human
Traits: Weapon
Height: 5’11”
Hair Color(s): White
Eye Color(s): Amber Gold

General Appearance:
Eva’s clothing varies depending on her mood, while she can wear vibrant and darker shades she tends to wear more silky clothing or anything that she enjoys the feeling of. She enjoys a slightly baggy clothing type but tends to wear clothing that is slightly heavier than normal due to always feeling a little cold. However on slightly warmer days she tends to go for loose and free flowing clothing, preferring to feel the warm air to fabric.
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Personality:
Vibrant, intuitive, jovial, high spirited and joyous are all words that one could have used to describe Eva at one point. Others would say she would always put others ahead of herself and always had a moment to spare for whomever needed someone to talk to. She was a shooting star and her relationship with her partner was a pivotal part of who she was. Together it seemed like they could conquer anything, and for a time they did a pretty good job at it.

But not everything ends well as following her partner Denni’s brutal death Eva was left a fragment of who she was. She never lost that intuitive and vibrant self but following a year long rehabilitation she was still left with so much of herself out of whack. She became somewhat reclusive, afraid of being out in the field and it left her wholly unable to resonate with a prospective partner. Other issues presented themselves, an old habit of taking supplies, objects and things of use before giving it to those in need arose from the ashes, taking hold of her and causing more issues for the already troubled girl.


F.A.T.E. Status:
Type: A
Due to PTSD resulting from the death of her partner Mid-Resonance Eva has developed several key issues resulting in her becoming a detriment to the EAT program. Fleeing from reassignment teams on several occasions, the theft and subsequent giving away of multiple items including 1 Magitech filtration pod resulted in detrimental PR for the DWMA. The further issue of an inability to resonate with a partner has warranted a Type A classification.


History:
Born to two Humanitarians, Evangeline’s early life was one that was constantly in flux, constantly in motion and always jumping from one place to another. This however was thrown into overdrive at the outbreak of the MIBVI Virus. While her parents were initially recalled to the DWMA to fight they were quickly sidelined and sent out into the MIBVI Response Force, taking their young daughter with them. It was here, among the crying, the sick, the dead and the disillusioned that Eva saw her parents shine like a lighthouse in a chowdery fog. Doing what they could and acting in the best interest of not only their patients but the local populace. Through them came increased aid and food yet they could not remain in one place for long as the virus was everywhere.

Following the creation of the vaccine the family remained on the move, quickly falling from direct aid to a support role, seeking out pockets of infection and providing vaccines for those that were sick. Assisting her parents in administering medication, food and other tasks she also stole food and supplies from their camp, passing it out to those she knew were in need despite the risk she faced in leaving the confines of their outpost. Leaving her parents in time she went to study and learn at the DWMA just as her parents had done before her. Leaving the field behind the young girl felt a part of her being pulled away but knew that her parents had the best of intentions sending her to the DWMA.

Arriving at the DWMA Evangeline was quickly paired up with Denni Korvus, who she would come to know as her best friend and partner. Over the next two years the two made something of themselves, growing closer and developing a bond that quickly spiraled into a romantic relationship. Going out on several missions their ability to dissolve illusions made them a staunch ally in the DWMA’s hunt for outlaw Witches. Proving themselves as a capable pair when dealing with difficult diplomatic situations they proved useful in weeding out misinformation and allowing for expedited hunting of problematic outlaws. Now 18 the pair was sent out as part of a team to find and dispatch an outlaw witch rumored to be using illusion magic. Upon finding the witch, the pair engaged, dispelling her illusion magic but leaving them open to a witch they hadn’t spotted. Beginning to resonate the two melded minds moments before she felt an object pierce Denni’s chest. The following cascade rended the meld, fracturing the soul space and leaving her mind partially broken. Memories of Denni’s rushed in as the realization began to dawn on her that her Meister had just died… or did she? She felt something there but upon being forced out of her transformation a second later the scene said enough.

Immediately set upon by the two witches she managed to flee but ended up passing out several miles from their extraction point. Following her retrieval, it was noted that Evangeline had suffered extensive psychological damage leaving her scarred and reeling from the events. Following a year-long recovery period she had made some significant leaps and bounds, managing to pull herself together from the fractured person she had been. Following evaluation, she was paired up but fled soon after the team was deployed to their first mission. Following attempts had led to the same outcome. Over the following year she had returned to an old habit she developed during her time in the Virus affected areas. This habit involved her taking different supplies/medicine and giving them away to those that could best benefit from using them or those that were in need. This culminated in an event where Eva setup a convoluted plot involving getting a job at a Magitech facility and stealing a Magitech device designed to purify any water placed inside. Taking it from the facility she was working with, she turned around and immediately gave it to a small community whose water filtration system had failed. While immediately saying what she did and its easy retrieval it was still warranted as a step to far. These issues, compiled with an inability to resonate, have found her applying for the FATE program, unable to see herself give up and still wanting to make a difference.

