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Fantasy Le Morte d'Diamant CS

L
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Centuries after the death of King Arthur and his Knights of the Round, humanity is pushed to the brink of extinction by the forces of the Sorcerer King Mordred. With the remaining adults taking refuge in the last standing cities of Britannia, the duty of war now falls upon the child soldiers of the nation's military.

When all hope seems lost, a great mystical power known as Arms is entrusted to a ragtag platoon of soldiers at the site of an ancient lake. With this newfound hope, can they finally turn the tide of battle? A war-torn, dark fantasy begins in Le Morte d'Diamant...!


Any questions, comments, or concerns can be directed toward me in the OOC.
Character Sheet

Blu

ᴏɴʟʏ ᴄᴏʟᴏʀꜱ ʟᴇꜰᴛ ᴀʟɪᴠᴇ.
Roleplay Availability
Roleplay Type(s)
My Interest Check
Character Sheet
*You can format the CS in any style you'd like as long as all required information is included*

Biographical Information
Name:
Gender:
Age:
(15 - 17)
Date-of-Birth:
(Current year is 1914 A.D.)
Blood Type:
Height / Weight:
Appearance:
(Face claim must be anime; standard uniform - hat/helm is not required)
Personality:
History:

Service Information
Service Number:
(8-digit number that must start with either 1 or 2)
Military Rank:
(Everyone starts as a Private)
Weapons:
(List your military-issued weapons like guns, grenades, etc.)
Other Equipment:
(List any other equipment that you would bring to the field)

Arms Information
Weapon Name:
Arm Type:
(Is it a sword, spear, halberd, etc.?)
Weapon Form:
(Your Arm's weapon appearance; picture or description accepted)
Spirit Form:
(Your weapon taken spirit form; can be a humanoid or even animal; humanoid FC must be anime)
Abilities:
(Describe your Arm's powers (and optionally any specific techniques))
Weaknesses:
(Describe your Arm's notable weakness(es))

Additional Information
(Optional; any information that does not fit any of the fields above should go here such as trivia, theme songs, etc.)

Coded Base CS

Code:
[font=Old Standard TT]
[b][u]Biographical Information[/u][/b]
[b]Name:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Date-of-Birth:[/b]
[b]Blood Type:[/b]
[b]Height / Weight:[/b]
[b]Appearance:[/b]
[b]Personality:[/b]
[b]History:[/b]

[b][u]Service Information[/u][/b]
[b]Service Number:[/b]
[b]Military Rank:[/b]
[b]Weapons:[/b]
[b]Other Equipment:[/b]

[b][u]Arms Information[/u][/b]
[b]Weapon Name:[/b]
[b]Arm Type:[/b]
[b]Weapon Form:[/b]
[b]Spirit Form:[/b]
[b]Abilities:[/b]
[b]Weaknesses:[/b]

[b][u]Additional Information[/u][/b]
[/font]
 

"The clash of steel may make us reel...
Biographical Information
Name:

Clover Hazelton
Gender:
Female
Age:
16
Date-of-Birth:
9/5/1898
Blood Type:
B+
Height / Weight:
-5'3 ft
-50.8 kg
Appearance:
599184
Personality:
Clover's attitude can be summarized in a single word: Apathetic. She fully understands the situation she's in and what's expected of her as a soldier of Britannia and thus has accepted the fact that her death is inevitable. Clover is content with her role as mere cannon fodder and thus chooses not to worry about her untimely demise. Still, this by no means makes her a "lone wolf that doesn't talk with anyone", on the contrary she's quite sociable and tends to treat everyone the same way. Granted she's not exactly flamboyant in her socializing mannerisms, as a matter of fact she's quite dull, but if you want a comrade who doesn't give you any fluff and whose sense of humor is drier than the bread they server at the cafeteria then Clover is your girl.
During combat situations Clover carries out orders to a T, she'll never question anything that's asked of her and will take part in missions no matter the risk, the issue with this is the fact that Clover never thinks outside the box and is kind of stubborn when it comes to an alternative approach to accomplishing a task. While her dispassionate demeanor carries over into battle this doesn't mean Clover is lazy or neglectful, you just won't hear her yell "HURRAH!" before every mission nor will she start singing a song to cheer everyone up (Though she always ends up joining, albeit rather late).
History:
Born in Exeter but raised in the military academy of Kent Clover was not always the girl you see today. Bluntly put she used to be a crybaby. The constant clouds of war looming above her, the distant sounds of artillery and even her "classmates" were all factors that contributed to create a fragile little girl that couldn't even attend class without bawling her eyes out. Her incapability to even wield a weapon properly caused frustration among her instructors and thus she was eventually assigned to work for the Royal Tank Regiment (RTR) as a mere loader. While initially the sounds of cannons and machine gun only stressed her out even more these eventually ended up clouding her mind and shaping Clover to be who she is today.
With this change of attitude came a change of effectiveness and soon Clover found herself wielding Lee rifles without a second thought (Though she wasn't exactly the most accurate shot nor is she now), her specialty though laid in the use of tanks (Whippet) and other armored vehicles (Mark I). What started off as a trembling loader became an effective gunner and eventually a fully fleshed out driver, though as of right now she has only embarked on a single supply mission. Currently her outlook on life is bleak, though despite this Clover will gladly do her part in driving off the menace that is Mordred's forces till her last breath.

Service Information
225px-ROYAL_TANK_REGIMENT.png

Service Number:
129053
Military Rank:
PVT
Weapons:
-While Clover is trained in the use Lee-Enfield rifles as a tank driver she opts to use the Mk V Webley revolver due to space limitations.
Other Equipment:
-Her backpack is filled with tools (Wrenches, hammers, etc) to perform minor repairs on tanks and other equipment.
-A splatter mask.

Arms Information
Weapon Name:

Lamorak.
Arm Type:
Two handed axe.
Weapon Form:
80d693fc3c6468f7aa8f45fe252d9ef1.jpg
Spirit Form:
Berserker.%28Florence.Nightingale%29.full.2050572.jpg
Abilities:
Leeds Guard
Its activation happens the moment Lamorak's wielder grabs the handle. The wielder's skin tone becomes a dark shade of a grey and a crimson flame lights up within their eyes. Under the effect of Leeds Guard Lamorak's wielder becomes impervious to most attacks, in other words, they become a walking fortress. This however doesn't mean they are invincible as powerful magic can still badly injure or even destroy this ability if the wielder expose themselves too much to it, though as it stands firearms and weaker magic can't even leave a dent. (If breached it takes one hour of not holding Lamorak for Leeds Guard to be fully restored.)

Sir Mark's Dismay
Not even the might of thirty men will be enough to tire out Lamorak's wielder. Alongside Leeds Guard upon coming into contact with the axe the wielder is granted a near bottomless pool of stamina. To put it into perspective Lamorak's wielder would be able to fight at full strength for five hours straight before they'd begin showing the first signs of exhaustion. The breach of Leeds Guard is capable of reducing this timer though. (If fully emptied after seven hours it takes five hours for Sir Mark's Dismay to be replenished.)

Listinoise's Pride
The trifecta of skills is complete with Listinoise's Pride an ability that, similarly to the others, activates once Lamorak is gripped and it's the sole reason why the wielder is even able to carry such a behemoth of a weapon. You see, Listinoise's Pride grants the wielder such an amount of physical strength that they are capable of easily damaging a Mark I tank with a single swing of Lamorak. Said strength also allows them to take a sizable leap forward that covers a distance of ten meters forward and six meters backwards. In order to get the most out of this ability Lamorak should we wielded with both hands.

