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Fantasy Feudal skies- CS

Main
Here
OOC
Here
Lore
Here
Rules
1.) Please read both the lore and interest check and chat with me before posting a character. This world is full of squishy people no one is an unbeatable god.

2.) No ability in this world allows one to control the will of another player. Abilities such as that do exist but players will not be able to use them and will have a resistance against them.

3.) Legendary weapons and artifacts are not allowed. Slight exceptions can be made if the item is incomplete, nerfed, sealed, or otherwise must wait to be used to its full potential.

The CS

Image: (Please no real people, anime and fantasy art is preferred)
Name:
Age: (Oldest possible is 80, Youngest is 16)
Gender:
Class: (This is not your role in the ship, things like Healer, Thief, Knight, Scholar, Etc . )
Role: (This is your role on the ship. cook, Doctor, Engineer, Etc.)

Personality: (Give me what your comfortable with as long as its more than a sentence. Im sure we will figure it out anyway.)
History: (Let me know if you need help, this is where you can shine.)
Fears: (Try to refrain from picking a real life fear as this will be used against us.)
Ambitions: (we all have goals right? Even if its just to find a goal.)
Likes: (Three+)
Dislikes: (Three+)

Weapons: (Things you use to hurt/maim/kill your enemies. Will offer help if you need it.)
Equipment: (Things used for other things besides hurt/maim/killing your enemies.)
Spell crystals: (The physical crystals you carry. Include the ones you put in your weapon.)
Spell list: (Spellcasters only. Spells are not things like “Manipulate fire.” They have parameters like “Flame whip” or “Ice Spike”. Please be specific here. I can help if need be. And remember, You dont just fling spells from your hands. You create a crystal which you then put into an object (something made for casting spells not a random thing you pick up.) and then cast the spell out of that object. Your spell list is what crystals you can make, it can grow as the story progresses.)​
 
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Name: Adam Puraguy
Age: 33yrs
Gender:Male
Class: Spellsword
Role: Captain of the Cloudcrasher

Personality: A cocky optimistic attitude can do wonders for your self confidence, and Adam is a prime example of this. Seeming to keep a cool head in nearly any situation and keeping the upmost faith in those he choses to ally with. Adam seems to present as the man without fear, however he is also a man of many secrets and those who know them will be aware that such a facade is in no way true.
History: Born to a Young Waitress aboard a wandering restaurant skiff exactly nine months after it was raided by pirates. Adam was left on the Normandy three days after his birth and raised within the orphanage of the church of the mother. From a young age he displayed a natural talent for athleticism and a warriors spirit…which is a nice way of saying he was a bully. He was a troublemaker who spent most of his time in trouble, but as much as he would pick on others, he was just as quick to pick fights with others for the same thing. Some would call it the actions of a hypocrite, but the Nuns of the church of the mother saw it as a way for Adam to step out of the Dark path he seemed to be walking. Over the years he saw that his actions were wrong, as more than once it was pointed out that he had defended someone from the very thing he himself was doing. Overtime his aggression and drive was steered towards good, and by the time he turned sixteen he was a disciplined and well meaning young man. Exactly what the Normandy Navy was Looking for.

With the sisters blessing he joined at 16 and signed up for the officers academy program immediately. There he excelled in nearly all combat exercises, in no small part due to his naturally athletic build, after all he was already 6ft and built like a brick house at only 16. While he did struggle academically at the start with some tutorship and some chastisement into studying he would actually finish within the top ten in his class academically, in the dueling and spell slinging exercises he actually set records that still hold today. Needless to say these prestigious markings would shoot him up the navy ladder and score him a cushy position as a guard for the Governors family. A position unheard of for one so young to occupy as the now 22 year old Adam was a whole decade behind the next youngest governors guard.

Nonetheless adam would have a career rife with trouble. The governors daughter was a wild teenager with a habit of running away and a prodigal skill behind the controls of a sky skiff. He would often have to chase her down and on more than one occasion it would get them into trouble. Particularly the time she encountered a Gomazoah, and the time with the small pirate crew. However Adam was very good at his job. Perhaps that was why the fall of the Normandy hit him so hard.
~~~
When the Normandy fell it was to a mixture of Betrayal, sabotage, and Conspiracy amongst her enemies. For nearly a century she had lorded across the hemisphere an undesputed king of the local skies with nearly twice the firepower and speed of other ships in her size category. When the ships olympic pool sized radiator blew engineers rushed to patch it, only to be ambushed by the traitorous mutineers. By the time people were aware of the treachery most of the engineering corps had already been dealt with and a small force of nearly two hundred men raided the governors mansion. While he was a major part of the defense of the governor’s mansion Adam knew the moment when they had lost. When a half dozen pirate ships landed on the courtyard he was ordered to be pulled back, along with three other guardsmen, and were sent to get the governor and his family to safety. He and his crew were tasked with getting the governors daughter and another crew was sent for the governor with a third crew being sent to get the governors wife. Unfortunately in the chaos the governors team was killed before ever reaching him, the Governor’s wifes team just made it to her quarters when one of the pirate ship shot a fireball directly through the window immolating them all. Only the governors daughter was able to be saved. Adam and his three cohorts made it to her room and as they left one Guard fell in the hallway as they fled. When they turned down the armory hallway and towards the loading docks a large force of mutineers managed to fire onto the troops felling the other two while adam shoved the governors daughter into the armor and closed the door behind them.

Inside the armory he found one of the traitorous guardsmen Lucas ruffio attempting to steal a variety of treasures from the vault. Among them the Legendary Twin blades of Give and Take. Adam attampted to stop lucas but the two men were nearly evenly matched and time was short, in their scuffle the chin connecting the two blades was cut, and Lucas was able to flee with the Blade of Giving, leaving Adam with the Blade of Taking. Gathering some backup magic crystals, a fancy new pistol, and a fine crafted leather coat he managed to keep the governors daughter safe as he fought his way to the docks where he managed to Steal a luxury cruiser that had been waiting for Its now deceased owner. With that vessel under his control adam vanished for three months and now returns to the airspace that was once the Normandy’s. His stolen ship was modified heavily, the governors daughter was no longer with him, and he claims to be in the market for a crew.

Fears: people learning “too
Much” about him.
Ambitions: To Secure the four Leviathan class Aethereon engines of the Normandy.
Likes: Good Swordsmanship, People Exploiting their talents, Good Coffee.
Dislikes: People who are needlessly cruel, Gomazoahs, Limes.

Weapons:
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Sword of Taking- One of a two part legendary weapon. When separated from its counterpart the magic within it is less than half its full potential. Even still it is a powerful magical artifact. The darker of the two is the sword of taking, upon collision with another magical item or when blocking a spell it “drinks” the magic from the target or spell in question. Doing so will charge whatever Magic Crystal in fixed into its single slot. As a secondary effect Cutting a foe with this blade will seem to thin the blood of the target and increase their blood pressure with both effects growing worse with each consecutive hit, causing them to quickly bleed out from only a few strikes. Due to it being a solid metal blade it is notably heavier than most spellswords making it slightly harder to use.

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The ET/QS- its name means Elegant Texan Quick spiker, and its a slightly newer model made by normandy’s biggest gun manufacturer Elegant Texan arms. It has a specially designed chamber and barrel that concentrates the magical reaction of its firing into an energy spike about six inches long, these energy spikes burst a few moments after impact making it wonderful for downing unarmored targets. It gets the Quick part of its name for having a fast reloading mechanism that ejects a spent crystal and opens a slot for the next one. It gets about ten shots per one magic crystal.

Equipment:
Counter Ambush Magic Shield- A Standard military magical shield which blocks the first attack that connects with the user. After blocking the attack the shield collapses and needs about 30 seconds to recharge before it can block another attack. In short it means you have to hit the user twice to score any kind of damage.

Highborn Leather Coat- A fancy leather coat that can repair itself and resists stains. It also has a slot in the back between the shoulder blades, but it seems to be a specialized slot as no spell crystal he has put into it has worked yet.

Sky strider boots- a common enchanted item among sky sailors. These boots allow the user to step on the air one time per boot, per every three seconds. So it cant let you exactly fly, but you can turn a fatal flaw into a series of moon walk like jumps or take two quick leaps across the empty air between sky ships. They require a low charge crystal be put in the sole of each boot. These crystals will be sufficient for 30 uses with each boot but are cheap and easy to find.

Spell crystals:
X6 Small Sky strider crystals- Used for the sky strider boots these emit a small force field under the foot of the user when they step into empty air. 5 uses per crystal per boot.

X3 Ice Spike crystal- Used for the ET/QS. It allows for the firing of a six inch spike of ice which bursts into a icy star on impact. The projectile can cover 60 yards. 10 uses per crystal.