Soul Type:
A somewhat large soul, silvery and almost reflective with broken and withered wings

Items:
- Magitech Communicator
- Magitech Watch
- Survival Combat Knife
- Additional GPS implant


Weapon Type: Lantern Flail

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Unique Traits:
Dead Lights:
A series of Will-O-Wisps begin to form within the lantern itself, gathering up before the sides open allowing the wisps to flow out freely. They dart around and begin to dance around objects that try to hide their true selves, breaking illusions and seeking out objects, people and things hidden by magic and other means.

Balefire Burst:
Twisting the chain, the flame in the lantern begins to burst and fill the entire chamber. The pressure immediately builds, erupts downward in a blue fire that rushes out revealing all illusions/dispelling after images.

Disturbed Wraith:
Through this ability Eva can discern who is telling the truth to her and who is lying. Transforming her arm into the flail she extends it out causing it to flicker and burst as an individual is speaking. If the person is telling the truth the flame doesn’t react, however if an individual is lying the flame changes color and a ghostly voice speaks from around her, voicing its discontent.

Resonance Techniques:
N/A just yet.

Misc:
Eva's eyes change color whenever she is lying, making it easy to tell if she is being truthful.
The latern's light produces a pretty decent amount of light, able to focus it in a specific direction, much like a flashlight with similar properties.



 
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Salem Ossana 5'11" & 190bs | The Good Doctor | 36 Years Old

Appearance
Aesthetically, Salem shares the same sense of style that his wider family is known for, a sort of ethereal goth that transcends cultural movements and social connections. He’s known on the town for his glittering eyeshadow and whispered affirmations. At work, though, he’s got a composed business-casual style that’s all-leather suit jackets and dress shirts with jeans. His sandy blonde hair is always cut professionally short. The doctor is well-built; there’s a steadiness to his movement, always lulling at a comfortable pace, that makes him feel In control of the situation. It’s hard to think much gets past him. His amber eyes are always looking, seeking, watching…

Personality
When people need to describe Salem, they use words like dependable, capable, and independent. Most of his colleagues would call him as a “nice enough” guy. His grim sense of humour is integral to his personality; maybe he never seemed to have much of one in public. It’s this sort of unwavering steadiness that make him so suited to stressful events.
There are a few problems with this assumption, though. Salem is motivated by the admiration of others, but also finds himself plagued by his own empathy; he spends his idle time thinking about all of the same horrible things in the world that those he works for suffer through. It is better, he thinks, to simply not be idle. There’s not a theory about burnout in the world that could convince him otherwise.

Most horrors are within his reach. He knows that his exposure to them will help; he has confidence in his own abilities. But as soon as things become personal – truly personal – well, he doesn’t know what to do. There’s not been too much time to make personal connections among all of this ambition.

Soul: The Soothing Soul.
There is something soothing about Salem’s soul. It permeates through his being; his presence is alleviating to mild madness and his knowledge of human behaviour in conjunction with this makes him an ideal person to suppress episodes non-violently. He looks back on the suppression of a specific person’s breakdown as one of his crowning achievements. Although this is an effect of his healing wavelength, most of his patients forget that he’s a weapon entirely. The doctor has never quite acted the part.
But that ability to heal goes further than alleviating psychological effects alone. Soft tissues heal more quickly under his touch; setting broken bones, knitting together cuts, and reducing the swelling of bruises are his bread and butter. Salem is not capable of brain surgery, or other intense operation, such as that on the ears – but he has been used extensively as an emergency surgeon in the field and is experienced in preventing immediate death in relation to near-fatal injury..

Weapon Type
Salem’s weapon form is a glittering single-shot silver revolver. It is rare to see him enter this form; the only times he would feel so inclined would be if Mira was in danger and needed a weapon to protect herself. He struggles to maintain partial transformation, and often feels like he’s the last person to understand what the hell is going on in the middle of combat, but is a solid addition to any team for utility alone.

Resonance Techniques
Healing Resonance- This technique utilizes the Ossana family’s shared bond resonance to amplify the magnitude of Salem’s healing resonance and utilize Bellamira’s weapon form more precisely for intensive surgery and life support. Salem is capable (within his physical ability) of supporting nonvalid life for a short time during this resonance; his wavelength at its most powerful might be able to replace pieces of organs and reattach undamaged limbs. Mira’s part, while no less complex, is more terrifying to be in control of. She is able to shift her size and length to perform specific cuts, or to cut by an invisibly thin tip, allowing Salem to more easily heal extremely fine opening cuts. This is not Salem’s primary skillset, but is the facet of their shared abilities he finds most fascinating, and it is difficult for him to avoid pushing Mira in a different direction educationally (that she wants no more than what she was originally pressured to do).