Weaknesses:
Betrayal of the Lot
An ability that only brings negatives. The longer Lamorak is wielded the mind of the wielder will progressively be filled with a rage of such proportions that they become blind to their actions. This anger however doesn't allow the user to become stronger and instead makes them a slave to their instincts, they become a rabid dog that only cares about hurting the foes that stand before them. Betrayal of the Lot dulls out the wielder's senses to the point where only their vision matters, making them easily open to surprise attacks. The first signs are shown after ten minutes of holding Lamorak, though a stressful combat situation can speed this up. (Takes one hour of not holding Lamorak for the rage to reset back to nothing.)

Others
-Range is obviously one of the weapons biggest drawbacks. Possessing no sort of ranged attacks Lamorak's wielder is forced to take every single fight to a close quarters scenario.
-Movement is surprisingly limited. Apart from the leap the wielder is incapable of performing any sort of complex moves (Ex: Rolling, backflips, sliding, etc).
-While most damage is shrugged off by Leeds Guard any sort of attack that truly strains the ability (Such as an artillery strike) or even breaches it (Powerful magic) will have consequences once the wielder lets go of Lamorak (Broken bones, internal and external bleeding, concussions, etc).

Additional Information
-While she may smoke more than a chimney Clover isn't a fan of her addiction and discourages people from falling for the cigarette curse.
-She's quite fond of working with armored vehicles in any sort of situation (Repairing them, driving them, firing them).
-She doesn't know how to swim and thus has developed a fear of any body of water that reaches her neck when standing up. Clover won't scream/cry, her eyes though are a dead giveaway of this phobia.
...But we'll not give an inch."


 
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_____

"Sometimes an illusion seems better than reality, but it never will be because in them…. there are no real people- no love."

Biographical Information

Name:
Evan Thortin
(often nicknamed Eren or Evie)

Gender:

Female

Age:
16 7/8ths.

Date-of-Birth:
1898 A.D

Blood Type:
B-

Height / Weight:
5'7"
49kg

Personality:
Evan suffers from something that most doctors describe as a type of post traumatic stress disorder that leads to bouts of mild to medium severity delusion in her image of the surroundings, rated fit to fight despite such she is in full permission of blunt force and medical gearing but banned from use of firearms or modern technology weapons due to unpredictable usage. A sweet girl it would look out of place no matter where you put her in this war, wether when not in an episode it is a mere masquerade or not is up for debate, but she's always there to cheer everyone up and keep them going when down, often reciting stories of fairy tails to younger members or older alike, or even simply humming in the early hours of the morning. Somewhat of a pacifist with a viciously loyal streak that blindly leads her to defend those she barely even knows, not someone outright violent but certainly defensive and undoubtedly strong willed both in mind and somewhat body, preferring to deflect and dodge attacks or push back bluntly than go in for the hit herself, a weakness in training by overseers, but something she's rather good at.

She has a calm disposition and seems to find the beauty or good in most things, soft spoken and almost like a big sister or motherly figure despite her young age. However what goes on during her delusions is anyones guess, it's almost as though half the time she doesn't know there's a war going on at all, as though trapped in some reality where everything fine and colourful, a world where everything isn't broken, and where it's rare anyones voices or messages will get through to herself.

History:
Much a mystery Evan simply- walked into a town one day from a nearby battlefield, blank faced and with little idea what was going on the townsfolk hesitantly treated what little injuries she had before the girl woke up the next day seemingly happy as one who hadn't just walked back in from seeing who knows what, after collection for younger children for military usage began some were apprehensive to send her in, the girl having become somewhat of a beacon to their dull lives.

Though a collection route left her dragged away from them with little effort to stop from the people there, not that she'd ever say she held it against them, after all they were just civilians opposed to men with guns.

From there she trained for what length she can no longer remember, she made friends, some she saw lots others- she hasn't seen for a long time. She learnt to make food taste better out of what little rations they had, and to build her strength to block attacks, after all, it seemed everyone only got knocked down when they went in first, it was much better to wait it out and take them down peacefully, at least in her mind.

Evan would tell fairy tails most nights to any who would listen, and if anyone asked she'd always say her mum taught her them when she was little, but that's just about all you'll hear about her mother from the girls lips.


Service Information

Service Number:
23587925

Military Rank:
private

Weapons:
Blunt force, no firearms but equipped with a baton and a short & long sword.

Other Equipment:
Medical gear, a book.


Arms Information

Weapon Name:
Gawain

Arm Type:
Mid-length Staff (Just a little shorter than half her height long, semi-thick pole)

Weapon Form:
e6303509feac60b7ac70eb1dfa95c539.jpg

Spirit Form:
(she also has a dragon-like tail and small pair of wings upon her back)
24439f71f7461cd04d263adcd5bb2d21.jpg

Abilities:
Summoner's Howl; Brings forth a select group of spirit like familiars, most commonly that of a pack of white ashen wolves with glowing silver eyes to attack or disarm the enemy, they follow the intent of the caster like a hive mind though can perform seperate actions of one another. The wolves will not disperse till the 'cast' is over, and although can be hit away with force short distances do not loose stamina or gain injuries, making them a relentless mini army of tooth and claw. This ability can be cast in bouts depending on how many and how long the wolves are present, ranging from a ten minuet to four hour recharge.

The lost knights song; A large summoned armoured goliath, about four times the height of an average man and just as thick the imposing body of force is donned in huge metal armour impenetrable by any mere attacks, it would take more than a few hits from a tank or powerful magic to dent him either. Though slow moving he has great strength and wields a large longsword, able to take out groups with a single swing and produce an ear bleeding screech to disable nearby enemies with the shockwaves. Once defeated the caster will be unable to re summon the beast for the next ten hours, although even bringing him about causes great strain.

Deflect; A basic block with the staff on outside appearance, but in truth a powerful shield, an invisible forcefield like barrier that flashes green sparks when hit around the caster, about to withstand moderate to large amounts of bullets or melee attacks with ease and even shield an ally or two by their side, it's durability lasts till breaking through, of which it needs to recharge for a minimum of two hours.

Reverse; An unconventional attack/block this ability allows the caster to to both not be damaged by a frontward attack but also send the same force back at the sender, making it more powerful depending on the enemy itself, where as a simple punch would do but the same back at another without much use, something like a full on artillery being sent back at the firers would have great impact. This ability can be cast over and over depending on the strength of the reflection, the smaller the throwback the shorter the time and energy usage, the larger the more and so forth.

Magic's aid; her weapons spirit form almost seems to have a conscious voice in the casters head when held, able to give advice and be almost like an extra pair of eyes watching the field.

Weaknesses:

Blind is the gift of sight; When casting a summon she leaves herself open to attacks as full focus is needed to control the creature(/s) she's brought forth, characterised by glowing white eyes, she sees through them almost, and is restricted in both speech and movement to an extent during this time.

The knights curse; The Goliath sized monster brought forth though needing great concentration can be manipulated on her command, she can give more strength and size to it, at the cost of herself, the longer the spell is cast the more the glow of her eyes will spread into nearby veins in her body, sapping her energy immensely and slowly loosing control, the knight will attack anyone if the caster is completely consumed energy wise, unable to control it, enemies and allies alike, it's screech can also hurt both, making it hard to use when near comrades.

Magic's whispers; Her weapons spirit form has an almost nagging like presence when in her head when holding the weapon, though it is there to help it can also overcrowd thoughts and spread doubt in abilities if going against its recommendations towards your own.

Cursed feast; The magic pumped into casters veins craves to be near other of its power even after battle, leading to a feeling of hungry or emptiness even when full on food, dissipating when near other magic.

Additional Information

-Evan is good at cooking with what little supplies she has, but often gets hungry when bored.
-Able to sleep pretty quickly once settled, even in odd or unfamiliar places, however is an early riser.
-If asking about her condition she will have no idea of her own delusions.
-When in a delusional state she remembers very little of things when she's normal, they occur somewhat randomly or with extreme triggers.