X3 CAB crystal- Counter ambush barrier crystals. Specifically fitted for the belt only. These hold three used per crystal.

X1 Thunder spike- a anti armor variant of the ice spiker crystal used for the ET/QS. It fires a spike of electrified plasma which discharges on impact electrifying the target for about five seconds. Ten uses per crystal.

X1 Blurry Blade crystal- Designed for his spell sword the blurry blade spell is cast by doing three motions with the sword. Once cast it creates several mirage clones of the blade For the duration of a minute or until a blow is landed whichever comes first. This makes the blade nearly impossible to track making it downright oppressive in sword duels. Five uses per crystal

X1 Heavy blade- A spell crystal designed to fit his sword. Once triggered it will charge the blade with magic. The charge will remain in the blade until it impacts a target with lethal intent. Upon landing the blow the blades weight will be multiplied Nearly a hundred fold at the very instant of impact. The user will not feel this weight increase, but the target most certainly will. Initially meant to be used with spell swords, it is uniquely effective with his heavier metal sword which goes from a mere 6lbs to about 600 lbs in the blink of an eye. Five uses per crystal.

Spell list: Incapable.

Extra:
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The cloudbreaker- the Ship owned by Adam. Once a luxury cruiser it has been modified to have a reinforced hull, Added speed and of course given firepower, all without sacrificing the comfort associated with luxury models. It is 49 meters long, 13 meters wide, and 14 meters tall. It has three decks, the top deck which is outside and where the captains quarters are located. The lower deck which is where the kitchen, med bay, crew quarters, lounge, and library are. Then the sub level which is on the bottom. Towards the back of the sub level is the engine, the sides closest to the wall are lined with mage cannons and barrels of spell crystal ammunition. With the center being the cargo hold and the from part being the live cargo enclosure. While this ship isnt the toughest thing sailing the skies she is certainly a graceful fighter and most definitely counts as “Sailing in style”

 
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Basic Information
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Character Name: Jason E. Riley
Nickname(s): Deadeye, Chef or Tamer
Role: Cook
Class: Sniper
Age: 24
Gender: Male
Height: 6'4"
Weight: 180 lbs.
Hair Color: Black
Eye Color: Gold.

Personality: Jason is a generally mellow and cool person. He's a happy guy with few issues. He is a pacifist at heart, which is why his sound aura manifests the way it does. This, of course, is a mask. Hiding his depression and general mental health. In reality he is in a very dark place. There are times when he just wants the world to turn to ash. He falls into the darkness and cannot crawl out. His sadness is deep and he just wants to fade into a deep, unending sleep. In spite of this fact, he never shows it. He always puts on a happy face and never lets people know that he wants to vanish. He is the first to help and the one who will put everyone above his own needs. He finds himself at peace when in a kitchen, but he is also very much the big brother type. He is not afraid to put someone in their place if need be and he is well known for his no nonsense style of keeping everyone in line. Among the crew, he is probably the most level headed and responsible of the bunch. The one who is always cool in the head and makes the most rational decisions.

Background: Jason never really had a place he felt at home, but he felt at home with his family. His family were rather nomadic, moving with the herds of animals, since they made their living off them. His family specialized in big game hunting, selling their kills in the market for a quite handsome living. This was their life. They spent the days out, hunting anything they could before bringing them in to the market after close. Fur sales and leather makers were all happy to take the skins and coats of the animals they slayed. Butchers were overjoyed to see their kills and their family almost single-handedly made up the entirety of the crystal salesman's profit. They were known through the Sky Fortress as the only people you need to call for a dead beast. Famous and well liked, it was almost a party when their family air ship arrived.

Through this time his family noticed that, even among the amazing shots of the family, he was gifted. It took them a while for them to fully understand, but they noticed he always seemed to hit his mark. He would tell them where the bullet was and he could see beasts that they couldn't even notice. They all consider him the prodigy and the family loved to watch him work. His accuracy was legendary, even among his legendary family. It wasn't long before the family decided that he needed a weapon to suite his incredible skill. One day, they tasked him on a hunt all to himself. He was happy to take this job and as he left, the rest of the family got in touch with several weapons brokers. They asked for the best rifle they could get their hands on, money was no obstacle. Each presented fabulous weapons. Each rifle fit for a marksman of Jason's caliber. However, one in particular showed off a true beauty. The Needler OA-13, one of the only six left in the world. A rifle so infamous that it struck fear into the hearts of anyone who knew its history. It was an easy choice. The broker gave them the weapon and a special kit to maintain it. After a few hours Jason returned to his family and the gift they got him. The rifle was everything he could ever want. With it, that very moment, he shot down a flying beast at a distance he never thought possible. The joy he felt was immeasurable. The family even paid for the broker to teach him to use the kit and how to maintain the gun. From that point on, he enjoyed the hunt that much more. Any chance to use his new gun.

When Normandy fell, the power vacuum was felt in New Miami. The details are much fuzzy, but all Jason remembers was being pushed onto his families crashing air ship and seeing a pirate flying under the colors of Dread Captain Phillips placing spellshots into his entire family. Then, he crashed. When he woke up, his mind was lost. A void in his head. He wanted to live, but he also wanted to die. He spent his time becoming a better shot. Making money with his hunting, getting his animals and finally becoming a pirate.

Fears: He only has one fear. Being alone. He does not want to be alone because he knows that by himself he would fall into the bottomless void of his own head. The thought of that terrifies him more than any monster from another world.

Ambitions: He wants to discover every ingredient known to man. Food has always been an escape for him. A way for him to enjoy life and have a meaningful discussion with someone. Food is his language. As such, he wants to find new ways to have a conversation with people.

To kill Dread Captain Phillips and avenge his family.

Likes: Cooking, his animals and his rifle.

Dislikes: Too much noise, people touching his kitchen utensils, people messing with his kitchen.

Equipment:
Admiralty Robe - A fancy robe he stole off an admiral a long time ago.
Kitchen Utensils- He boasts a large collection of kitchen tools from all corners of the world. Second only to his animals, they are his prized possession.
Special Gunsmith Kit - A kit bought with his rifle, specially crafted for the special maintenance that his rifle requires.

Weapons, Animals and Crystals

Weapon: Needler OA-13
This is different from other magic rifles due to the Aether Round. This is a special part of the gun that contains and concentrates the magical reaction to a fine point. The result is a thin needle like shot. This allows for a far longer range that no other gun can match. This also is a hindrance as the shooter must have pin point accuracy in order to guarantee a kill. However, he likes to use this because it also means less damage to the meat of what he is hunting, meaning less waste and more respect for the animal. Of course, him being such a good shot also helps in a fight.

OA-13 stands for Ogden Aether. It was developed across the Atlantic by the Magistrate Skyfortress’s Ogden Arms manufacturing. They are known for producing custom weapons for wealthy elites. Unlike most models of gun the numbers for the OA and most Ogden weapons represent the number of them that were manufactured. This is a special line of OA rifle that only had 21 models of different guns that were produced by the magistrates for the Sky Riders (basically snipers on flying motorcycles) who would pick off a ships crew from a distance, usually concealed by the glare of the sun or clouds. All 21 of the Sky riders were taken out three years ago by the legendary dread pirate Gunter. Only about six of their rifles were recovered. This one in particular was found on the black market and costs about half as much as the entire Sky ship. Lastly, The “aether round” actually acts as an emitter or lense to focus the reaction and is not something that needs replacement. The gun requires extensive maintenance to continue to operate due to its age and specialized parts. But nonetheless it can pierce most shields and armor with ease.
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Animals: Jason maintains a hunting party of six animals. These animals act like ship pets for the most part, but they are highly trained and are used for both hunting and attacking other ships. Jason is their owner, but they are pets to the entire crew.

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Four Arbor Hounds: Prior to the whole dimensional shattering and magic becoming inaccessible to all but a few and even the limited access was changed drastically from what it once was. During the height of mans manipulation of magic tons of enchantments were put on Dogs in particular, as numerous as the breeds. Arbor Hounds are slightly larger than the size of mastiffs of the past and were specifically made to draw energy from the sun, hence the foliage appearance. As such they have massive stores of energy and strength like the trees they were modeled after. They were built for hunting any size prey and have endurance unmatched by any other breed of magically modified dog. Being dogs, they are fiercely loyal and think of the pack more than anything.











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Two Sky Nymphs: These are some of, if not the, most wide spread and successful earth born hunters. Specifically they evolved in the magic rich new world of Earth and are not monsters from the other dimension. They are around 4 feet tall and one of the most impressive hunters around. Fast and agile in the air with little to no natural predators (predators from the other dimension not included). They are widely popular as pets for their melodic singing and are highly intelligent. Found in nearly every sky space, they're the ultimate sky predator of the natural world.

