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Fantasy Plundering Chirea (Characters)

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Characters
Here
Lore
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Anaxileah

From the Depths of Hell
Supporter
Roleplay Availability
Roleplay Type(s)

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This is where all characters shall be posted and any confirmations shall be made on whether or not your character is permitted to join my crew. Feel free to use whatever code you'd like, and if you want to request code, PM me and I will create one for you (I enjoy doing so). Every portion of the CS must be filled out, and any specifications that I include must be recognized and followed. Thank you. <3

GENERAL INFORMATION
NAME
Put your character's first and last name here. If they do not have a last name, explain why.

NICKNAME(S)
Anything your character was called as a child or shorter versions of their name that are used presently.

AGE
Please be reasonable. Elves can be old, humans cannot. The youngest age I am permitting is 18, unless you've given me a really good reason for any younger age.

GENDER
Female, Male, Non-Binary, the works. Gimme somethin'.

SEXUALITY
~ALLLLLLLLLL THE SEX~
I don't care. I'm a big supporter for LGBTQ+ so go for it.

SPECIES
Check the lore to see what races are playable and which are not. Obviously, choose a playable one. Duh.

ROLE
Check the lore for the different roles on a pirate ship and choose one. The roles are first come, first serve, if you post your Navigator a split second before someone else posts theirs, you'll have the first chance of getting the role. If you are accepted, you keep the role. Such is life. Do not make a crappy CS.

APPEARANCE DESCRIPTION
HAIR STYLE
How does your character normally wear their hair? Spiky? In pigtails?

HAIR COLOR
What color is their hair NOW? If they dyed it, include the original hair color (yes, hair dyeing is a thing).

EYE COLOR
Include every part of the eye if you have to. What color is the pupil? The iris? The sclerae (white parts of the eye)?

SKIN COLOR
All colors of the rainbow, bitches.

RACE/ETHNICITY
If you're human, you can do any of the ones that exist in our world just to give me an idea of what your character's appearance is like via description.

HEIGHT
How tall are ye?

WEIGHT
I know this might be rood, but I need to know weight so I can throw your character around. For funsies.

SCARS/TATTOOS
Tattoos are of course a thing, and scars show the history of peeps, so gimme your scars AND their stories. Not just "I got a gash across my entire face and survived." You better fucking tell me how.

BODY TYPE
Are ya lean, a green bean, curvy, thicc, whatever? Tell meh.

PERSONAL INFORMATION
LIKES
Wot do ya like? List them.

DISLIKES
Wot do ya dislike? List them, too.

GOAL(S)
There needs to be at least one. Something your character really wants in the long run. I might give it to them. OR keep it from them forever. Meh.

FEAR(S)
>: D TELL ME. Mwahaha.

PERSONALITY
Describe your character in a minimum of one paragraph. That's a minimum of 6 sentences, and I like detail. So if you wanna make me happy, give me more.

BACKGROUND
Minimum of two paragraphs. Same rules as above. Tell me what made your character the way they are from birth up until now. Thanks. <3

SKILLS/ABILITIES
STRENGTHS
What is your character strong in? For example, if they're incredibly muscular and weigh a bunch, they're strong. So put Enhanced Strength.

WEAKNESSES
Using the same example of Strengths, your character might also be slow, if they're muscular and somewhat bulky. So put Lacks Speed. Include the same amount of weaknesses as strengths. Keep it balanced.

WEAPON(S)
What weapon(s) does/do your character use? Be realistic: you can have enchanted weapons, but we're doing this in the era of pirates, so think of cutlasses, flintlocks, etc. Google shit if you have to.

POWER(S)
If you are an enhanced human or are a different species with certain abilities, put them here. For example, elves have great hearing, are incredibly fast, and are enhanced in their region of power (light, dark, wood, etc.).

SKILLS
What is your character good at? Cooking? Negotiating? This will help determine your usefulness to my crew.

LASTLY...
Read the rules. You're supposed to include something here. Thanks. <3

 
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General Information

Name:
Lysandria Rosa DiaMoriganna

Nickname(s) (if any):
Rose or Rosa

Species:
Angel

Age:
300

Gender:
Female

Sexuality:
Gay

Crew Position:
Surgeon


APPEARANCE DESCRIPTION
HAIR STYLE

Short and chopped to her shoulder. She would have shaved it off if she could have gotten away with it, and now that she is away from her parents she might.

HAIR COLOR
Brown

EYE COLOR
Her eyes are one of the key things to give away her inhumanity, besides the rather obvious wings. Her eyes appear to be almost crystalline, made up of two main parts. The main body of the eye seems to be a stormy white, shifting and ever until like a cloud. Throughout that cloud run crackling lines of energy usually centered around a pupil of sorts, a pinpoint through which she sees. This is what allows for her exceptional eyesight, and is a trait of her mother's line.