6a54d51a388bbfa942fb05525f499709.jpg
 
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GM Character Sheet
[div style="font-style: Play, Sans-serif; font-size: 12px;"]Warning! Not mobile-friendly, sorry readers!
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[div class=box]
Male | 16 | 14 December 1898
[/div] [div class=box]
O-Negative | 175 cm (5'09") / 55 kg (122 lbs)
[/div] [div class=box]
Appearance
As pictured on the left. Caelen typically has his long hair worn in a loose tie but, outside of battles, he will sometimes let his hair down. In battle, he wears the standard-issued infantryman uniform with no headgear (after obtaining his Arm) along with brown leather gloves and a faded red, floral-patterned kerchief around his neck. His casual attire consists of a white cotton dress shirt with the sleeves rolled up to his elbows and tucked into black slacks held up by dark navy blue suspenders with brass tighteners. In addition, he also wears dark brown dress shoes with gray Argyle crew socks, and he typically carries around an antique gold pocket watch.

PersonalityInitially a sullen sort who finds himself in way over his head by joining the war on the fighting front. Due to a frail constitution, Caelen is unable to do much in terms of physical labor but, nonetheless, joins the fight due to a sense of duty and pride instilled into him by his adoptive older brother. But as the fighting begins, he discovers the ever-present fear of death looms larger than expected.

To his friends, he is loyal and protective; always having their safety and well-being among his top priorities. Deep down, he feels a profound sense of sadness and helplessness due to his inherent weaknesses. What he lacks in physical ability, he makes up for with a sharp mind and an undeniable sense of courage.

He views the power that he receives through his Armament as a path to redemption and a means to protect those he cares about. However, this does lead him to take actions that are reckless and endangers his own well-being. Despite that, he'll do whatever it takes if it means ending this hellish war and finally getting to know true peace.

History
Originating from the former country of Wales (now a province), the flaxen-haired infant was given to the Edinburgh Military Academy to be raised and trained as a soldier for the Imperial British Army. He was given the name designation of "Caelen Everleigh." As a young child, Caelen was discovered to be quite frail and suffered often from illnesses. Because of this, some of the other children at the academy would bully him, seeing him as an easy target. Caelen would fight back but, obviously, he was never a victor of those fights.

It wasn't until he met Leopold Bell that the harassment would stop. Leo was two years older than him and was a strong, capable boy with a kind heart. He looked after Caelen and a young girl named Idina Locklear. The trio soon formed an adoptive sibling relationship. They were inseparable and, due to Leo and Idina, Caelen came to be accepted by the other children who had shunned him earlier in his days at the academy.

Despite his fragility, Caelen was quite the adventurous youth and would often sneak out of the academy to explore the countryside yet untouched by the war to the south. In his early teenage years, Caelen was recognized as one of the best marksman in the academy but the instructors were still weary of drafting such a weak-bodied individual into the forefront of the fight.

When he came of age, the instructors wanted to assign him to the Grover's Division—a division in charge of growing food for the imperial army—due to his physical deficiencies. However, Caelen managed to convince them to allow him to fight among the other soldiers. Now comes the day of his first assignment on the field...
[/div] [/div] [/div] [div class=historytext] [div class=textbox] [div class=header]Service Record[/div]

[div class=box]
Service Number
15649230
Military Rank
Private
[/div] [div class=box]
Weapons✧ Pattern 1914 Enfield Service Rifle
✧ Mauser C96 Semi-Automatic Pistol
✧ Trench Knife
✧ No. 1 Grenade (usually carries 2 at a time)

Other Equipment
✧ Water Canteen
✧ Trench Shovel
✧ Binoculars
[/div] [/div][/div] [div class=relationshipstext] [div class=textbox] [div class=header]Armament[/div]

[div class=box]
Weapon Name
Modredus
Arm Type
Greatsword
[/div] [div class=box]
Weapon Form
ol89Jh3.png

Spirit Form
exN8cs7.jpg

Abilities✧ Blackfyre: Modredus is able to produce and manipulate a black flame-like substance dubbed Blackfyre. It can reach temperatures of up to 2200 kelvin, capable of melting rock and even steel plates. Unlike conventional fire, this mystical flame can burn without oxygen—even in a vacuum. What is most impressive, however, is its striking force which can rend through tank armor with a single blast. Beyond that, Caelen can manipulate the flames into elementary shapes for different purposes such as a round shield to protect from incoming fire. He can also control the intensity of the flames at will, even dissipating it completely if need be.

✧ Flame Ward: The ability to control Blackfyre also grants Caelen an inherent resistance to all weaker types of flame, both conventional and magical. Attacking Caelen with fire triggers an instinctual defense mechanism in which his Blackfyre will "consume" the weaker flame to protect Caelen. If a flame attack does get through that initial defense, as stated before, damage received by Caelen is minimized if the flame is of a weaker variety.

✧ Blessed is He Who Walks in Moonlight: Modredus' magic is intensified on the night of a full moon—coincidentally, the magic of witches are also at their peak during a full moon. Conversely, Modredus' magic is at its weakest during the nights of a new moon.

Weaknesses
✧ Mordred's Lingering Will: Although Blackfyre is powerful, it comes at a great cost to use. With prolonged use of its magic, the plague-like substance enveloping the Armament will latch numerous tendrils into the flesh of the Arm's wielder—starting from the arm holding the weapon—and begin to feast on the wielder's life energy. Continued use will spread the infection further throughout the body, covering the wielder in a black, shadowy tar. This is referred to by the spirit dwelling within the Arm as Mordred's Lingering Will, whatever that entails. It is not known what would happen if the infection succeeds in covering the wielder's entire body.

✧ Energy Consumption: To use Modredus for an extended period of time causes strenuous exhuastion which forces the body to recover that lost energy by consuming an inordinate amount of food—preferably foods high in carbs and sugar.
[/div] [div class=box]
Additional Information
✧ Caelen has an extra-sensitive nose. That combined with his already fragile constitution can cause certain normally harmless particulates to make his nose bleed.
✧ Caelen's favorite season is Autumn.
✧ He is fond of feeding stray cats and dogs which sometimes causes them to follow him around.
✧ His favorite hobbies include reading and tinkering with small mechanical objects such as his pocket watch.
Coding by Stellar Nursery
[/div] [/div] [/div] [/div]


Biographical Information

Name:
Caelen Everleigh

Gender:
Male

Age:
16

Date-of-Birth:
14 December 1898

Blood Type:
O-Negative

Height / Weight:
175 cm (5'09") / 55 kg (122 lbs)

Appearance
Hungary-full-1586121.jpg


As pictured above. Caelen typically has his long hair worn in a loose tie but, outside of battles, he will sometimes let his hair down. In battle, he wears the standard-issued infantryman uniform with no headgear (after obtaining his Arm) along with brown leather gloves and a faded red, floral-patterned kerchief around his neck. His casual attire consists of a white cotton dress shirt with the sleeves rolled up to his elbows and tucked into black slacks held up by dark navy blue suspenders with brass tighteners. In addition, he also wears dark brown dress shoes with gray Argyle crew socks, and he typically carries around an antique gold pocket watch.

Personality:
Initially a sullen sort who finds himself in way over his head by joining the war on the fighting front. Due to a frail constitution, Caelen is unable to do much in terms of physical labor but, nonetheless, joins the fight due to a sense of duty and pride instilled into him by his adoptive older brother. But as the fighting begins, he discovers the ever-present fear of death looms larger than expected.