Crystals:
12X Medium Sky Strider Crystals - Used for the collars on the Arbor Hounds. These emit a small force field under the foot of the user when they step into empty air. 10 uses per crystal, per collar.

10X Minor Movement Crystal - This adds an extra 100 meters of range to a shot. One use per shot.

4X CAB crystal- Counter ambush barrier crystals. Fitted on the collars of the Sky Nymph's. These hold three used per crystal, per collar.

4X Pain Packer Crystals - A crystal that amplifies pain and blood lose in a target. It applies an anticoagulant to increase blood flow and doubles any pain given by this shot. 3 uses per crystal.

3X Umbra Toxin Crystal - A type of poison crystal that is placed in his rifle. These crystals apply a poison that is absolutely harmless to humans. The poison is the same as a localized plant that was made for an herb on human food, but is toxic to basically any other form of life. It is a mild effect mainly used to slow down hunting targets. 5 uses per crystal.

2X Blunt Impact Crystal - A force powered shot that increases the impact force of any shot by 100 times. This is great for slowing or stopping targets. However, there is a chance it will destroy the firing mechanism of a rifle. 10 uses per crystal.

1X Delirium Crystal - This crystal applies a hallucinogenic effect to a target and will cause dizziness, paranoia and hallucinations. These are rare and will not be easily found. 10 uses per crystal.

Theme Song:
 
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Name
Jace C. Frederick
Nickname(s)/Titles
The Prodigy inventor, Red Merlin.
Age
26
Gender
Male
Class
Spellcaster
(Range Support, Utilize guns)
Role
Engineer

Personality
Jace has two sides of the coin to show to the people around him, he is mostly warm hearted and pretty carefree around the crew members. Resting his feet on his desk and lounging about when he is thinking of an inspiration or reading some books. You can walk up to him and just have a chat, he loves socializing and would pretty much throw some jokes here and there. Or you want to just get down to business with him, that's fine too. He doesn't propose everyone to talk to him and is content to whatever they want to give to him.

He can also be seen on the deck at night just lying on the floor and stargazing, sometimes if he feels like it he would even be sleeping on the deck with mr. fluffy on his stomach purring. Careful not to disturb him or his cat would bite, as it pretty much naps around when jace is awake. but very guarded when the man is asleep, that or it just simply dislike it's territory being disturbed.

He may seem aloof and quite careless, however there is a side of him that he doesn't show often. For the title of "The prodigy inventor", he is incredibly intelligent. To the point he hated how stifled his actions became when he was studying in the institution, it dulled his senses and caused him to become cold and analytical. Many expected more from him and he had to throw his emotions away to carry the burden, lest he break under pressure. He didn't make any friends, some might even say he made enemies when he was leaening the ropes. He hates to work in pairs, he would often pile the work all upon himself and to the point of exhaustion.

He is unapproachable at this state, ignoring others to focus on his work. even his cat is fearful of this side of him, often times he locked himself in his room and wont come out for days. He will need someone to invade his space and make him snap out of it, usually he had his brother to do that.

History
Born to a wealthy family, Jace and his twin brother Jake had everything they ever needed. A place to live with luxury and all the effection his parents would ever give, though for Jace onhis world only consisted of him and his brother. Jace was a little different than most children in his age, as his intellect had left most adult bewildered. He doesn't bother with trivial things and much prefers to tinker small products of his own in his spare time. He even invented his own slingshooter that can utilize spell crystals, with the pincher having a small wind up to crush the crystal when launched.

Unlike his brother who is gifted with athletic capabilities, he was the brain of the two. Often aiding the other in planning his future ahead and became their tutor to efficiently improve their academics, while Jace enrolled on the finest institution and accelerated through his classes. Producing quite the marvelous inventions such as one of his greatest to be "Mono", which can lift two people with ease and soar through the sky at high speed with flexible maneuvering in such ease and has a lot of storage in it's comparments.

Though being the "smartest" isn't always a good thing, not one soul wanted to be his friend for who he is and rather they wanted to gain a bit of that brain of his. He despised this and would often argue or even have a fight with them, leaving him with few friends to turn to for comfort. He would bury himself with work and more plans for new inventions, at the age of fifteen when his peers are closing in their twenties.

There are indeed some perks with being the best of the best, it helped boost his brother's career as they both often run errands for their family to the governor's office. He established powerful connections between them, ranging from important political figures to prominent business partners. Though this is where the few times his curiousity peaked as there were rumors of the youngest navy fleet member being the governor's daughter guard, it is safe to assume it led him to have a brief friendly chat with the other for a the couple of times he ran some errands in the governor's house.

All is well, That is till the unfortunate event that robbed Normandy of it's glory. His life had changed in a blink of an eye, with th Navy fleet descending to it's demise. He rushed out of the institution to find his brother, only to have himself seperated from his parents and the others. Under the chaos, he used the skybike he invented to escape from the sinking fortress and watch as the whole strutcure crumble down. The sense of normalcy gone and his family whereabouts, unknown.

Lost he was, his gears shifted to survival. He held onto his knack of repairing and tinkering with stuff which made it easy when he was living without a the fleet ruling the skies, he could go to los vitas but for the first time in his life he didn't need to abide by his so called title. He could do whatever, make whatever and live however he liked. Freedom felt utterly sweet, yet lonely. Not long he found a stray cat who is lost just like him, he adopted it and called him Mr. Fluffy. The cat became the very thing holding his sanity together, while he worked on the fly to wherever he could go and peiple would start speaking his name whenever they needed something done. "Red Merlin" they call him, that is when he finally get contacted by his old acquaintance. The great navy guard who is now looking for the right mechanic to modify an intricate machine, why it was considered fate. He ditch his works and immediately flew to reunite with his acquaintance, whipping the machinery of the luxury cruiser back to top shape while also solidifying his role as the engineer. He became part of the crew and once more he had regained some sense of normalcy.

Fears
Losing his brother, Not living up to people's expectations.

Ambitions
To reunite with his brother, To invent his own Air Fortress, one that would never sink.

Likes
Tinkering, Inventing new stuff, crustacean cuisine, explosions, animals, praises, stargazing, reading books, smoking some cig, his brother.

Dislikes
Rules that stifles his creativity, spicy foods, bugs (must crush em), non constructive criticism, the sun burning his skin, coffee (yuck, but caffeine is a must), his former classmates in the institution, his title, expectations.

Weapons

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Cana
His main rifle. A big gun that he invented from parts of a broken heirloom he discovered in his family's house. It is quite heavy and use up one crystal for each shot, only specialized crystal that he made is the best ammunition for this handmade invention. Precise yet slow, It can reach up to 25 yalms or even more. However it's firepower is pretty much useless on a range lower than 15 meters. Not ideal for close quarter combat.

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Cirin
His second weapon that he invented from certain parts of said artifact, It is light yet deadly. Though poor in accuracy, it is the best when utilized for close ranged combat. Using up 3 shots for one crystal, likewise his other gun. This one is best to be used with specialized crystal, Note that the range could not be higher than 5 meters as it would fail to reach such targets. It is the best coupled with sparks, or Crystals that would implode immediately form the barrel amplified with it's design to effectively disperse the magic from the crystal itself.
Not ideal for precise shots and Ranged Combat.

Equipment
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Hover bike "Mono"

His most proudest of inventions, it uses two large sky striders crystals to fuel it's engines and stabilize the thrusters mechanism. Has a lot of secret comparments to store his guns and crystals. It can soar up above the clouds and the crystal will fuel it for 5 hours while it's top speed is up to 190 mph. It can be hard to steer for those who aren't used to it's finicky controls but it maneuvers through obstacles with ease and can make sharp turns in the last seconds.

Spell crystals
(X4) Large Sky Striders Crystal- Used to fuel his Hover bike "Mono", It stabilizes the machinery and help optimize the thrusters to levitate the vehicle quite flawlessly.

(X4) Medium Force Charged Crystals

(X5) Force Implosion Crystals

(X5) Bullet Force Crystals

(X7) Frontal Combustion Crystals

Spell list
Comet- Cast a ball of fire to pierce through multiple layers or surfaces as fast as light and immediately cause for whatever came into contact with it to combust into flames. (if flammable, if not it would only singe them)

Frontal Combustion- Causes an immediate combust to the front of the barrel. Covering about 3 meters to 5 meters of it's cone area and causes sparks of flames to affect it's target if the immediate explosion did not wound them already.

Bullet Force- Casts a spark to soar up into the air before shattering into pieces and descends into the targeted zone to rain hundreds of bullets that covers 15 meter radius.

Force Implosion- Casts a bullet made of fire which pierces through most armors and even the ground itself and causes it to implode into flames and combust in 15 meter radius.