SKIN COLOR
Pale, Lightly tanned

HEIGHT
Six foot seven

WEIGHT
320, counting wings

SCARS/TATTOOS
No scars, she never fought in earnest and she lived around very potent healers, including herself. Her natural regeneration is also good enough that it would take a major injury to cause scarring. She does have a tattoo marking her ranking on the right side of her lower back. It is a magically inscribed image of a pair of spread black feathered wings, in a blue, purple, and gold circle, marking her by the circle as of the house of Wrathion and Elleria, and by her own wings being present there marking her as a high ranking member. A lesser member would have the wings of their patron inscribed there.

BODY TYPE
Long Beef

PERSONAL INFORMATION
LIKES

  • Fighting
  • Blood
  • Chaos
  • Strong wind
  • Cold weather
  • Adventure
  • Books
  • Quiet times
  • Poetry


DISLIKES
  • Angels
  • Boredom
  • Sunshine
  • Warm weather
  • People touching the inner surface of her wings
  • Enclosed spaces


GOAL(S)
To be amused, to fight, and if necessary to pursue justice.

FEAR(S)
Failure. Also claustrophobia.

PERSONALITY
To begin with, she is not an exceptionally angelic person. She will pursue justice if she sees injustice, and help the occasional helpless type, but in general she prefers the rush of combat to most anything else. She is efficient above all else, to the extent that she can seem cold. In battle she is effective and precise, preferring to finish most fights with a single solid blow from her warhammer. While she is strong enough to go toe-to-toe while wielding her warhammer in the event of a resisted blow she usually doesn’t, instead fighting defensively or evasively until she can get a sense of her opponent and finish the fight decisively.

When working as a medic she is more a battle-field medic than she is a proper healer, although she does have the training and magic for it. She generally tends to be too brusque, focusing on patching wounds and stabilizing people before then leaving them with enhanced regeneration and letting their bodies fix themselves. Her bedside manner is generally lacking, usually in one of two ways. With someone she doesn’t particularly care about, which is most people, she honestly can’t bring herself to care about them beyond a healer’s pride. She does her job and does it well, but tends to avoid really communicating with the patient and can seem to not really be paying proper attention. She almost always is, and is just not visibly focusing on something, but it is an impression she can leave a little too easily. With people she cares about she tends to get over-involved, precisely monitoring every minute aspect of their care. If the situation of care is risky and requires significant focus on her part it can be dangerous to approach her, as she will be on alert, and if she is surprised she can lash out. This is a part of her general emotional dysfunction, which is partly due to how she was raised, and partly just how she is.

She is not without the ability to exist without bloodshed. She enjoys spending time stargazing and flying in the night time, enjoying cold weather in general. Much as she enjoys fighting she also treasures her peaceful times, and interrupting her is not a great idea. She also likes to write poetry about things she sees and what is currently happening. Mind you she will never admit to that, and calling attention to it is not particularly healthy. She is extremely self conscious about it, mostly because her parents were always absorbed by their battling, and their own vocations, never thinking much of the arts.

Her biggest issue is an engrained inability to deal with failure. She can deal with impossible odds, and fight till the bitter end, but failing to do something, whether failing to win a fight or failing to save a life, is not something she can deal with. Her upbringing was too tough to really call her spoiled, but she is somewhat sheltered. Her medical training taught her a decent amount about the realities of disease and all it’s nastiness, but her military training was somewhat more limited in this regard. Her mother occasionally tried to teach her about the vicious nature of war but it never really took, mostly because she spent too much time glorifying it to push Rosa into her path.


BACKGROUND
Lysandria was born to the archangel Elleria, an old warrior who has been alive for more than seven-hundred thousand years, and Wrathion a healer and shielder, likewise eight-hundred thousand years old. They were heroes, legends in their own rights, and they concieved her by chance. Her mother a legendary warrior, slayer of great beasts and destroyer of shadows, and her father a great protector, said to have walled apart warring armies, and healed millions in his time. They had been brought to the same place by the same battle, and thrown together by the fighting. Unfortunately their one time dalliance produced a child, and while perhaps a relationship could have bloomed in other circumstances, her emergence instead fed hatred. They grew to despise each other and their child was their battleground.

They were examplar of absentee parenting at its worst. Both spent most of their time away at their respective work, and what little time they spent at home they spent fighting. They would try to use her as a cats paw to strike against the other, emotionally manipulating her to hate one or the other. Eventually she outgrew that but they argued over whose path she would follow then. They had her instructed by the finest teachers of battle and healing, with each parent trying to push her into their path and emphasizing the teacher they chose. She had her own interests of course, in particular poetry. Both of her parents disapproved, thinking it a pointless waste of time. Nevertheless as they both tried to push her into following their path, she would sneak away from her lessons at every opportunity to talk to writers and artists, learning the old epics. Her mood never failed to sour when one of the tales of her parents arose. So this went for a while with her training to use her healing gifts and fight, along with spending her own time learning to write well. Her parents would periodically stop by and attempt to convince her of the superiority of their path, dismissing her attempts to convince them to let her be a poet.