To his friends, he is loyal and protective; always having their safety and well-being among his top priorities. Deep down, he feels a profound sense of sadness and helplessness due to his inherent weaknesses. What he lacks in physical ability, he makes up for with a sharp mind and an undeniable sense of courage.

He views the power that he receives through his Armament as a path to redemption and a means to protect those he cares about. However, this does lead him to take actions that are reckless and endangers his own well-being. Despite that, he'll do whatever it takes if it means ending this hellish war and finally getting to know true peace.

History:
Originating from the former country of Wales (now a province), the flaxen-haired infant was given to the Edinburgh Military Academy to be raised and trained as a soldier for the Imperial British Army. He was given the name designation of "Caelen Everleigh." As a young child, Caelen was discovered to be quite frail and suffered often from illnesses. Because of this, some of the other children at the academy would bully him, seeing him as an easy target. Caelen would fight back but, obviously, he was never a victor of those fights.

It wasn't until he met Leopold Bell that the harassment would stop. Leo was two years older than him and was a strong, capable boy with a kind heart. He looked after Caelen and a young girl named Idina Locklear. The trio soon formed an adoptive sibling relationship. They were inseparable and, due to Leo and Idina, Caelen came to be accepted by the other children who had shunned him earlier in his days at the academy.

Despite his fragility, Caelen was quite the adventurous youth and would often sneak out of the academy to explore the countryside yet untouched by the war to the south. In his early teenage years, Caelen was recognized as one of the best marksman in the academy but the instructors were still weary of drafting such a weak-bodied individual into the forefront of the fight.

When he came of age, the instructors wanted to assign him to the Grover's Division—a division in charge of growing food for the imperial army—due to his physical deficiencies. However, Caelen managed to convince them to allow him to fight among the other soldiers. Now comes the day of his first assignment on the field...

Service Information

Service Number:
15649230

Military Rank:
Private

Weapons:
✧ Pattern 1914 Enfield Service Rifle
✧ Mauser C96 Semi-Automatic Pistol
✧ Trench Knife
✧ No. 1 Grenade (usually carries 2 at a time)

Other Equipment:
✧ Water Canteen
✧ Trench Shovel
✧ Binoculars

Arms Information

Weapon Name:
Modredus

Arm Type:
Greatsword

Weapon Form
ol89Jh3.png


Spirit Form:
exN8cs7.jpg


Abilities:
✧ Blackfyre: Modredus is able to produce and manipulate a black flame-like substance dubbed Blackfyre. It can reach temperatures of up to 2200 kelvin, capable of melting rock and even steel plates. Unlike conventional fire, this mystical flame can burn without oxygen—even in a vacuum. What is most impressive, however, is its striking force which can rend through tank armor with a single blast. Beyond that, Caelen can manipulate the flames into elementary shapes for different purposes such as a round shield to protect from incoming fire. He can also control the intensity of the flames at will, even dissipating it completely if need be.

✧ Flame Ward: The ability to control Blackfyre also grants Caelen an inherent resistance to all weaker types of flame, both conventional and magical. Attacking Caelen with fire triggers an instinctual defense mechanism in which his Blackfyre will "consume" the weaker flame to protect Caelen. If a flame attack does get through that initial defense, as stated before, damage received by Caelen is minimized if the flame is of a weaker variety.

✧ Blessed is He Who Walks in Moonlight: Modredus' magic is intensified on the night of a full moon—coincidentally, the magic of witches are also at their peak during a full moon. Conversely, Modredus' magic is at its weakest during the nights of a new moon.

Weaknesses:
✧ Mordred's Lingering Will: Although Blackfyre is powerful, it comes at a great cost to use. With prolonged use of its magic, the plague-like substance enveloping the Armament will latch numerous tendrils into the flesh of the Arm's wielder—starting from the arm holding the weapon—and begin to feast on the wielder's life energy. Continued use will spread the infection further throughout the body, covering the wielder in a black, shadowy tar. This is referred to by the spirit dwelling within the Arm as Mordred's Lingering Will, whatever that entails. It is not known what would happen if the infection succeeds in covering the wielder's entire body.

✧ Energy Consumption: To use Modredus for an extended period of time causes strenuous exhuastion which forces the body to recover that lost energy by consuming an inordinate amount of food—preferably foods high in carbs and sugar.

Additional Information
✧ Caelen has an extra-sensitive nose. That combined with his already fragile constitution can cause certain normally harmless particulates to make his nose bleed.
✧ Caelen's favorite season is Autumn.
✧ He is fond of feeding stray cats and dogs which sometimes causes them to follow him around.
✧ His favorite hobbies include reading and tinkering with small mechanical objects such as his pocket watch.
 
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>>|
KIERA ACKERS
BASIC INFORMATION
NAME
Kiera Ackers

AGE
15

DOB
1899

GENDER
Female

BLOOD
AB

HEIGHT
5'2"

WEIGHT
114lbs
1
2
3
4
  • PERSONALITY
    When speaking of Kiera's personality, one must often account for the environment she's in. While it's extremely common for individuals to behave differently depending on their surroundings, with Kiera this difference is rather massive. She has her private self: her truest and honest version, and she has her public self: a persona she puts on out of pure habit.

    Speaking for Kiera's public self, she behaves rather exuberantly. A happy-go-lucky girl, she looks to raise the morale of her party, keeping spirits high and lively. Kiera often takes on the role of a fun big sister, keeping tabs on everyone and making sure her party's well and accounted for. Though this version of herself is rather disingenuine, and her true self often bleeds through the cracks—often by accident.

    Kiera, truthfully, is a calm and reserved spirit. While she still cares for the wellbeing of others, she's less "in-your-face". She presents herself as a mellow individual, seemingly tired even. This is often due to her worrywart characteristics. Kiera often shows an extremely level of concern, even if there isn't any need for such worries. Worries include the health of her party, her own health, and the future of the ongoing conflict. Due to this constant self-imposed stress, Kiera is also a diligent and meticulous individual, accounting for the finer details of her surroundings. Though in addition to this concerned and hardworking nature, Kiera can be a defeatist as well. She often worries of defeat or failure, which in turn makes her believe that it is more possible than in reality. However, this in turn often drives her to work even harder than usual.
 
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WIP

Biographical Information
Name:

Royalé Hawkins

Gender:
Male

Age:
17

Date-of-Birth:
1897

Blood Type:
AB+

Height / Weight:
6'1ft / 175 lbs

Appearance:
5d0f3c8b85f90e6804f94dad60e70215.jpg


Personality:
Royalé has been called an artistic mind and is known for his abstract thinking and problem solving. He is consistently found with his head in the clouds, painting images with his thoughts, and he isn't present until he is able to bring his creations to reality. In combat, Royalé looks at everything from a different angle using his imaginative mind to form plans that most wouldn't even think about, but his rash side usually comes out. Even in war he keeps a positive demeanor and tries to smile for his comrades and the future.In the past he was very vibrant but in recent months he has become very withdrawn from people and others.

History:
Royalé was nothing but a defiant brat when he was recruited. He came from a very wealthy and affluent family so he was used to getting special treatment, but over time his brattish nature was ironed out, but his resistance to conformity was still very much there. The first few months were kind of rough for him as he was used to looking down on people for their position in life. Royalé couldn't understand why he wasn't being given in respect. The young child's self-centered spoiled brain was fried and his bubble was slowly but surely popped. In his younger teen years he would sneak out of the academy, enjoy the little bit of freedom he made, and express his artistic aspirations.