Extras
Has a grumpy looking cat named Mr. Fluffy, will bite and scratch none crew members. Hates other animals and gets jealous easily when Jace is talking with other people. Is a neat furball, can be seen nudging stuff into place and annoys Jace till he clean his workplace. Secretly judges the inventions Jace made.

Music Theme
(Main Theme)



(Main Battle Theme)
 
Name: Larastek Tuhedel

Titles: Maskbearer, Last of the Seventh, Host of Drûn

Appearance: A shorter than average, almost diminutive figure, his squat form well-suited to the cramped interiors of skyships. Almost always adorned in the traditional robes of his order, a black veil obscuring the face. Not exactly an unusual choice, considering his background. The Reclaimers view the obsfucation of one's features as a positive, separating oneself from Ego and allowing greater focus on their work. Move it aside, and what one sees is enough to chill the bone. The face is gone, eaten away and replaced with a facsimile of ancient flesh and cartilage. Tendrils of biomass hold it in place, the roots deeply seated within the mans flesh.

Age: 27

Gender: Male

Class: Psionic

Role: Quartermaster

Personality: Rude and almost always with a sour note to his voice, seeming to value the equipment the crew requisitions than the crew itself. Has a personal obsession with things stemming from the mythical 'Old World', viewing such objects with an almost holy reverence. Another common trait of his people, the Reclaimers are infamous for their hoarding of valuable technologies.

History: A member of the Seventh Order, the Reclaimer compliment aboard the Normandy since birth, Larastek was a devout member, indoctrinated as much as any of his other fellows. His particular aptitude when it came to mystical knowledge, in addition to possessing the rare aptitude of spellcasting, earned him the prestige as a Lorekeeper. The combination of bureaucratic and logistical duties soon swept the young zealot into a sea of boredom, and he pit in a request to be allocated to a field team. One which was granted. Despite the mission ending in a net success with the recovery of several important artifacts, the loss of several team members quickly quenched Larastek's thirst for adventure, and he proved more than amicable to the comforts of a desk job once more.

The attack on Normandy was unexpected, unprepared for. Within the span of a few minutes, internal perimeter defenses had fallen, administration offices seized and their occupants killed soon after. Acting fast, Larastek gathered what precious few artifacts he could carry as his brothers and sisters held the line. A breach. Cornered. They came at them with knives, butchered the clerics and clerks as to save their ammunition.

A voice broke through the chaos, an insidious whisper. The promise of power. To save not just his life, but those around him.

All he had to do was say yes.

Larastek agreed, what followed was a crimson blur.

Shortly after the gap in his memory, he awoke aboard an escape pod, the captain standing above him. His lifeboat had been interdicted by the cloud crasher, one of the few with any still living occupants.

With no word of the fate of his brothers and sisters, Larastek saw little reason to refuse the captains offer.

Some time in solitude would perhaps allow a solution to this thing attached to his face...

Fears: The destruction of valuable artifacts, the loss of himself to whatever inhabits the mask he now bears.

Ambition: To refound the Seventh Order, to restore humanity to a golden age. In the short term, find a way to get this thing off of his face.

Likes: Reading, tidiness, punctuality, (occasionally) tinkering

Dislikes: Pests, excessive noise, messiness

Weapons/Equipment:

Face of Drûn: A slab of eldritch flesh, taken from a god who's name has long since been lost to the ever marching beat of time. Until recently. As the bearer of it, Larastek is beholden to what remains of its power, giving him posession of a repertoire of exotic spells. In rare cases, the mask has been shown to possess self-defense capabilities. Several tentacles tipped with razor sharp organic blades sprout forth to deal with whatever may do it harm, a lesson Larastek learned rather painfully when he tried to remove it by force.

Knife: Sheathed just under his wrist, hidden by heavy robes. Useful to surprise someone in a pinch.

Fireball Deringer: A personal protection weapon, designed to be fired up close and personal. Compact, it is nonetheless powerful, capable of blowing a rather sizable hole through a man at close range. Rather useless outside of that, the focusing matrix utilized is too weak to hold together a shot for more than spitting distance. Maximum range of five meters.

Spell Crystals:

3x Deringer Ammo crystal: Little fanfare. Fairly potent for their size, but that's all.

10x 'Feeding' Crystals: Pumped full of unfocused, seemingly useless, energy.

Spell List:

Sever: Requires the consumption of a spell crystal. Temporarily interferes with the targets sense of balance and renders the fine-control of their limbs wild and sporadic, fatal on the deck of a skyship.

Probe: An alien and unnatural intellect, slipping and sliding across their minds. While merely extremely discomforting and anxiety-inducing when unfocused, the consumption of a feeding crystal allows for specific queries to be made by Larastek into the minds of the weak-willed, allowing for the gleaning of information. Such a process is rarely clean, however. A 'clean cut' is almost impossible, forcing Larastek to contend with an influx of days worth, sometimes even weeks worth, of new memories. In addition, it has the nasty side effect of leaving the victim a barely functioning husk.

Illusion: Fears are plucked from the victims mind, seemingly made manifested into reality. The more 'feeding' crystals are consumed, the less superficial and more intense these waking nightmares become, to the point that some might die of fright entirely.

The Truth: Drûn, or seemingly what remains of it, speaks through Larastek. A series of eerie whispers, spoken in a long dead language soon enough turns into a crescendo of horrifying revelations that the human mind was never meant to understand. Those within earshot are often driven mad, brains hemorrhaging and psyche evaporating as they are made aware of truths not meant for the ears of mortals. The effect stacks with the number of crystals consumed. Despite being the most powerful of his abilities, it also has some of the worst side effects. A mortal body cannot channel eldritch energies without repercussions. A torn throat, shortly followed by internal bleeding and unconsciousness, after that, death.
 
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(Please note that although you cannot see it there is a birthmark on his chest where it meets the shoulder in the shape of a spade)

Name: Calem Doe
Age: 22
Gender: Male
Class: Thief
Role: First mate

Personality: Calem is usually the silent type at first. In fact, to some he can hide his presence so well that they might not even notice that he’s there which is how he likes it sometimes. After some time spent with him, he does eventually open up, occasionally with a snide remark. However he still seems like he’s holding something back but that more has to do with him not wanting to let others in. He tends to be more comfortable talking around animals than people and seems to open up to them more.

History: (Before the fall of the Normandy) Calem was born as the youngest son to a prestigious family. He often ran around his home and was easily able to avoid being held for too long and getting into places others might not think to look at. One of the most comfortable places for him was on the roof of his home, often looking at the sky and stars. One day his uncle started a coup and slew his entire family. At the time he was only 7 and was taken away by a tutor who managed to get them away. For the next few weeks, she taught him what he needed to know and how to survive in the world they now found themselves in. While he was still sad over the loss of his family, he did feel happy at times if only for small moments. He was taught to keep a low profile and even learned how to escape from those that would try to catch him (his uncle having placed a bounty). Soon however he would lose the other person he cared for. One day, a pair of men killed the tutor in front of him and took him away. When they tried to restrain him, he was able to avoid capture. The leader, who went by Harcove, became impressed by his movements and resourcefulness. He offered to teach him and work for him and in exchange he wouldn’t turn him in, reluctantly he agreed to the terms. 15 years later, Calem had become a skilled thief with a mastery over his craft. He’d never been caught and seemed to always get whatever treasure he was after. He was trained in swords and knives, how to pick locks and detect traps, skills he’d need for his work. However, he never forgot his past or the way Harcove treated him as he forced him steal whatever he wanted and often demeaned and degraded him and constantly threated to turn him over if he tried to stop him. He only needed to wait for the moment. That came when the Normandy fell. While everything going on was tragic it was also the perfect moment to escape. Finding a body that looked close enough to him, he switched clothes, left the weapons and tools he had, then destroyed the man’s head so that no one would know the difference between them. Now free of Harcove, Valence made the decision to get his revenge. He continued to hone his fighting skills and even adopted a monkey named Cy (loyal but only ever is used to distracts really). Now what he needs is a chance to get close to those who wronged him and he can make them pay.

Fears: His past coming to light and being turned over

Ambitions: Revenge against his uncle and against Harcove and restore honor to his family name as well as see the world

Likes: To sing often told he has a good voice, looking at the stars, animals
Dislikes: Taking from those in need, narcissists, people who love needless destruction

Weapons:
Throwing knife
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Dagger- Flash
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Pistol- Bang
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Short sword- Hush
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Equipment:
Standard thief's tools (lockpicks, a metal file, ect.)