Eventually a month before her three hundredth birthday her parents converged on their home. They each came bearing gifts, and for once they came together, although only to deliver an ultimatum. By her birthday she would choose a path and one of their gifts to help her on it. Her mother brought her a Dwarven war-hammer, forged by master-smiths and imbued with cunning enchantments and tricky construction. It was a weapon built for an angel warrior. Her father brought her a twin set of angelic daggers built to pass through flesh and only truly sever where needed. Ever-sharp, unbreakable, and capable of purifying most any wound, they were the tools of a healer. They told her to choose one and with that the associated parent would begin to take her with them and teach her what could not be taught at home by tutors. Instead, the day before her birthday she stole both tools and fled, taking wing out over the sea.

She flew for two days straight, very nearly losing consciousness several times before she spotted a ship. She made a rather dramatic entrance, more or less falling out of the sky and crashing into the ship. Luckily she managed a half glide but one of her wings gave out and she spiraled downwards before slamming her skull into the mast of the ship, and collapsing to the deck. She was out for more than a week although it eventually became a deep sleep instead. The ship's surgeon at the time spent a lot of time seeming to try and help her. Unfortunately, unbeknownst to the rest of the crew the surgeon was up to dark business. He was known as a healer, but what was unknown was that his healing stemmed from necromancy's flesh reconstructing techniques rather than any normal means. He wanted to use Rosa as a focus through which to steal the essence of the other people aboard the ship and make an artificial ghost ship under his control. Luckily for the crew the captain came to investigate her passenger and found him up to dark rituals. She was caught in a trap he had left running to protect himself in case anyone went into his quarters, but managed to disrupt the spell holding Rosa under. Unfortunately her weapons had been taken away and she had been layered in dark magics. Luckily for everyone on that ship she managed to call her knives to her and slip one into the previous surgeon's heart. The captain had a litany of questions as she dealt with the fallout, but Rosa flatly refused to answer most of them, beyond the basics. She would have managed to conceal most of her history but for the fact that the captain had seen her naked and thusly seen the House Mark on her back. Rosa still refused to tell her much, beyond that she was separated from her House. To distract the captain from interrogating her she offered her services as a surgeon, to replace the one she killed. The captain let it slide for the moment, largely because Rosa had saved her life, and would also be a rather useful addition to the crew. So this has gone for a year or so, with Rosa mostly avoiding answering personal questions one way or another, but also proving how useful a trained angelic healer is, which gives her a certain amount of leeway.

SKILLS/ABILITIES
STRENGTHS

As an angel she is stronger and faster than most normal humans, strong enough to wield her hammer with ease. In addition she can fly, and in this she is exceptional, capable of carrying a great deal of weight for decent distances and flying unencumbered for much greater distances. She is also capable of fighting with her wings although it is a risk. The upper ridges of her wings are very tough and muscled, so in a pinch she can strike pretty hard with a wing. She runs warm by necessity to allow flying at higher altitudes, so she is quite resistant to cold. It is also worth remembering that her eyes give her an edge in a lot of fights, as they allow her to detect things that others might not.
WEAKNESSES
Her wings. They are in the end, despite their strength, huge feathery weakspots. A strike at the interior of her wing could easily ground her and if they were damaged badly enough she could potentially bleed out before she could heal herself, as there are very powerful arteries pumping within. Beyond that she does not exactly have much in the way of physical weaknesses although she is not by any means un-touchable. Mentally speaking she has serious claustrophobia issues, although it is best to not be in the same tight space as her. She has problems with heat however and is disabled by high temperature much faster than a human. Dark magic used against her marks her skin in black and is incredibly painful. It also stops her regeneration, and negates her ability to heal herself for as long as it is applied, though the markings last for a short time after the dark magic itself goes. In theory she could die of a papercut if there was some minor continuous dark magic involved because as long as there is direct magic being applied she does not regenerate at all, and cannnot heal herself, although she can still heal others. This is all in addition to whatever the spell originally did. She can purify herself of dark magic, and if she can concentrate to do it it would take a fairly potent dark magic user to keep it in place. It is somewhat more complicated by her youth, as her magics are still somewhat unformed and precisely what she will be able to do in the future is unknown.