Service Information
Service Number:

20186424

Military Rank:
Private

Weapons:
Pattern 1914 Enfield
Two M1911
Trench Knife

Other Equipment:
Two other lenses
Bandages
A few handkerchiefs to keep the lenses clean

Arms Information
Weapon Name:

Bors

Arm Type:
Spear

Weapon Form:
884d4a0f0fe661586239a681305c37f7--the-general-rifles.jpg


Spirit Form:
dc0540e9d0c911771b6af247be5f19fc.jpg


Abilities:
Slayer's Finesse
Passive
The Bors' spear further increases the user's agility, speed, and senses to better use the spear and their own body. The user will always use the spear like it is just an extension of their own body and will be able to perform many incredible acrobatic feats with, or without, the spear in hand. Bors also enhances the user sight, smell, and hearing to help with their reaction time in combat. All of these ability are permanently etched into the user, but without the spear everything is less effective. The user is also able to communicate with dragons

Core of the Beast
Bors' main combat ability reads the user's person and gives them a unique set of elements to use along with the spear. The sets come in a group of three and every user has their own unique set and uses. Royalé's set: Water, Darkness, and Kinetic energy. Royalé prefers to use water and uses it with great creativity, darkness he uses it less often because when it is used it always backfires, and kinetic is used to absorb said energy and then he disperses in a big attack.

Bestowel
The user is able to grant the use of one of their elements, but they will lose the ability to use said element until either the person willingly relinquish it or Royalé takes it back. If Royalé forcibly takes it back their will not be any repercussions. When Bestowel is activated the user is able to track the person no matter the distance, but once removed they lose the ability to find said person.

Weaknesses:
Slayer's Sin, Dragon's Honor
When up against a dragon parent, if they are slayed the weilder of Bors will feel an instant emotional attachment to their egg or child, as if they were the parent. The wielder will adopt the young dragon, or egg, treat it as their own. Depending on the person different scenarios will happen and occur. If something were to happen to the youngling then depending on the user's parental desires their grief could more than likely kill them of a broken heart.

Indiscretion's Visage



Additional Information


 
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Biographical Information
Name: Maxwell Bishop
Gender: Male
Age: 17
Date-of-Birth: 1897
Blood Type: O
Height / Weight: 6'2ft / 172 lbs
Appearance:
anzacscout_by_michiragi-daqhfw8.jpg


Personality:

Maxwell is noted as a decisive man of conservative values - putting great efforts in upholding the image and ideas of chivalry, honour and responsibilities. He is usually vocal and active, whether it be in expressing his own opinion or speaking out for his fellows. However, the man also tend be considerate of how what he does and says may affect others. He does not think of himself as better than them, only as an observant comrade eager to help. Maxwell tries to not spark conflict with his vocal characteristic, instead use it to provoke (preferably) beneficial changes, like pointing out faults in his peers and help them fix these faults instead of quietly criticising.

Maxwell is slow to trust and can be quite suspecting, but he also think of himself as responsible for others around him, specifically his comrades-in-arms. The young man is always eager to cooperate and warm up with them.

History:
The young Englishman grew up in the military, within the academy's walls, and it is all he'd ever knew. Such upbringing had much impact on Maxwell's character - he could never afford to be some needy crybaby, while finer concepts of duty, discipline and responsibility were drilled into the boy's mind from a young age by strict instructors. Maxwell took up the rifle with the same purpose that drives gallant warriors of Britannia - to drive back the Mordredian hordes and the blasphemous powers they wield to the hellish pit. But aside from soldiery, like many of his age, Maxwell dreamed and fantasised with tales and legends of heroes brave of heart and great deeds, and sought to carve out an epic of himself, starting in his first assignment. His tale from here, unlike some others, is not a sequel, but one that had just begun.

Service Information
Service Number:
10225809
Military Rank: Private
Weapons:
+ Lee Enfield Mk1 1896
+ Bayonet
+ IEDs (Jam tin grenades)
+ Flare gun

Other Equipment:
+Slouch hat
+ Spare .303 rounds and stripper clips
+ SI entrenching tool
+ Binoculars
+ Bolt cutter
+ Water canteen, rations and basic
+ Socks
+ A notebook
+ Gas mask

Arms Information
Weapon Name: Kay
Arm Type: Longsword
Weapon Form:

Kay's Blade is a sword with a leather-wrapped hilt long enough for two-handing. The pommel and guard features various hooks and spikes of a uniform design. The blade is exceptionally long, longer than that of an average longsword. The weapon is seemingly reflective, and some may say it slightly glows with a tint of mystical white - blue light.
d49lk5r-ac6f53db-994c-49c0-b3e5-e2c7e3d11bee.jpg


Spirit Form:
latest

Abilities:

Prince of Plunder
Kay's blade is able to syphon and store certain essences within its form, primarily those arcane in nature from those felled by it. As such, the weapon would be wielded to its full potentials against Mordredian forces - who harbour an abundance of these magical energy the blade feeds upon. This is, however, no instantaneous process, as the weapon usually can take up as much as 5 or 10 minutes to completely drain a foe of the energy, depending on said foe's resilience or size.
The energy stored within the blade can be discharged in limited yields in the form of blasts, not destructive enough to damage heavier fortifications and structures, which can travel to a maximum range of 60ft.

Subjugate
Semi-corporeal vines, each about 5 inches thick, spring forth from the blade to wrap around up to 5 targets at a time. The vines appear to be eldritch in nature, each having an active yellow eye that gazes in the direction of the target as if guiding the vine towards its destination. If the target is successfully entangled, the eyes remain open and let off a pulsing glow until it is destroyed; Alternatively, the eye close shut if the vine misses the targets.

Over the time the target is entangled, the vines grow thorns that dig into their form and syphon magical essence the same way the blade itself is able to. They can be recollected later and the energy would be transferred into Kay's blade for storage. However, the vines are not invincible and can be cut off / broken with sufficient force.
Use of this ability consumes a number of magical energy stored within Kay's blade.

Heartthrob
Yellow toxin seeps from the guard of the longsword and coats the blade. While this is active, strikes made by Kay's blade leave gnarly wounds filled with the similar yellow substance, which begin to crystallise around the wounds and spread, visibly towards the target's heart or the centre of its mass. The crystallisation process leave the target generally difficult to move and their form brittle - vulnerable to the next attacks
Manifestation of the toxin uses up a number of magical energy stored within Kay's blade.

Share the Boon
Kay's blade has the ability to weave and discharge the magical essence stored within it in just the right amount to produce similar effects in a person as an adrenaline rush or to aid medical treatments.
The use of this ability consumes a number of magical energy stored within Kay's blade and requires a contact.

Weaknesses:
Vulnerable
The weapon can be easily overwhelmed by larger weapons in repeated offences. It also offers little in terms of ability to defend the user.

The Price
Most abilities of Kay's Blade is powered by the magical essence it feeds upon. The lack of Mordredian foes or other creatures with an abundance of this energy would deny the sword of its power, and without this, it is little more than a fancier stab-stick.