Spyglass
Magnifying monocle
Shadow coat (blends into the surroundings easier)
Smokescape and Foggy Night- each of these are devices loaded with a mix of Fire, Air, and Ice crystals in different amounts to produce different effects. Smokescape resembling a metal cylander creates a smokescreen almost instantly that can cover up to 7 meters instantly while Foggy Night resembling a music box creates a thick layer of fog over time over an area up to 20 but takes 30 minutes to fully cover an area
Modified Utility Cargo Disk- a three foot disk of metal with a slot in the middle for gravity crystals when deactivated it is only 6 inches in length and travels faster that normal MUCD

Spell crystals:
X 3 Light crystals small in his dagger that is used to temporarily blind his opponent but needs 5 minutes of rest
Smokescape X 3 Fire crystals X 3 Air crystals
Foggy Night X 2 Fire crystals X 1 Air crystals X 3 Ice crystals
X 2 Synchronicity crystals for his throwing knife in a bracelet he wears for each one only able to move the knife to him
X 6 Anti-gravity crystals in MUCD
X 5 Boom Strike Ammo crystals- normally used to amplify sound these crystals create a small shockwave when they hit something that releases a power soundwave as a result
X 5 Phosphur crystals- when smashed it resembles a small non heated fire that usually acts as a signal for help when converted into ammo can be used as a flare​
 
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Kristina Haerlo
"The Amythest Witch"
"The Prophet of Levanna"
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"I can't let my crew down."
Basic Info

Age:
25

Gender:
Female

Height:
150cm

Build: Slim, toned
"I specialize in support but I can still wield a weapon."
Role and Weapon
Weapon:
Bow and arrow, dagger,
(dagger has slots for crystals)
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Lady of The Moon's blessed ring (not a weapon, used as a healing tool, when no magic crystal is within, Kristina keeps amethysts said to be blessed by Levanna herself they hold no power just much faith within those spots)

Role:
Spellcaster

Class:
Healer

Spells List:
Starlight's Divinity (minor healing, pure white crystal)- basic first aid, commonly used to fight diseases. A Bright light emits when the crystal is shattered covering minor wounds and healing them.

Comet's healing fire (Mid-healing, iridescent red, orange crystal)- heals broken bones, and repairs internal damage (ruptured organs if still alive). Fire consumes the target

Levanna's Miracle (major healing) - can cure terminal illnesses, can stop death from grievous injuries, regrow limbs if not already scarred over, and stabilize a dying person. Star-like orbs surround the target and heal what has been lost.

Spell crystals:
10x low-grade healing crystals (7 arrows 3 crystals)
6x mid-grade healing crystals (Fit into the small slots on her ring)
1x High-grade crystal (Very old, made with her mother, barely fits into the large gem slot on her ring)

Equipment
Basic healing equipment. Bandaids, gauze, antibiotics.
Her herbalist bag and equipment, mortar and pestle, jars, bowls, bottles, books


"People say I am too kind and I laugh in their face."
Dig a Little Deeper

Personality:
Kristina is kind at heart, almost too kind. She is a caring soul and wishes to heal the crumbling world around her because of this she tends to be very nurturing and mother-like at times, she has no problem taking charge when it is necessary. However, she is often a bit awkward and has childish tendencies. Like bouncing on her feet, twiddling her hair, and chewing on a fingernail. She is a very joyous and quirky woman, she loves the beauty in the world and will never pass up an opportunity to look at new sights and meet new people.

Unlike the followers of the Mother, who tend to be a bit difficult for Kristina to deal with, she herself is curious and doubts what she believes deserves it. She does not just blindly follow her religion. She is genuinely happy to be alive always praying to her goddess thanking her for the opportunities she has been given. She worships the moon, stars, and the night, pulling energy from around her and drawing it from the moon and from nature. She cherishes life in every form and does her best to never hurt without proper reason. She thrives at night, doing most of her spellcasting/crystal-forming at night bathed in the moonlight. You will often find the witch singing at night on deck or pulling one of her fellow crew members into a joyous dance. Kristina has this kind of joy that is contagious by just a smile.

She is a great listener and will never impose her beliefs on others. Many people in her hometown would often come to her to also help heal their internal/emotional wounds as well. She has no magic to heal this but her advice was sought after by many. She will always help someone in need whether it is an ally or an enemy. She can be gullible at times and many will take advantage of her kind nature and try and trick her. Kristina is very clever and weighs out her options before jumping into a situation. She does trust too easily but she will collect "intel" on those around her. Getting herself attuned to the way they are and what they like and dislike.

Don't be fooled by her loving nature. The world has torn her heart apart and the goddess Levanna mended it. She has no problem letting others deal with the dirty work or setting something up as the sorts. She will not physically harm without good reason but she has no problem doing what must be done. If it is really unnecessary she will object but if her crew is in danger she will not hesitate to kill.

Ambition: To find the fabled stone of love and her mother (Look into the history, don't want spoilers here)

Fear:
To never be wanted (Look to history)

Likes:
Reading, dancing, singing, storytelling

Dislikes:
Apples, needless noise, careless behavior, reckless endangerment of others



"I've read and heard tales of my own adventures, they amaze me. Even if they are a bit expanded upon."
History

Kristina is the daughter of the prophet of Levanna, The Lady of the Moon, cherished healer of the stars. Her father was a simple craftsman creating whatever was needed in their small village. She has always been surrounded by nature and Levanna herself. With her mother being the prophet Lady Levanna wished for Kristina to succeed her mother and become the next one. Unlike most spellcasters, Kristina did not figure out she was one herself until she was eight. She struggled with feeling like she did not belong in the church or didn't deserve the opportunity given to her. She did not have any talents or an affinity for magic. Even though she did not show signs of being able to perform this skill her mother still taught her the way of a prophet since no special skill was actually needed to become one. She taught her how to connect with nature, Levanna's practices, how to wield a weapon and how to bear the prophet's sight.

"One must not fight the vision. Let it flow into your being and hold onto it. Struggling or panicking will only lead to pain. Lady Levanna chose you to succeed me not just because you are my daughter but because of your heart. She sees how much you can love and how your heart does it unconditionally for anyone." Her mother had told her.

Kristina did not let bias control her love and determined how she would treat someone based on their history, personality, and age.

She became very attuned to nature and the animals that live within it. Especially a Raven that she called Cirec. She was gifted to Kristina by Levanna just as her mother has received an animal. Cirec kept her company when her mother was called for her prophet sight and when her father was out working. The small church they had did not welcome Kristina with open arms as they did with her mother. All of the sisters held a skill, most were spellcasters, skilled healers whether it be by magic or by nature itself. She was not either. Kristina had the knowledge of an herbalist and could do what others did within the church. But she was often ridiculed by the other kids and adults for not possessing her mother's powerful magic. Some of the kids would spread rumors among the town telling others how Kristina just tamed the bird she has and claimed Levanna gave it to her. No one would listen to her mother when it came to information about Kristina herself. She was just too odd for their liking. She was a free spirit who was rather awkward at her young age while the kids of the church were well-mannered and talented.

One day her beloved Raven was "accidentally" injured by some of the children of her mother's church. They claimed that it had flown into one of them and on instinct, they flung the bird to the ground and fended it off. Kristina didn't believe anything they said and wept over the broken wing Cirec has gotten. She knew her mother could fix it but she would be in session for the rest of the day and it was merely noon. She felt something she had never before, a yearning to be someone. To be powerful like her mother so no one could hurt who she loved whether it was her "allies" or enemies. She felt a push and a tug and knew something stirred inside her, she could always feel it. She just denied herself that power falling submissively into the name people gave her, powerless, talentless, useless. There she began to cast a spell brilliant amethyst light showed from her fingers as she began to work. She followed her mother's instructions and wove her intent into the spell, followers of Levanna always cast with intention as pure as the caster could muster. It took her hours, four to be exact and the other kids watched in awe. Kristina was truly powerful, it took some of the seasoned spell casters four hours to make what she had and Kristina had never done it before. She healed Cirec and stood her ground with the other kids.

"To break Lady Levanna's practices results in the loss of her faith." She had recited her mother's words to the kids, "None shall harm another living being without great cause, only if another life is at risk. Violence should never be the first answer." The kids have wept for forgiveness and Kristina would always give it to those who were genuine.

Even with her newfound power, she was not welcomed openly. Her sisters were kind to her face but spewed horrid words about her behind her back. She was too powerful and a danger to them all they has said, yet Levanna still gave her sight.

She worked in the church at her mother's side for another seventeen years. Kristina knew the church would never take her as their prophet and worked with her mother on expanding her magic ability. As practice, the two would work to cast a spell that formed a crystal so powerful it could save a dying soul.