WEAPON(S)
She bears a large war-hammer of fine Dwarven construction. One end is flat steel, however built into that side is a complex mix of springs and clockwork that allow it to contract and then push off, thus allowing her to regain momentum on strikes. The other end is a cruel and cunning construction. It is spiked heavily and evenly, with solid steel. However built into those spikes are mechanisms that detect pressure, and extend small hooks from it, shredding anything the spikes pierce. The flat side is enchanted with light to help along the destruction of dark creatures. The spiked end is again of nastier construction, encouraging infections and disease. A solid impact with the spiked end will shred the flesh and ensure that necrosis swiftly sets in. Lastly the whole thing can shift in size, with the head of the hammer remaining proportionately the same, but the pole of it occasionally extending further. When not using her hammer she generally carries it in a pouch around her neck. The second set of weapons she uses mostly for her surgical work, and occasionally for in close fighting. These are enchanted to not cause excess damage, purify wounds and cauterize them, along with being near unbreakable and ever-sharp, so they are not exceptionally useful for combat. She carries these sheathed and crossed at the small of her back. Both of these are custom enchanted to be bound to her by her father. In practical terms this means she always has a sense of their exact location and can activate their magics at range along with pulling them back to her with line of sight. Given time and concentration she can also perform a ritual that allows her to summon them to her.

POWER(S)
She is an exceptionally powerful healer, capable of doing a great deal with her Light, which is apparent to anyone who magically inspects her, along with the fact that she she seems to be operating well below her limits. She uses a variety of small healing magics, mostly centered around enhancing the bodies natural resources, along with some direct healings. She can also flash up shields of golden light to take singular hits, but she cannot do this all that often. Her birthright from her mother is her eyes, which have three main abilities. To cover the basic functions, she can see without needing any present light, and can also adjust to any range, up to seeing minute details at very long ranges. She can also see magic, including its nature if she focuses on it. These, like the rest of her magic, will not be the totality of her ability in the long run.

SKILLS
She is primarily a fighter and a medic, with little else in the way of relevant skills.

LASTLY...
Her favorite colors are gold and purple.
 
Last edited:
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General Information

Name:
Lysandria Rosa DiaMoriganna

Nickname(s) (if any):
Rose or Rosa

Species:
Angel

Age:
300

Gender:
Female

Sexuality:
Gay

Crew Position:
Surgeon


APPEARANCE DESCRIPTION
HAIR STYLE
Short and chopped to her shoulder. She would have shaved it off if she could have gotten away with it, and now that she is away from her parents she might.

HAIR COLOR
Brown

EYE COLOR
Gold pupils rest of the eye is green, no whites.

SKIN COLOR
Pale, Lightly tanned

HEIGHT
Six foot seven

WEIGHT
320, counting wings

SCARS/TATTOOS
No scars, she never fought in earnest and she lived around very potent healers, including herself. Her natural regeneration is also good enough that it would take a major injury to cause scarring. She does have a tattoo marking her ranking on the right side of her lower back. It is a magically inscribed image of a pair of spread black feathered wings, in a blue, purple, and gold circle, marking her by the circle as of the house of Wrathion and Elleria, and by her own wings being present there marking her as a high ranking member. A lesser member would have the wings of their patron inscribed there.

BODY TYPE
Long Beef

PERSONAL INFORMATION
LIKES
  • Fighting
  • Blood
  • Chaos
  • Strong wind
  • Cold weather
  • Adventure
  • Books
  • Quiet times
  • Poetry


DISLIKES
  • Angels
  • Boredom
  • Sunshine
  • Warm weather
  • People touching the inner surface of her wings
  • Enclosed spaces


GOAL(S)
To be amused, to fight, and if necessary to pursue justice.

FEAR(S)
Failure. Also claustrophobia.

PERSONALITY
To begin with, she is not an exceptionally angelic person. She will pursue justice if she sees injustice, and help the occasional helpless type, but in general she prefers the rush of combat to most anything else. She is efficient above all else, to the extent that she can seem cold. In battle she is effective and precise, preferring to finish most fights with a single solid blow from her warhammer. While she is strong enough to go toe-to-toe while wielding her warhammer in the event of a resisted blow she usually doesn’t, instead fighting defensively or evasively until she can get a sense of her opponent and finish the fight decisively.

When working as a medic she is more a battle-field medic than she is a proper healer, although she does have the training and magic for it. She generally tends to be too brusque, focusing on patching wounds and stabilizing people before then leaving them with enhanced regeneration and letting their bodies fix themselves. Her bedside manner is generally lacking, usually in one of two ways. With someone she doesn’t particularly care about, which is most people, she honestly can’t bring herself to care about them beyond a healer’s pride. She does her job and does it well, but tends to avoid really communicating with the patient and can seem to not really be paying proper attention. She almost always is, and is just not visibly focusing on something, but it is an impression she can leave a little too easily. With people she cares about she tends to get over-involved, precisely monitoring every minute aspect of their care. If the situation of care is risky and requires significant focus on her part it can be dangerous to approach her, as she will be on alert, and if she is surprised she can lash out. This is a part of her general emotional dysfunction, which is partly due to how she was raised, and partly just how she is.