Additional Information
[Nothing at the moment]

 
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7f65zZ8.jpg

Biographical Information
Name: Grace Whitehall
Gender: Female
Age: 15
Date-of-Birth: 09/12/1898 (December 9th, 1898)
Blood Type: A+
Height / Weight: 5 ft. 2 in. (157 cm) / 120 lbs. (54 kg)
Appearance:
Grace possesses blue eyes and short blonde hair. She is usually seen in her standard-issued khaki drill uniform, with 1908 Pattern infantry webbing to facilitate her personal equipment and ammunition. She dons a pair of linen-wrapped gaiters that is wrapped around her shin and calf. Grace tend to wear her dark red scarf during winter seasons.
Personality:
Grace is generally perceived as a nonchalant and aloof personnel of interest. She is usually withdrawn in small-talks, unless addressed directly, and can be seen drawing blank stares towards the horizon at times. Evident in her rugged uniform with minimal gears and equipment, it is commonly acknowledged that Grace is a practical person - carrying what she needs, no more no less. While obedient to her superiors, her means of getting things done are more or less practiced with efficiency, rather than by standard procedure. When faced with formidable adversary, the young girl would do her best to resolve it as best she can with determination. While she is convicted to carry out a task or stand up for a cause, Grace is more stubborn than she seems on the outside.
History:
Raised in a military academy since as far as she could remember, Grace is as any other faces around her. Born and raised for the sole purpose of waging war against Mordredian forces, the young girl have had little chances or causes to acquaint herself with others. Despite reaching out to her brothers and sisters in arms on several occasions before, their inevitable demises quickly dissuaded the girl from making friends or finding families as time went on. Having been baptized in trials of fires, hell and back, the harsh reality of the conflict's ugliness only reinforces her reluctance to interact with others. The semi-disillusioned teenager was all but exhausted shortly after being deployed to the front for merely a few months, of which had seemed like an eternity for those who dwelled in the squalid, battered trenches.

Like many battle plans before her generation, the surest way to win was forward, or at least that was what she was taught. While she had studied and trained for most of her life for the sole purpose of fending off the enemy, nothing could prepare Grace for what she would see and feel on the battlefield. Despite this, the young girl was determined to do battle with all her might, with her principles fixed on the end of the war - hoping for a swift end to the perpetual madness that was the war.

Service Information
Service Number: 12071941
Military Rank: Private (Pvt.) / Company Grenadier Rifleman
Weapons:
+ SI Lee-Enfield SMLE Mark III (.303 / 7.7 x 56mm)
+ Pattern 1907 Bayonet
+ No.2 Rodded Grenades (muzzle-loaded onto service rifle as rifle grenade)
Other Equipment:
+ Brodie helmet with khaki cover
+ Auxiliary trench coat
+ Spare .303 rounds and stripper clips
+ SI entrenching tool
+ Water canteen and reserve rations
+ Socks
+ Gas mask
+ Personal journal

Arms Information
Weapon Name:
Palamedes
Arm Type:
One Handed Curved Sword
Weapon Form:
Palamedes is a single-handed, single-edged curved sword with mended alloy furnishing, and silver-black embellishments donning its hilt. Palamedes has an elongated and slim blade that is three-fifths the height of its user. The weapon's hilt-guard is minimal to provide expedited sheathes, with interlaced leather hilt. The pommel is well-rounded to provide blunt or non-lethal attacks at close range. The weapon is wrapped in rune cloths that provides a sturdy grip to its user. Due to its curved design, Palamedes is meant for swinging and dealing slashes.
Spirit Form:
NcG2VUW.jpg
Abilities:
Saracen Steel
Palamedes's sword is an ardent adversary of dark magic, as well as being fit (light-weighted) for its chosen master. As such, the weapon is most effective when fighting Mordredian forces and those that practices sorcery. Palamedes will resonate at times when a Mordredian legionnaire or beast is within a certain vicinity. The sword is able to execute great swing and slash that will cut through, if not shatter most earthly metals. Palamedes's cut can ignite Mordred's beasts upon contact with the latter's blood. The blade can withstand heavy forces, and is generally used offensively with great speed. Palamedes's blade can also be retracted upon command, effectively turning into a short sword for close-quarter engagements.

Hadrian's Wall
Palamedes is able to conjure up a wall of swords that is unleashed upon the designated targets. However, due to its nature as magical weaponry, an array of swords will only last for as long as the weapons can endure. Substantial amount of damage can weather the wall of swords overtime, while the weight of the weapons are based on how much the user can carry physically in respective ratios. The wall can be used defensively, interlacing themselves to form a make shift barricade.

Round Table's Resonance (Passive)
The blade's metallic property are nullified by ancient runes that keeps the user from being affected by harsh climate - such as scorching heat or frigid snowstorm.

Weaknesses:
Codes of Chivalry
In return for immense strength and defense, the blade has its own demands - feeding only on Mordredian blood. As such, Palamedes only answers the user's call when facing Mordredian forces, while remaining dormant when coming into contact with normal humans. As such, this restricts the user's reliance on Palamedes to combat humans, and can only invoke "Hadrian's Wall" when facing Mordred's minions and beasts or by reciprocating one's own blood to activate it (see Christened Bane).

Pagan Steel
While Palamedes is utilizing Hadrian's Wall, the large array of steel can reduce the user's movements due to its reciprocal burdens. Palamedes's earthly minerals can only sustain most small-arms fires, magic projectiles, and common melee attacks. It is susceptible to heavy barrages (such as catapults or large-caliber projectiles). While Palamedes's steel is durable, a substantial amount of force can break its wall of swords.

Christened Bane
Palamedes's blade is by nature a pagan weapon. As such, the weapon is powered by feeding on dark magic. When not commissioned to do battle with Mordredian forces, Palamedes will instead use Grace's blood to enable its magical abilities. Prolonged combats against non-Mordredian forces will affect the user greatly, as it drains their life force immensely. Side effects range from short-term fatigue to severe psychological impacts, due to the intermingling magic of the weapon with that of Grace's blood.


Additional Information
- Grace has a laceration upon her left arm. While treated and bandaged, it hinders her from lifting her left arm above her shoulder. As such, when encountering hostiles upon high grounds, she usually gets on her back to steady her rifle in between her knees and thighs. This also makes her susceptible to being flanked, as well as restricting her movements.

+ Grace is well-versed with her rifle, having been drilled since a young age, like her peers. She is able to disassemble and clean her weapons with speed, all the while letting out precise shots over long distances. Her skill, however, is evident in her speedy bolting actions, which let her cycle through her entire magazine in less than thirty seconds - an exemplary Mad Minute rifleman.

- Having been exposed to intense and prolonged combat tours over the course of five to six months, Grace has developed a coping mechanism that takes the guise of staring at the horizon (also known as the thousand-yard stare). This makes her quite jumpy when someone comes up on her without announcing their presence. It is advised to avoid from doing so, especially when the girl has a loaded rifle nearby.

+ Will gladly share the last of her meal. Need only ask.

+ Enjoys sketching and writing in her journal during idle times.

[Character's Theme]


 
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Biographical Information
Name:
Victor V. 'Vicky' Hood
Gender: Male
Age: 15
Date-of-Birth: February 14th,1899
Blood Type: AB
Height / Weight: 158 cm/48 kg
Appearance:
600658
Personality:
To most people he knows, Vicky might comes off as a rather shy person. He rarely talks about many thing, but easily get excited when talking about girly stuffs. That being said, Vicky also seemed much more comfortable when speaking in feminine tone. (if he were a Japanese, he would most likely refer to himself as 'uchi'.) Vicky generally prefers being considered as a male, but never makes any active effort to correct someone if they refer to him with female pronoun. Even then, Vicky would occasionally have his... umm, 'manly desire' while hanging around the ladies, and will always try his best to not let it get the better of him.

In a battle, Vicky would figuratively transform into a completely different person. He would unleash his bloodlust and goes full sadist against his enemies. While he can control it to some extent when having a mere friendly sparring, prolonged battle would end up revealing this nature of his, which is why he always make an attempt to avoid fighting his friends. Battlefield, however, is a completely different situation as it is, according to him, a "matter of kill or be killed". Vicky generally prefer urban warfare over open fields, as it is where his skill as a sniper shines the most.

All that aside, Vicky does care for his fellow brothers-in-arms. He is adept at nursery, and is more than willing to fill the spot as a nurse if deemed necessary. He is also a vengeful person, and would always take it to himself to avenge his dead comrades. As of right now, Vicky is facing a rather strange dilemma. He hates the war, for it has took many of his comrade's life, but also loves it as it allows him to unleash the intense bloodlust within him.