Bond Resonance- The Ossana family Is known specifically for their aptitude in the utilization of bond resonance within their extended relations. Salem faces great difficulty in achieving resonance with his family despite that reputation; Bellamira is a notable exception that continues to baffle him despite her usefulness. Maybe it’s her status as a tool of his trade, or his marked insistence on getting to know her from the beginning, but for whatever reason the pair have been able to consistently resonate (and sufficiently apply his healing wavelength with precision) despite Salem’s separation for several years. He can act as a Bond Meister for his younger sibling, Bellamira, but primarily does so to use her as an advanced surgical instrument

F.A.T.E Status: Psychological Consult.
Salem Ossana is a 0-star weapon who graduated NOT early before moving on to higher education. He came back to the DWMA out of those obligations that put him through school, and has indulged his combat therapy specialty through a new position with the FATE program – meister-weapon remedial relationship sessions were getting pretty old. Salem has additional reason to be invested in the FATE program – as a professional involved with the treatment of long-term madness, the good doctor is set apart because he believes that the vast majority of madness is treatable, and sees the program as an way to sway the opinions of the public on post-madness patients.

HIstory
Salem had spent most of his life rigidly and perfectly conforming to expectations.

He just couldn’t help it. There was something that compelled Salem forward; call it misplaced pride or some sort of personality problem. He needed to be important. None of the hobbies he cycled through violently in his early life seemed to draw the attention of his parents; he provided the memorization of tables and figures and facts and they were more impressed by combat sports. Instead, he focused singularly into his schoolwork, where other people like his teachers and mentors showered him with affection because of his abilities.

There were hiccoughs, of course. First was his lack of aptitude regarding the weapon transformation. His cousins developed early; Salem did not seem to develop at all. There was a closeness among some of his extended family that Salem himself never thought he would replicate. The pressure to conform to the familial legacy of weapon expertise was crushing. His parents, Claudia and Joseph, were an active weapon and meisters pair. His favourite uncle had once partnered with his mom during the witch hunts. The knowledge that his mother’s legacy would die behind him sat heavily in his mind in his early life. He couldn't work with his cousins for the life of him.

When Salem enrolled into the NOT program, there were high expectations, and though he never felt any inclination to participate in the bloody side of the DWMA’s business the boy became quickly involved in life about the school. Instead of reconsidering his position in the light of weapon education, though, Salem utilized the more academic opportunities offered by the school and secured a scholarship from the school into Ivy League when it was time for him to pursue his doctorate. A fast-track later, and Salem found himself preoccupied with the suffering of post-MIBVI patients, and his experience on critical frontlines spurred him into pursuing psychology as a second degree. One accomplishment – even in several degrees – was not quite enough for him.

He was all but off at the academy by the time Bellamira was born. He thought, sometimes, that she’d been a last-ditch effort of his parents: their final realization that he would never give them what they wanted forced them to move on and try again. He was an only child, for most of his life, and then he wasn’t anymore. Their attention shifted to Mira almost entirely. He watched them, on summer breaks and in his time between semesters, prevent all the mistakes they made with him that pushed him away from the family and onto a different path. She went to training events four days a week. It was awkward to schedule around.

He came home to visit only out of a sense of obligation. His parents seemed to take all of the credit for his success, even if he felt privately that they’d contributed to none of it; there was a frosty silence that grew between them over the years. Nothing important came through the connection. They hadn’t even told him when Mira set off to school herself, to the same city he’d recently returned to, and didn’t tell him just the same that she’d ran off somewhere in Nevada after deciding she’d never wanted to be a weapon after all. A person might assume that would be big news.

Salem found out at a holiday dinner. The atmosphere was tense; Bella had not come home and the good doctor had debated on whether he should go himself or not. But he’d taken the flight there, and then taken the flight back when he heard the news, and then used several months of leave to locate a person determined to stay missing. He had little authority to inquire about her.

They were basically strangers. First, he let her live in the apartment, just gave her a key and told her to come and go as she pleased. He felt a sense of bitterness at how bad things had gotten. When Mira told him she wanted to go back to the campus with him, he’d been surprised, but several years of witnessing the aimless debauchery out the spare bedroom had left him so exhausted he could only humour her. It was a hope for something productive to come of her, at least. A single prayer.


Partner
Just Bella.


 
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