She is not without the ability to exist without bloodshed. She enjoys spending time stargazing and flying in the night time, enjoying cold weather in general. Much as she enjoys fighting she also treasures her peaceful times, and interrupting her is not a great idea. She also likes to write poetry about things she sees and what is currently happening. Mind you she will never admit to that, and calling attention to it is not particularly healthy. She is extremely self conscious about it, mostly because her parents were always absorbed by their battling, and their own vocations, never thinking much of the arts.

Her biggest issue is an engrained inability to deal with failure. She can deal with impossible odds, and fight till the bitter end, but failing to do something, whether failing to win a fight or failing to save a life, is not something she can deal with. Her upbringing was too tough to really call her spoiled, but she is somewhat sheltered. Her medical training taught her a decent amount about the realities of disease and all it’s nastiness, but her military training was somewhat more limited in this regard. Her mother occasionally tried to teach her about the vicious nature of war but it never really took, mostly because she spent too much time glorifying it to push Rosa into her path.


BACKGROUND
Lysandria was born to the archangel Elleria, an old warrior who has been alive for more than seven-hundred thousand years, and Wrathion a healer and shielder, likewise eight-hundred thousand years old. They were heroes, legends in their own rights, and they concieved her by chance. Her mother a legendary warrior, slayer of great beasts and destroyer of shadows, and her father a great protector, said to have walled apart warring armies, and healed millions in his time. They had been brought to the same place by the same battle, and thrown together by the fighting. Unfortunately their one time dalliance produced a child, and while perhaps a relationship could have bloomed in other circumstances, her emergence instead fed hatred. They grew to despise each other and their child was their battleground.

They were examplar of absentee parenting at its worst. Both spent most of their time away at their respective work, and what little time they spent at home they spent fighting. They would try to use her as a cats paw to strike against the other, emotionally manipulating her to hate one or the other. Eventually she outgrew that but they argued over whose path she would follow then. They had her instructed by the finest teachers of battle and healing, with each parent trying to push her into their path and emphasizing the teacher they chose. She had her own interests of course, in particular poetry. Both of her parents disapproved, thinking it a pointless waste of time. Nevertheless as they both tried to push her into following their path, she would sneak away from her lessons at every opportunity to talk to writers and artists, learning the old epics. Her mood never failed to sour when one of the tales of her parents arose. So this went for a while with her training to use her healing gifts and fight, along with spending her own time learning to write well. Her parents would periodically stop by and attempt to convince her of the superiority of their path, dismissing her attempts to convince them to let her be a poet.

Eventually a month before her three hundredth birthday her parents converged on their home. They each came bearing gifts, and for once they came together, although only to deliver an ultimatum. By her birthday she would choose a path and one of their gifts to help her on it. Her mother brought her a Dwarven war-hammer, forged by master-smiths and imbued with cunning enchantments and tricky construction. It was a weapon built for an angel warrior. Her father brought her a twin set of angelic daggers built to pass through flesh and only truly sever where needed. Ever-sharp, unbreakable, and capable of purifying most any wound, they were the tools of a healer. They told her to choose one and with that the associated parent would begin to take her with them and teach her what could not be taught at home by tutors. Instead, the day before her birthday she stole both tools and fled, taking wing out over the sea.

She flew for two days straight, very nearly losing consciousness several times before she spotted a ship. She made a rather dramatic entrance, more or less falling out of the sky and crashing into the ship. Luckily she managed a half glide but one of her wings gave out and she spiraled downwards before slamming her skull into the mast of the ship, and collapsing to the deck. She was out for several days although after the first day and a half or so it became the more natural sleep of extreme exhaustion. When she woke she had a short conversation with the captain. The captain had seen and recognized her mark and wanted to know why a highranking angel was fleeing over the seas. Rose avoided the question and instead asked what the ships purpose was. The captain told her and she offered her services as healer and warrior, saying of her past only that she was no one significant and did not possess the major angelic healings. The captain was suspicious, but a trained angelic healer was not an easy thing to pass by, particularly as they had yet to find a ships surgeon, even if that healer could not use the most potent angelic healings.


SKILLS/ABILITIES
STRENGTHS
As an angel she is stronger and faster than most normal humans, strong enough to wield her hammer with ease. In addition she can fly, and in this she is exceptional, capable of carrying a great deal of weight for decent distances and flying unencumbered for much greater distances. She is also capable of fighting with her wings although it is a risk. The upper ridges of her wings are very tough and muscled, so in a pinch she can strike pretty hard with a wing. She runs warm by necessity to allow flying at higher altitudes, so she is quite resistant to cold. It is also worth remembering that her eyesight is exceedingly precise, capable of seeing on a similar level to an eagles.