History:
Growing up in military academy as far as he could remember, Vicky had been accustomed to militaristic daily life. So much so, that he'd occasionally get bored of it and would often ditch trainings just to find something else to do. This has brought him into troubles at time, but the time he spent outside of his military academy routine (which, according to his own words, "not something I made to do on my conscious consent anyway") had gave him a lot of knowledge, mostly trivial and useless knowledge for his future task as a soldier, but some also quite useful for military purposes such as nursery. Vicky gained that particular knowledge from hanging out on the academy's church with the nuns. In fact, while the military academy helps him develop his physical and academical capabilities, his mentality would be matured by the times he spent in the church, where, over sense of duty and responsibility, he sternly believes in compassion and loyalty toward her fellow brother-in-arms.

Vicky began to know the monster inside him during his first mock battle with one of his comrades. The fight easily went one-sided in his favor, but then he did what he wasn't aware to be able to do: he beats up his opponent to the point that the opponent would never be able to be a soldier anymore, and doing so with a gleeful grin on his face. Though Vicky had expressed his regret, he was then got banned from participating in any mock battle. Staying out of battle, though managed to keep him at bay, caused the warmonger inside him to boiling up, ready to explode at any time...

Service Information
Service Number:
19400204
Military Rank: Private
Weapons:
SMLE Sniper Rifle (earlier)
Pattern 1914 Enfield (later)
Webley Mk.VI
Other Equipment:
Additional lenses
Binoculars
Water canteen & reserve rations
Trench knife
First aid bandage

Arms Information
Weapon Name:

Percival
Arm Type:
Throwing dagger
Weapon Form:
600664
Spirit Form:
602328
Abilities:
Nameless Knight of Many Names
Percival's primary quality is on its ability to duplicate itself infinitely. It's a simple yet powerful ability which allows its user to throw any number of daggers without any fear of running out of ammunition. However, the user can only deploy 20 daggers at once before it need to be 'reloaded'. The user may choose to reload before they completely run out of dagger, allowing them to reload faster.

Grail Guardian
Percival also comes out with another signature ability: the ability to float and launch at command. All spawned daggers will automatically float around the user. The daggers generally travels at around the same speed as a bullet fired from a Webley Mk.VI, but it could move faster or slower, depending on the wind and the direction it was thrown just like a normal throwing dagger. Percival is especially effective against any kind of weapon or armor imbued with dark magic, easily tore through them like a knife cutting a butter even if said dark magic-imbued armor was that of a tank.

Parzival of the Sea
An ability somewhat unrelated to the two abilities above. This ability allows its user to stand perfectly fine on a body of water. They may even move freely in and on water at high speed.
"I hereby declare before My Lord Almighty, the ruler of all, that I shall stand beside my brothers in arms, whatever may befall them on water, land or the air."

Weaknesses:
Shattering of the Swords
Just as the number has its advantage, it also comes with a disadvantage. Mainly, reloading the Arms after spending all of its 'ammunition' would spend too long a time for it to be useful in direct combat, but there's also the fact that reloading 20 copies of this Arms would eat away one month of its user's lifespan.

Calamitious Repose
While the daggers are by all means a powerful tool of murder, the blades has the tendency to go dull beyond saving after being stained by blood. Because of this, each and every copies of the daggers can only be used to kill one person before the user has to replace it by making another copy.

Additional Information
-His bandaged right eye had always been blind since his birth. Most people thought that he had gotten into a fight to the point of wounding his right eye, but Vicky made it clear that he had never fought other than the one time he almost killed his comrade. This made him grow as a left-handed person since he has to aim with his left eye anyway.

-(Trivia) The ability Parzival of the Sea was not based on any part of Percival's legend. Rather, it was based on Herbert Wohlfarth, also known as "Parzival", the captain of World War II German submarine U-556.
 
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biographical information
name // alpheus lacey
gender // male
age // seventeen (17)
dob // 15 April 1897
blood type // ab+
height // --
weight // --


appearance
--


personality
--


history
--


service information
service number // 11743318
military rank // private
weapons (pre-arm) // m1911, smle, pattern 1907 bayonet
weapons (post-arm) // m1911, no.1 grenade
equipment // binoculars, water canteen, rations


arms information
weapon name // bedivere
weapon type // stiletto


abilities
[Compatibility Analysis] Sir Bedivere was famed for his skill with the lance. His will stored in his Armament, however, reforges itself into what she deems most suitable for her chosen wielder. In the case of Alpheus Lacey, Bedivere takes the form of what appears to be a simple stiletto knife.

[Assisted Action] Against physical protection, Bedivere functions as a normal stiletto knife. However, it is instead particularly effective against defensive measures provided by magic such as magical barriers and armor enchantments. Though Bedivere is not guaranteed to penetrate, it does provide a higher rate of dispelling or shattering magical defenses compared to other physical weapons. Unfortunately, Alph typically relies on others to finish the job as he has little means to do so himself.

[Threads of Fate] Attached to Bedivere’s stiletto are strings spun with magic visible only to the eyes of Alpheus. Like a needle pulling a thread, duplicates of the stiletto can be formed, moving independently from their original for the sake of weaving his strings around areas as he pleases. From there, he can produce a variety of threads, some which are sticky for the purpose of trapping and others which are specially reinforced and set up in a way such that a tug will tightly weave each thread together, creating a sudden albeit one-time-use shield. Some are soft and elastic to use the threads to swing or step off of, and his most offensive threads are reinforced with magic and set to vibrate at a speed in which they can cut through tougher elements. When additional magic is channeled through broken threads, they can be restored to their original state and positioning a total of once, which often trips up enemies.

[Singing Strings] Each and every thread is carefully linked back to Alph (barring those he purposefully detaches), thus allowing him to track the vibrations that his threads pick up. Using the information that the magic supplies him with, he is capable of telling the general position, number, and size of the enemies as well as his allies. Fortunately, Bedivere’s threads can also relay messages as well, allowing for Alph to work from just about any position without any mechanical assistance or threat of having his messages intercepted.

[Path of Blessings] Bedivere’s threads can be manipulated mentally to wrap or suture wounds to staunch bleeding and expedite healing. Though a painless process to the patient, it requires more and more concentration depending on the intricacy of the operation. Minor cuts require minimal work with near immediate relief, while deeper cuts require far more time and effort to stitch back up. Additionally, more major wounds will require the patient to remain completely still for a time, meaning that though his healing is superior to a field medic’s, it still doesn’t mean that the injured can hop back into the battlefield immediately. They are also, at best, a stopgap measure when concerning broken bones and internal bleeding, and fatal wounds will be fatal.


weaknessess
[Overspecialized] High utility but relatively low power. Fares well on defensive operations but functions primarily as a secondary support on offense.

[Price of Loyalty] To be loved by the Will of Bedivere is both a blessing and a curse. Long ago, the knight of loyalty left behind a spirit whose finicky nature is offset by her steadfast fealty towards her chosen “knight.” To no other will she answer, and her hand never strays from her chosen’s side, regardless of their morals or intentions. In turn, she demands a price—a symbol that her wielder is prepared to bind themselves to her will as much as she is to theirs. Sir Bedivere lost his hand under the service of King Arthur, and, likewise, she permanently seals all functions of her wielder’s right arm. Marked with a silver inscription that twists its way from his fingertips to his elbow, his forearm and hand have been rendered completely limp and useless. Ironically, she asks for no agreement or confirmation: the contract is sealed regardless of her chosen’s acceptance of her power and demerit. (note: this demerit means he is especially weak in direct confrontations)

[Dependence] As if a direct reflection of Alph’s distaste towards combat, Bedivere provides him with a near non-existent number of directly offensive options. Though his strings can deal some hurt, they not only require prediction and setup but also a hearty amount of faith that whatever he is required to sweep up in the area will walk into the areas he has trapped. In short, his style is a rather passive one where if the opponent takes no action against him, he isn’t very likely to be capable of doing much against them either. Additionally, his mobility is high only in the case where he has various threads to leap from while hindering others’ movements.