Word had gotten out over the past ten years of the prophet of Levanna and her vast knowledge along with her supposed devastating power. People from all over sought her out for her power, many threatening to kill and ruin her beloved town for a crystal to stave away death. That is how the slaughtering of her church and village happened. Kristina had worked tirelessly to produce these crystals with her mother to prevent the violent threats of the people who sought her out. Even though she had done what was asked of her one-man, nameless to her, wished for more. Wished to be forever "invincible". She could not do that for him, his heart was greedy and she knew it. He demanded that she joined his ship and she had declined, for her place was there at her church. He had tried to force her but her father had intervened and had managed a sloppy stab to the side. In front of her and her mother's eyes, her father was gutted. They could do nothing to save him as the man began who they quickly found, was a spell shooter. Setting her church ablaze and slaughtering the people. Her mother and she were separated, pulled apart by men who sought their powers. This was the first time she had to put her skills with a weapon to the test. She had managed to punch the man who had a hold of her and snatch up the dagger her father had used on him beforehand.

"I will not leave when my people burn." She had said and stabbed him in the neck throwing him onto the ground searching for the crystal she and her mother had made. She stole it from him prying his dying hands from her body. "Now burn for eternity alone."

Her mother was taken away and she never saw her again. Everything she knew and had was gone, burning in front of her.

She had left everything behind searching for her mother and the fabled Stone of love hoping to revive her father with it. She made money creating healing crystals for anyone who offered the most money. Soon she heard of a ship searching for crew members and sought it out looking to join.



(inform me if I must change anything)
 
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Eternia Mk. IV

D54F74B4-65BD-4FCF-A997-4B81EBEC01EB.jpgAge: ???
Gender: N/A
Class: Duelist
Role: Buccaneer

Personality: Eternia is a foolishly optimistic individual out of pure desperation. Constantly curbing the existential dread it's eternal and pitiful existence has ushered in. It does everything in its power to run from the feeling that it shouldn't exist, bouncing from distraction to distraction to keep itself from thinking about its future. While in a good mood Eternia is really rather endearing and curious, finding value in even the little things that happen, but as the feeling of dread creeps forth Eternia becomes irrational and distant.
History: A being from a time of strife, Eternia Mk. IV was one of six children chosen for the Eternia project, a secretive and illegal war project started by the conniving leaders of the old world. Eternia can't even remember anything from its original life. All it knows is that the girl that the bot hosted within it was made for the purpose of the homunculi's creation. It knows the girl is in reality Eternia, but even in life that girl couldn't be called alive. She had no free will. She was forced to be the best and then she was forced into the shell that was Eternia Mk. IV, along with five other of her peers. Even after that point Eternia had no say in matters. The Homunculi existed for a while to serve the whims of those drunk with power, then later in the war against the great evils that tried to destroy humanity. Being made specifically for combat, Eternia was far more effective at its directive than any other robotic homunculi. Between the whims of man and the calling for heroes, Eternia sowed much destruction.

Eternia was meant to die a hero. Most of its robotic comrades did as they stormed the bomb silos that leveled the earth of the evils that descended upon it. Eternia fought ferociously knowing this, expecting it. When the smoke settled, though, it survived. It didn't even need to struggle to stay alive. Eternia suffered hardly a scratch during those fateful raids, a result of both it's superior design and a simple miracle. The years following this victory was a blur. For once Eternia had a real choice, not repaying the debts to its creators or serving the greater good of humanity. Eternia didn't know what to do. For a while it wandered, picking up odd jobs. Nothing resonated, Eternia felt disconnected. As if none of it was real. Eventually, Eternia couldn't remember when, it tried to stop existing. It threw away everything it had, went to a secluded spot, and tried its best to die. It thought it succeeded for a while, a long while. But Eternia was wrong. It awoke from it's death bed, much to its dismay. For a while it meandered, trying to return to death. When that failed, Eternia arose and reconnected with a fresh world, hundreds of years past its time.
Fears: Eternia fears its own immortality. It doesn't know what to do with itself, and it fears the question of what it will do.
Ambitions: Eternia lives forcing itself to have ambitions. It jumps from job to job under the pretense of fresh ambition. It does hold one true curiosity though. It wants to find the person who brought it back from it's self made grave and brought it back into the world of the living.
Likes: Stories, Fiction, Adventure
Dislikes: Reality, Immortality, Idleness

Weapons:
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Illyana's Rimespire- An ornate rapier Eternia won in a tournament shortly after its awakening. The blade is capable of taking on crystals of a frost element to sharpen and gild its edge with a frozen touch. Lightweight and made for fast, short ranged one on one combat.
Equipment:
Steam Propulsion System- Eternia's body was built off of this very special system of tubes and pressurization chambers that allows it to turn steam into a useful tool. Due to Eternia's lightweight skeleton frame and system of tubes across its body, Eternia is able to release controlled bursts of steam anywhere across it's body in order to do a variety of things from repositioning quickly to adding extra force to an attack to simply releasing hot steam at a foe to scald them. Eternia is built in order to facilitate the Steam Propulsion System and through creative use is able to do close to anything.
Wire Frame Suspension System- Eternia is built with a frame of lightweight yet durable wires that allows it an inhuman flexibility, the ability to detach and reattach limbs, and using the steam system grapple onto objects within short distances.
Spell crystals:
Eternium Soul Crystal IV.
Steam Core Crystal. (Fire + Water, Large Crystals, Chargeable)
x6 Hoarfrost Crystals. (2 uses each)- The crystal used to imbue Eternia's sword.
 
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Evie Adams
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"That's just the luck of the draw!"

Age: 20
Gender: Female
Class: Wind-thief, Breathstealer, Crazy Knife Lady, "That cheating sonnuva-"
Role: Privateer, Sky-Borne Brigand, or otherwise a Buccaneer.

Personality:
Risk taking, thrill seeking, and with a constant grin on her face, Evie has always been a free spirit. She enjoys shooting the breeze with the crew and playing little tricks. Her "magic tricks" have always been an object of contention, as they always involve something disappearing from somebody's pockets from somewhere. Whether or not they return to their 'rightful' owners is a topic unto itself, as she firmly believes that if you can take it, then it's yours, not like she keeps many things with her.

Evie is a thief, through and through. She enjoys the exercise of stealing, but less so actually keeping the things she takes, unless it's money. Her enjoyment comes from the build up, the waiting, and the execution of the act than from the actual thing, as the difficulty only makes her more excited to take what should be hers, at least for a little bit. However, she isn't an insane kleptomaniac that takes whatever she wants, whenever she wants. After all, a good thief has a code. A dead thief doesn't.

1) Only take from those who can afford to lose. An unattended purse is probably fine. Life savings aren't, no matter who it is.
2) Violence is a last resort. Engaging in violence means that you messed up hard, and you weren't good enough to actually perform the take on your mark. Knock them out, and learn from your mistakes.
3) Always practice. Getting rusty means getting caught, and getting caught means all of those people you stole from are going to have their way with you. Don't get caught, don't stop practicing.

This code is something that was partially imprinted on her, and partially comes from experience, and she follows it like her life depends on it. Past the thievery though, being friends with Evie comes with benefits!

Who doesn't like the occasional random gift, granted one doesn't look into the definitely stolen origin of the gift. To her friends, she is fiercely territorial and protective of them. To her allies, she makes sure that all of them get out intact. To her enemies, she leaves her calling card in the place of something she took, whether that be an important heirloom or lunch. Lots and lots of lunch comes from her 'heists', which is something she deeply enjoys as well.

History:
It all starts with a wager. Life or death as they say, and Evie has always been balancing on a knife's edge ever since the age of 7 years old. There's a few stories she's told about her youth. One involves her abandoned at a shipyard by her birthparents after the fall of an unknown sky port and being left to fend for herself, like a wolf left out alone in the wild. Another story involves her losing everything at a gambling table and getting the hell out of town, picking up her skills she has now from the road. Another story yet speaks of an orphan who was trained by a society of master thieves, and let loose into the world after her biggest heist that put a golden crosshair on her back, just like the rest of them. All of these stories have an element of truth of them, but they're never the full story. She'd never tell the full story, or at least she'd give a fantastic lie, but the truth usually is more mundane than the wild fantasies a good lie happens to be.

Since the age of 15, Evie has been seen in bars and casinos, gambling tables official and between friends, practically robbing everyone blind there with underhanded tricks and unparalleled skill. Purses, wallets, secret compartments and the occasional safe find themselves snatched, opened, looted, and pilfered if left alone with her for too long, and more often than not she's gone with their contents too.

At the age of 20, she found herself running away from the city police, again, and found herself leaping from ship to ship at the docks, until she unluckily found herself on a ship that was too long to run across before it could take off. Good thing, she would escape the city's enforcement and have a hideout for the time being. Bad thing, she's probably not wanted on the ship. A ship with a thief is like a ship with a rat problem, full of pests. After a brief attempt at running and hiding from a crew who actually lives on the place she's trying to hide in, she was given something of an ultimatum. Work here, or the plank awaits.