WEAKNESSES
Her wings. They are in the end, despite their strength, huge feathery weakspots. A strike at the interior of her wing could easily ground her and if they were damaged badly enough she could potentially bleed out before she could heal herself, as there are very powerful arteries pumping within. Beyond that she does not exactly have much in the way of physical weaknesses although she is not by any means un-touchable. Mentally speaking she has serious claustrophobia issues, although it is best to not be in the same tight space as her. She has problems with heat however and is disabled by high temperature much faster than a human. Dark magic used against her marks her skin in black and is incredibly painful. It also stops her regeneration, and negates her ability to heal herself for as long as it is applied, though the markings last for a short time after the dark magic itself goes. In theory she could die of a papercut if there was some minor continuous dark magic involved because as long as there is direct magic being applied she does not regenerate at all, and cannnot heal herself, although she can still heal others. This is all in addition to whatever the spell originally did. She can purify herself of dark magic, and if she can concentrate to do it it would take a fairly potent dark magic user to keep it in place. It is somewhat more complicated by her youth, as her magics are still somewhat unformed and precisely what she will be able to do in the future is unknown.

WEAPON(S)
She bears a large war-hammer of fine Dwarven construction. One end is flat steel, however built into that side is a complex mix of springs and clockwork that allow it to contract and then push off, thus allowing her to regain momentum on strikes. The other end is a cruel and cunning construction. It is spiked heavily and evenly, with solid steel. However built into those spikes are mechanisms that detect pressure, and extend small hooks from it, shredding anything the spikes pierce. The flat side is enchanted with light to help along the destruction of dark creatures. The spiked end is again of nastier construction, encouraging infections and disease. A solid impact with the spiked end will shred the flesh and ensure that necrosis swiftly sets in. Lastly the whole thing can shift in size, with the head of the hammer remaining proportionately the same, but the pole of it occasionally extending further. When not using her hammer she generally carries it in a pouch around her neck. The second set of weapons she uses mostly for her surgical work, and occasionally for in close fighting. These are enchanted to not cause excess damage, purify wounds and cauterize them, along with being near unbreakable and ever-sharp, so they are not exceptionally useful for combat. She carries these sheathed and crossed at the small of her back. Both of these are custom enchanted to be bound to her by her father. In practical terms this means she always has a sense of their exact location and can activate their magics at range along with pulling them back to her with line of sight. Given around fifteen minutes and concentration she can also perform a ritual that allows her to summon them to her.

POWER(S)
She is an exceptionally powerful healer, capable of doing a great deal with her Light, which is apparent to anyone who closely inspects her, along with the fact that she she seems to be operating well below her limits. She uses a variety of small healing magics, mostly centered around enhancing the bodies natural resources, along with some direct healings. She can also flash up shields of golden light to take singular hits, but she cannot do this all that often

SKILLS
She is primarily a fighter and a medic, with little else in the way of relevant skills.

LASTLY...
Her favorite colors are gold and purple.
Accepted
 

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GENERAL INFORMATION
NAME
Judith Lee Johnson

NICKNAME(S)
Jude, "Jude the Dude," Lee, Johnson

AGE
31 years old

GENDER
Female

SEXUALITY
Pansexual

SPECIES
Human

ROLE
Captain, bitches

APPEARANCE DESCRIPTION
HAIR STYLE
Long and wavy/curly, occasionally tied up in a sloppy ponytail (Jude isn't one for girly hairstyles).

HAIR COLOR
Chocolate Brown

EYE COLOR
Irises - Sky Blue; Pupils & Sclerae - Black & White, respectively

SKIN COLOR
Light Olive (Tan-ish)

RACE/ETHNICITY
Hispanic & European Mix

HEIGHT
5 feet 7 inches / 170 cm

WEIGHT
142 pounds / 64.5 kg

SCARS/TATTOOS
An arrow had lodged itself in her left thigh during a raid on one of the oases in Agnarath, leaving a nasty looking scar in the shape of the arrowhead. A clean slice through her right bicep by another cutlass during a duel with Captain Hal Blackthorn as she attempted to steal from his ship, but only partially succeeded with a portion of the treasure in custody.

One tattoo is on Jude's body, and only someone close to her will find out where it is. A rose entangled with thorns and pointed leaves with a blade through it is the tattoo, and I'm not saying its location. <3

BODY TYPE
Curvy AF

PERSONAL INFORMATION
LIKES
Flowers
Fighting
Leading
Piloting Her Ship
Her Crew
Jobs
Money

DISLIKES
Storms
Losing
Being Told "No."
Girly Shit
Being Told, "You're not a good pirate because you're a woman."
Assholes
Judgmental People

GOAL(S)
Get a lot of money. That, and lead her crew the best she can, because they're her family.

FEAR(S)
Astraphobia.