[Love Is Blind] True to her vow, the Will of Bedivere never brings harm unto Alph. However, the spirit is loyal to a fault. That is, she cares not for the plight of others, enemies and comrades alike. As such, the strings he has threaded into the environment are both an advantage and liability, requiring him to constantly loosen, tighten, and shift his strings depending on the positioning of his allies. Not only does it require others to trust his abilities, but also expends a great deal of concentration. This often results in him remaining relatively stationary and places a large importance on remaining concealed.

[Rookie’s Demise] Currently, Alph cannot pay attention to both his string traps and providing medical aid. Perhaps experience will allow him to manipulate both types of threads at once, but at present it’s more or less one or the other.

[Collapsed Sanctuary] Though they can regenerate once, and the threads are rather durable in the first place, they are still not invincible. Additionally, each area takes a bit of time to set up, making it extremely detrimental when his strings are rapidly taken down with large-scale anti-magic. Needless to say, his ability to communicate to and from such areas are cut immediately.

[Muddy Noise] Resultant of a mix between Alpheus’ strange way of experiencing noises and the way that Bedivere’s threads function, he describes the “noise” of malice transmitted through the threads as “a very disgusting sound.” As it’s typically found in large amounts on the battlefield, he often feels as if he’s being constantly pricked, causing discomfort and occasional lapses in concentration during larger surges.
 
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Biographical Information

Name:
Gram Winterbourne

Gender: Male

Age: 17

Date-of-Birth: 12/2/1896

Blood Type: O-Negative

Height / Weight: 7’2” (218.5cm) – 325 lbs. (147.5kg)

Appearance:
4b81efc6240624c556078dd0b6c39c5f.jpg
85df13ba57298b6cbd37f39cce3fe275.jpg

Personality:
Gram has a strong sense of what’s right and wrong. Although much of this was what the military saw as right and wrong. He will follow direct orders and will see an objective completed hell or high water. Inversely he would rather eat his boots than leave one of his own behind. If they’re going to die, they won’t do it alone.

Grams not a strait-laced soldier though. Having been embroiled in war and militant activity forever has left little impression on him. It’s more of second nature for him to simple execute his orders without prejudice. He generally has a peasant demeanor to him and is interested in what’s going on around him. a problem solver by nature, and a curious soul. Gram likes tea and biscuits so dry they could be used structurally. He’s proud of his size and strength and takes well to being noticed for it. Almost thoughtlessly he will do most tasks involving reaching high places or carrying heavy things. He strongly believes everyone has a role and that being well organized is the way to true strength. Lone wolf types grate on him, solo operations are one thing but not working well with others is unacceptable. He hates orders that mean to sacrifice others.

He had been described as his center of gravity both physically and mentally resting somewhere around bedrock. An unshakeable man.

History:
Rumor was Gram came from the red mud of a fierce battle. A child bred of and for war. This however was not all true. He was the child of a brief affair of a soldier and a nurse. Carried to term in a medical barracks, Gram would be drafted into the war before he even took his first earthly breaths. Shortly after birth, only about as long as it takes to separate a child Gram would be taken where many children born on the battlefield were. Glasgow military academy.

Gram was like most other children until the age of nine. At this point he was nearly five foot. By 11 he saw eye to eye with most adults, and midway though his 13th year he was nearly as tall as he would be. He would end up a mule for the academy, always on hauling duty when it presented itself. His size and strength lead him to be ideal for heavy weaponry, being trained in the mortar and, leading the Maxim squad. he would often be forced to pack the entire assembly into mock battles on his own on top of all his supplies.

One would think animosity might grow, but Gram was content with his role. He saw things as an allied effort and fair or not was not a concept that held him back. Instead he saw his niche. Gram would push himself to be the force they needed.

Service Information

Service Number:

11925000

Military Rank:
Private

Weapons:
Winchester M1892 lever action rifle.
Colt M1911
Lewis gun Mk1 (After Arm)
No.1 grenades (3)
His short spade has been thoroughly reinforced to double as his trench club.

Other Equipment:
half-length reinforced spade
One full spare uniform in his size including undergarments
one worn sauce pan used to boil water for tea and prepare meals
as much shelf stable food as room would allow in his pack including: a few sachets of herbs, salt and pepper.

Arms Information

Weapon Name:
Geraint

Arm Type: Gauntlets

Weapon Form:
Armor (2).jpg
Spirit Form:
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Abilities:
The Arm, Geraint, lacks any real attacks of its own. It merely pumps all the power it can into the user enhancing their abilities many times over. This power is vast and modular allowing the user free reign. It also only allows set amount to be used at a time before a brief respite period is needed. It’s not as much a matter of how long the user has their power engaged but how much power is used. The refresh time is short if only a small amount is used than a mere couple of minutes, but if drained completely it can be as much a few hours.

The user’s body can only withstand so much power at once. Over time a user can gain larger pools until they reach 100%. While on respite the user loses all abilities even the passive ones, they would normally gain from simply wearing the Arm. Furthermore, factors like fatigue, injuries and mental state can inhibit the amount of power that can be drawn. Injuries will close and disappear once more however they will cause the energy to begin bleeding out of them once more.

A knight Is Strong:
While Geraint is active Grams strength goes through the roof. capable of lifting and moving a couple metric tons of weight. A punch from this kind of strength would be like being hit by a tank shell. Grams strength is always passively boosted while wearing the gauntlets making him roughly twice as strong.

This strength also come with an inherent speed boost. Being so much stronger allows him to push well beyond human limits in most physical categories. Continuing this he also has the reaction time and reflexes to match. Catching bullets is not out of the realm of possibility however he doesn’t have any sixth senses about it. He would need to know the bullet was coming to react quickly enough.

A knight’s armor is thick:
His physical resistance is enhanced while the gauntlets are active. all the way up to moderately high caliber weapons would prove only mildly effective. The gauntlets themselves are nigh impenetrable. Any physical force exerted against them would be rendered null. Passively Gram benefits from being mildly tougher.

A knight is steadfast:
If at any point Gram wishes not to be moved no force could do so. He must also be in contact with the ground or have grip on something. Additionally at least on gauntlets must also be on the force which the user wishes to stand against. Simply, solid contact with a surface and at least one gauntlet against the force must be in place for Gram to be immovable. This only works while he’s conscious and able to move of his own agency.

A knight does not bleed:
While the gauntlets are active any injury that Gram sustains will instantly close and heal as if it had never happened in the fist place. Foreign objects will be forced out and he will be able to continue to fight. Once the power is released then all the injuries sustained will appear simultaneously as if they were just inflicted. This power will slowly bleed power depending on the number of and severity of the wounds.

Weaknesses:
Since Geraint pumps all its magic into its user it must be fused to the user. It bonds to their body as soon as its power is first used. The strong connection is needed to regulate the power pumped though them and losing either arm while in full use would lead to catastrophic failure.

Geraint might excel defensively in direct attacks against the user. The gauntlets capable of blocking most attacks. Two major weaknesses present themselves. Area of effect attacks of a high enough caliber can be very dangerous to the user as well as focused fire from multiple targets. Second many magical attacks can penetrate the boosted physical resistance the user is granted. though the injuries will still be sealed, they can prove to be more grave.

Additional Information
Though carrying extra food and rations Gram is far from a good cook. His food passes edibility barely.
Is often hungry.

 
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