At least she gets to store the shiny stuff she steals somewhere, right?

Right?
Fears:
Surprisingly, Evie hates heights. And flying. And falling, especially falling.
She's got trust issues, and though she may be standoffish at times, she has a crippling fear of being left behind.
Losing her knives. To her, they're irreplaceable and the only things she's ever kept.

Ambitions:
Stealing money.
Spending money.
Stealing the money right back from the place she spent the money.
Monopolize stealing money from a wealthy trade city so she doesn't have to compete with other thieves.

Likes:
Evie is a simple girl. She likes three things:
Money, knives, and gambling. Simple as. Want to be friends with her? You better like these things too.

Dislikes:
Being trapped in one place for very long. She barely tolerates the Cloudbreaker as a means to go from place to place.
Losing money or being stolen from. That's what she does to other people, it'd be unfair if it happened to her.
Not being around other people. She's quite the social butterfly most of the time, and will go crazy in solitude like so many other 'assassins' that seem to flaunt the same skills as her.

Weapons:
Theoretically, this pair of items should belong in the Equipment section, but they are knives. As such, they are inherently weapons.

Evie's Blades

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Two daggers, paired as they were. The blades themselves are the crystals that allow her to teleport, and each are paired to a set of bracers she wears alongside them. The bracers have a compartment within that hold Synchronicity crystals. These allow her to teleport the blade to her hand, or herself to the blade. Rapid movement comes with practice, and so does getting used to the jarring motion of popping into existence around a knife. Apparently, she won them in a game of poker.

Shadowblade

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The shadowblade is less of a weapon and more of a tool, much like everything else here. Functionally, it is a broken blade until she activates it, a shadowy recreation of the knife forming where the blade was once broken. However, it can be used for two things:

1)Blinding
2) Smokescreen

Shadowy projections of the knife can be pulled from the tip and thrown, inducing a second or so of temporary blindness upon being stabbed. Additionally, she can plant and break off the shadowy part of the blade into the ground to create a billowing cloud of misty darkness. Great for engagements against enemies that are more capable or powerful than her.

Lots o' Knives.

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She has a crapton of knives on her person at all times, hidden in her clothes, not hidden and on a belt. The 'official' count is somewhere around 57, but she's been known to hide knives in her mouth and elsewhere, who knows how many knives are on Evie at a time?

Equipment:
Evie travels light, to be entirely frank. However, she does have a secret weapon.

Nickit

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Nickit is a pet rat she sort of trained, sort of picked up, sort of stole from a carnival. They are long time companions, and she has learned to communicate with Nickit to locate and steal from good marks. Nickit is usually hanging out somewhere on Evie's person in a pocket. Nickit can be vicious when in danger, but is generally one of the most intelligent and kind creatures one could find in the company of pirates. The rat has even been trained to use some of the items that Evie consistently uses, like the following:

The Curator's Monocle

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Sight guided by looking through the crystal within, items that carry inherent monetary worth to those who interact with it are highlighted in a red outline. In addition, it can spot items in that reddish glow up to 20 feet. Very useful.

Spell crystals:
Some of the crystals she keeps on her person:

4x Synchronicity crystals - Her blades, and inside her gloves. Used to teleport the blades to the user, or vice versa. 25 uses per pair.

3x Desiderium crystals - Intended to aid the user's appraisal skills. She plugs them into her monocle to steal stuff easier. Useful for 5 minutes at a time, or 5 uses, whichever comes first.

1x Obscura crystal - Robs sight. Used in her Shadowblade. 5 uses.

2x Motus crystals - Enhances speed of user. Great for getaways if there's no other option. 2 uses each.


Theme Song:
It's the live version, because it's the best version.
 
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Lloyd Kingbird
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Age: 26
Gender: Male
Class: Brawler
Role: Navigator


Personality:
Lloyd commonly describes himself as the worst kind of man, but the best kind of lover. A man carefree, preferring to relax and slack off then have to do any hard work, rather focusing on doing things he loves which tend to be alcohol and women. The bodacious flirt is unafraid to chat with strangers and in fact has a love for it after all “There is something new to find in every foreign beauty”, but when he isn’t fulfilling himself with the most debaucherous of acts Lloyd can be a great companion, one to uplift his comrades spirits, using his preferred method of humor. After all, “What man doesn’t cheer up after a hardy beer with the boys?” a man with absolute loyalty to his friends.

History:
Like the majority of those living on the small Caribas floating islands, Lloyd was born into a poor family. His father, a pirate himself left his family years ago to go adventuring and to earn a living for his family, after all the only stable income for men of the Caribas was either to sail the skies or working on the plantations for grueling hours. His mother on the other hand was a nightwalker, making what little she could from her… profession. However, she had little love for the child of a man who seemingly abandoned her so many years ago and would frequently abuse a young Lloyd, hiding him in a small cabinet when clients were around, barely feeding him on certain days. However Lloyd can still remember the marks on her face and the tears down her eyes after certain violent customers would stop by.

Lloyd would continue to live with his mother until his 12 birthday where after his mother beat him nearly unconscious, with the lack of proper nutrition, and being scared by what happened at night Lloyd left for the docks of the small island. He looked for anything that could get him away, anything and that where he came across a small pirate crew “The Rose Crew” they called themselves under one Captain Frank Rose. The older captain saw the desperate Lloyd and took him into his crew, as he would tell Lloyd “I once looked the same, desperate and alone. I could not let the same fate happen twice.”, he would raise Lloyd and become his only true parental figure. He would teach him the basics of how a pirate crew operates and while Lloyd never paid much attention to anything, he found a fascination and love for Frank’s stories of foreign lands, the people, and the sights all across the floating islands.

There Lloyd quickly delved himself into studying the navigational skills required to get himself to these exotic places, studying the languages they spoke, as well Frank would teach him the ways of the Rose pirates, instilling in him the “proper way” to fight using one’s hands instead of guns or blades. However, he would also pick up a fascination with explosives from one of the crewmates who manned the cannons, learning about the wonders that the crystals held within them and tales of those who could achieve the impossible even without them. It was where he learned the importance of brotherhood and camaraderie, as well as the majority of his knowledge.

Spending over 10 years with the crew he would learn and develop the habits of many of the Rose crew, including a particular fondness for the fairer sex. Lloyd would spend many a night within the local inn drinking with his fellow crewmates and hitting on the local beauties. While Frank would often scold him for these habits he would also give advice on how best to approach foreign girls. However, one night when Lloyd was out alone he got too intimate with a local influential noble’s daughter and ended up infuriating her father. He and the entire crew were reported to the local navy stationed in port.

The fighting was fierce but in the end the pirates were heavily outnumbered, in a final act Frank knocked Lloyd unconscious knowing that it was impossible for them to win and hid him within a barrel nearby to save him, some local merchants picked it up unknowingly and by the time Lloyd came round he was already out in the open air. The loss of his only father figure and his brothers destroyed him internally, so for the next few years he would distance himself from any pirate activity, instead traveling the many islands, drinking, gambling, and making love to the local flowers. Along the way he picked up more on how to learn different languages, but his mind always was focused on his failure and in his mind desertion of his crew.

But recently Lloyd has once again come under hot water for getting to know a nobleman’s daughter a bit too well and has since been wanted by the local navy forces. But as Kingbird would say “It hurts me more to not love a beautiful jewel than it does to be cut by a thousand swords.”

Fears: Letting down his comrades and brothers, Somehow leaving them for dead, Hurting a women

Ambitions: To travel the known skies, to see all the wonders of the world, and to have a romance with all the beauties in the sky!

Likes:
Foreign Cultures, Languages, and Peoples
The more sinful acts of life (Rum, Women, and what have you)
Kingbirds and other avian species (Free to travel as they want)


Dislikes:
Noblemen/Government Authority (Too many want his head, but he loves their daughters)
Oathbreakers (Men who betray their comrades are worse than scum)
Monks/Celebates (How can they give up the best parts of life?)
Cats (They just freak him out)
Prostitution/Whorehouses (Reminds him too much of his mother)

Weapons:
CEE Grenades

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Lloyd utilizes grenades as both a quick problem solving device and as a multi-use long range device, produced by the same manufacturers of the MASA rifles, the CEE grenades (Crystal Enhanced Explosives) can not only be used as a standard grenade but by inserting various crystals into it, they can alter the effects and properties of the explosion, granted they never figured out how to completely stop the deadly explosion part...