PERSONALITY
Jude is definitely not the type of woman to take "No," for an answer. Whatever she wants, she gets, in one way or another. She's a no-nonsense type of woman who doesn't deal with anybody's shit except her own. You have a problem that needs dealing with? Trust me, you don't want her to be the one to solve it. She's incredibly sarcastic, vulgar, and doesn't give a fuck about anybody who has a problem with it. However, when it comes to her crew, who are her family, she will fight the motherfucking world to protect them and take care of them. She is loyal to the very end and always comes up with the craziest of plans to get out of a sticky situation. Fun-loving, often-intoxicated, and in it to win, Judith Lee Johnson is not a Captain you should take lightly. She'll fuck you over in a heartbeat, especially if she doesn't like you. Luckily for her crew, she loves all of them regardless of how they feel about each other. They are family, and she'll kill for them.

BACKGROUND
TBD

SKILLS/ABILITIES
STRENGTHS
Enhanced Aim/Eyesight
Clairvoyance
Brave

WEAKNESSES
Rash
Average in Strength/Speed/Agility
Constant Headaches

WEAPON(S)
Two cutlasses, both strapped along her back in a crisscross fashion as well as two flintlock pistols latched at each hip.

POWER(S)
Merchantability
Divination - Jude can see into the future through her dreams, but it is not something that she can control nor summon. This also improves her eyesight and ability to detect other magic

SKILLS
Swordsmanship
Sharpshooter
Merchant

LASTLY...
Jude's favorite color is a dark, forest green.

 
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GENERAL INFORMATION

NAME
Askira Mikaelson

NICKNAME(S)
Aski, Ki or Kira

AGE
109

GENDER
Female

SEXUALITY
Pansexual

SPECIES
Draconian

ROLE
First Mate

APPEARANCE DESCRIPTION

HAIR STYLE
Commonly seen either flowing free around her horns or braided messily down her back if it gets too irritating for her

HAIR COLOR
Originally pure white, she dyed it several times until she reached her desired colour; an extremely dark purple that sometimes appears a dark blue.

EYE COLOR
Her human eye is a glittering purple with a bright white iris. Not essentially a human colour but she likes that they're different. They may also change depending on her mood but she is adept at controlling the change. When using her powers they turn to their green slit eyes

SKIN COLOR
Her skin colour is an olive tan aside from the scales on her legs that are a beautiful hue of periwinkle, gold and silver

RACE/ETHNICITY
Askira comes from a tribe deep in the mountains. Purples, blues, silvers and whites are the usual colours seen with curved horns and a scattering of scales over various parts of their bodies. A few have talons but it is rare amongst her tribe. Her tribe also has a particularly smooth accent and dialect.

HEIGHT
5'1

WEIGHT
130 pounds

SCARS/TATTOOS
As Draconians are really seen, when Askira was forced to leave her tribe, the first people she came across were not entirely friendly. Hoping to gain money from her scales, horns and eyes, they attacked. As her tribe is usually rather peaceful, Askira was oblivious to the harm she could come to and could not fight back properly. The scar across her right eye comes from the fight with the men. The scars between her eyes and on her neck come from her using her elemental powers too forcefully out of panic, causing rocks and a tree to fall. The rocks hit her between her eyes, knocking her out and the trees branches caught her neck, tearing apart the skin. She did not die due to being found by a stranger she still knows nothing of.
She also has a very colourful tattoo that moves from her foot to the top of her ribs on her right side. When she found the beautiful designs she couldn't help herself.


BODY TYPE
Curvy with some muscle definition in her arms, legs and abs.

PERSONAL INFORMATION

LIKES
-Music, she adores the songs of shapeshifters especially
-Art
-Colours, oh how she loves colours
-Sword play
-Fighting in general, she was never a peaceful girl
-Freedom

DISLIKES
-Draconians
-Imprisonment
-Shoes, she just really hates shoes
-Land, she much prefers the sea
-Guns
-Splinters

GOAL(S)
To find her parents

FEAR(S)
Hypnophobia, fear of sleep
Most humans

PERSONALITY
Askira was always a very rebellious child. Despite her species being rather peaceful, she was not. Always up for mischief and a fight she was constantly in trouble. Naturally curious, sarcastic and good natured she doesn't necessarily do things to cause harm. However, if harm occurs it does not generally faze her. Despite the words of her tribe, Askira is in fact very loyal and sees the crew as her family. She loves to share what she sees with the crew and adores giving them shows with her magic. Finding their responses absolutely worth the energy she expends in order to do so. Aiming to please, she does what is asked of her. However, she is very much capable of taking charge and making decisions with a level head. Smart and cunning replaces her innocence and naivety having learnt how to survive without the protection of her tribe and learning keenly from the crew. Perfectly capable of being ruthless and cruel, simply choosing not to be, she appears too soft to be a pirate yet it is obvious to anyone who knows her that is not the case.