Fair Lady
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When in doubt, brawl it out. Only a true man fights with his fists and Lloyd is no different, using brass knuckles to enhance his blows and make sure they have a walloping they will not easily forget…

Equipment:

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A small compass which Lloyd attaches to his wrist in order to make sure they are on track

A book containing the various known languages and their translations

A plethora of maps and navigational tools which he uses to help map out their journey

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A rose pendant given to him by Frank Rose, his only memoir of his former crew

Spell crystals: (The physical crystals you carry. Include the ones you put in your weapon.)

Anti-gravity crystals x5 - Crystals which when used allow the afflicted person or thing to temporarily float in midair

Ice crystals x3 - When used the explosions will be a release of solid ice, can be used to encase people

Heal crystals x3 - Can heal medium wounds if the explosion does not kill them first

Expansion crystals x2 - Expands the blast radius of the grenade when applied

Sticky crystals x7 - When used it released a strong adhesive substance​
 
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Name: Elizabeth Pyres
Nicknames: Liz, Guardian, The Red Haired Hellraiser
Age: 29
Gender: Female
Class: Shield-maiden
Role: Deckhand

Personality:
Straight-forward and just a little bit crass, Elizabeth is not one to mince words or hide behind double meanings. If she says something you'd best know that she either has the strength or the presence to back it up. Although some of her crew-mates may call her simple and brutish she rarely pays them much heed. The events of her childhood and teenage years shaped her into who she was now, much like the events of her crew-mates lives have shaped them. To claim that either of their views are somehow lesser than her own would be an insult to everyone involved.

Due to her upbringing, strength means a great deal to Elizabeth in terms of day to day life. While in her past, the weak served the strong by virtue of being physically weak, she learned that being physically weak didn't mean that a person was weak as a whole. As such, she actively encourages those around her to grow stronger in their own ways be it through technology, magic or sweat and blood. The only thing she actively despises is those who seek strength through deceit and trickery. If she were to catch a thief in the act, the punishment would be swift and fierce.

As far as what she enjoys, active training is always at the top of her list. Be it training her own strength, her proficiency with her weapons, or the cultivating of a skill Elizabeth finds herself feeling satisfied after a long day of training. If asked she will gladly offer such training to her crew-mates, attempting to assist them in their own fields if possible. While at times she may get a little "enthusiastic" with her training to the point of pushing her partners a bit too far in the end she is just excited to assist others in getting stronger. And to those who's strength she recognizes, Elizabeth becomes a loyal companion and an even fiercer guardian. Just don't expect that to soften her tongue if she ever catches you slacking off, companion or not you'll get an earful and a one way invitation to spar.
History:
Born in a town where the strong rule while the weak serve, Elizabeth was introduced to the harsh realities of life earlier than most. Her parents were scrappers, spending hour after back breaking hour sorting through scrap-yards in search of anything that could be sold or traded. Unable to give her an easy life, Elizabeth was forced to help her parents out at the young age of seven by sorting the smaller scrap that they were able to retrieve. The pay was barely enough to pay for their necessities, stale bread and rotten vegetables for most meals with only lukewarm water to drink. This was due to the stronger scavengers hogging the areas with the best scrap and forcing anyone who wanted to search the are to pay a finders fee up front. Unable to afford the steep fees, her family stuck to the lesser areas of the scrap-yards. It was a hard life filled with long days and nights, although the nights where her family got lucky brought in a particularly big haul and they were able to afford meat for their stew made it worth it in her opinion. The moon seemed to shine especially bright on those nights, shining like a beacon of hope for all to see.

Of course this fragile cycle of living would soon be destroyed due to one simple mistake when she turned eighteen. After years of scrapping, Elizabeth thought that she was skilled enough to slip by the other scrappers and try her hand in their territory. Whether it was due to her overconfidence, her underestimating exactly how much they wanted to keep their territory, or just plain bad luck she was quickly spotted. Forced to flee deeper and deeper into the scavengers territory, she managed to find shelter in the hollowed out hull of a small sky-ship. Terrified of what would happen to her if she were caught she hid in the hull for two whole days, too afraid to even check to see if she were still being pursued. On the third day her hunger finally won out and as she slowly crept out of the hull she found that no one was waiting for her. Believing herself lucky she made her way out of their territory and back to her parents home only to find it burned to the ground. The bodies of her parents were never found, but those who went missing in the city were seldom seen again.

Thrown into despair after this incident, the next three years of Elizabeth life was a complete blur as she jumped from hovel to hovel to try and eek out a living. It was during one of her digs that she found herself at the mercy of a group called the cog crushers, a local gang that had declared their supremacy over a large are of the scrap-yards. Bruised and battered, she thought her life was over until a cloaked man had stepped in to save her. With strength greater than any that she had ever seen before the man effortlessly crushed the group without suffering a scratch. As he was leaving Elizabeth threw herself at his feat, groveling and begging to allow her to follow him. The man agreed, although not without conditions to their arrangement. The man would take her with him on the condition that she grow stronger under his tutelage. It would be a path of grueling training and conditioning but the man promised that if she followed it that she would become as strong as he was one day. With little left to lose she agreed, and thus her introduction to combat had begun.

The training was extensive and pushed her to her vary limits, at times she believed herself to have died and been sent down below due to the pain. But after eight years of training, of constant sparring with her master and defending herself, her master had told her that he could teach her no longer. He explained that Elizabeth had learned everything that she could by remaining with him, and that she had to go out into the world in order to grow stronger. Once she was strong enough, she was told to return in order to face off against him in a true battle. Despite her best efforts, she had never once been able to best her master in one of their sparring sessions, and now he expected her to know when she was strong enough? When she made to complain her master suddenly thrust upon her a set of weapons, Brunhold and Gungnir. His last words to her was that she would know when she was ready, and in a burst of light that blinded her he had suddenly vanished. Unsure of where to begin she gathered her belongings and set off towards the vast expanse of the future.

Fears: To be robbed of her ability to fight, to be cast down below the clouds, and to meet her end at the hands of an unworthy opponent.
Ambitions: To grow strong enough to one day best her master, to achieve strength that can blow away any obstacle, and to one day explore the far reaches of the moon
Likes: Sparring with a worthy opponent, copious amounts of beer after a battle, A cool breeze on a summer day, the sound of rain while inside, hearty meals especially stews
Dislikes: Hot-headed fools who rush into battle, being forced to act "sophisticated" for others, cigarettes or cigars (The smoke messes with her sinuses), a lack of meat in her diet, those who do not respect their weapons, and thieves who make off with other's possessions

Weapons: 1f3f1eb2dddb06c181bda35103c0e956.jpg
Brunhild:
A large ornate patchwork shield made of multiple gears and metals, Brunhild is a large kite shield designed for deflecting both melee weapons and gunfire. Capable of covering Elizabeth's entire body when crouched, the shield also doubles as a bludgeoning weapon in her hands. By inserting an iron bastion crystal into one of the shields slots it can expand to form an instant fortified position allowing the user to provide a form of mobile cover. In addition, by inserting a piston crystal into the mechanism the shield itself can anchor into nearby surfaces, allowing it to be deployed at any angle.
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Gungnir:
A large metal spear weighed towards the head, Gungnir is heavy enough to cause serious damage while still being light enough to be used in one hand. The butt of the weapon also features a sharp point, which also stores the burst crystals that the weapon takes. By inserting such a crystal into the slot, the spear can strike with much greater force vie expending a charge of the crystal. A normal crystal can hold thirteen charges before requiring a change.

Equipment:

Wire assisted movement gun -
A handheld grappling gun, it uses a cartridge of highly compressed gas in order to shoot out a harpoon head that lodges itself into a structure. By holding the trigger after the hook is secured the line retracts, allowing the user to zip up to where the hook has lodged itself. The mechanism hold about thirty feet of wire, and if severed the entire line must be replaced.

Oil, Oil cloths and whetstones:
Used to maintain her weapons

Bandages, anti-septic spray, needle and thread, disinfectant, gauze and scissors: A standard set of medical supplies, a necessity in her home town when one cut themselves on a piece of scrap.

Spell crystals:

Iron Bastion Crystal (X5): When used on their own these crystals can provide a temporary shelter against danger. When used with her shield, these crystals can allow it to expand to a greater size.

Elemental Absorption Crystals (X2): These crystals offer additional resistance to common elemental attacks such as heat, cold, and electricity when inserted into a weapon or shield.

Blast "Charge" Crystals (X5) : When placed into a weapon and used, these crystals trigger a controlled blast to propel the weapon or person forward in order to increase the force of the attack.

Healing Crystal, Minor (X4): These crystals allow for the user to heal minor wounds such as cuts, bruises or minor fractures. However, they cannot heal greater wounds like a medium or major crystal could. Used in case of emergency​
 

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