BACKGROUND
Askira was born to the mountain tribe and raised there her entire life. Her parents were kind people but did not agree with the old ways of the Draconians. They wished to change things, expand. Whilst Askira was running wild, playing pranks and arguing against things no Draconian should argue against, her parents were busy trying to devise a plan to change things. It was thought Askira was developing her rebellious behaviour due to bad parenting and so the tribe agreed to put them on trial. Thankfully, their plans of a true rebellion were never discovered, something that would have resulted in death, and instead they were banished; forced to leave their child (then only eight years old) in the hands of the tribe.
From then on, Askira's behaviour simply grew more rebellious, believing her parents to have been wrongfully outcasted, she caused as many issues as possible. This ranged from forcing people into arguments, petty theft and vandalism. Finally, when it came to her choosing a tribe she simply refused. Her loyalty had been with her parents and it still was. Banishment ensued and Askira finally left the place she felt had been keeping her prisoner. As mentioned before her first taste of civilization was not pleasant. She woke up from the ordeal in a tiny cottage. Food and water was set before her besides a note. It stated that she could rest there until the next morning but after she must leave. It also explained that Draconians were rare to see as they kept to themselves (Askira did not know this as the tribe did not wish to educate on outside matters) and she should be more careful. Doing as she was asked, she left loaded with supplies her saviour had left for her as she slept. The first town she came upon she wore a cape (also supplied by her saviour) with a hood in order to hide her horns. This way she could pass as human. It took time for her to learn the workings of currency and life outside of tribes so in order to survive she had to take to stealing. She continued to steal, always successful, using manipulation of light to help. Manipulation of light and shadow was always her go to elemental magic as it was perfect for going by unnoticed and achieving her acts of rebellion as a child. Only when she had enough money to survive did she stop stealing and attempt to use more legal means to survive. Settling in a small town by the sea, she was accepted for her Draconian looks and gained a job. A few years passed before Jude docked with her crew. She soon requested an audience with the Captain, seeing an opportunity to explore and find potential leads on her parents. Upon being accepted into the crew, it became apparent Askira was loyal to a fault and saved multiple crew members lives, putting her own at risk in order to do so. She did not hesitate to do it either. She showed her ability to think quickly and logically multiple times and showed she would take no one's shit from the start. When the previous first mate died, despite her own attempts to save them, Jude saw her as worthy of First Mate.

SKILLS/ABILITIES

STRENGTHS
Stealth-Having resorted to thievery in the past, Askira's stealth is extraordinary. Using manipulation of light to bend light around herself she can become virtually invisible, making stealth an incredible strength of hers.

Intelligence-Askira has more intelligence than most due to being able to tap into 'The Well' and simply listening. She listened to stories, instructions, rumours etc. All of which helped her to become adept at reading people and simply knowing things.

Swordsmanship-Upon picking up the weapon, Askira adored the sword. Any type of sword simply drew her attention. She is completely fascinated by the weapon and the use of said weapon.

Agility-Due to being so small, Askira is extremely agile. She is able to dodge and weave with expert precision.

WEAKNESSES
Lacks Speed-Due to her small stature, Askira is slower than she would like making it easy to catch her.

Swimming-Askira cannot swim. Crew members have offered to teach her but there is never any time. If she was to fall into the water she is in great danger of drowning.

Loyalty-Although possibly seen as a strength, Askira would quite happily die for any of the crew, causing her to place herself in dangerous situations in order to save a fellow crew mate.

Powers-Use of elemental magic in large doses drains her. Even in small doses it takes from her energy, however it is much more noticeable after large doses. After small doses she made need a drink or snack to keep her energy up. However, in large doses it can quickly feed off her, causing her to need more food, sleep and time for restoration.

WEAPON(S)
-Cutlass
-Broadsword
-Knife
-Dagger
-Flintlock (that never gets used)

POWER(S)

Elemental magic-Particularly light and shadow magic, Askira is highly skilled as she simply used it more than most in her tribe. Most Draconians her age chose to focus on ice, water or fire magic. It is extremely rare throughout her tribe to focus on light and shadow. She can also use other elemental magic but not to the extent of light and shadow

Colour Spectrum-Askira is capable of seeing the entire colour spectrum, hence her love of colours. This helps her see things others can't.

Impressive Strength-Although small, due to her heritage she is much stronger that she appears. Although it cannot be considered enhanced strength, she is clearly much stronger than would deem possible.

SKILLS
-Singing
-Persuasion
-Winning bets
-Cooking
-Story telling
-Negotiating
-Gathering information

LASTLY...
Her favourite colour is the true colour of her eyes, an apple green​
 
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GENERAL INFORMATION

NAME
Askira Mikaelson

NICKNAME(S)
Aski, Ki or Kira

AGE
109

GENDER
Female

SEXUALITY
Pansexual

SPECIES
Draconian

ROLE
First Mate

APPEARANCE DESCRIPTION

HAIR STYLE
Commonly seen either flowing free around her horns or braided messily down her back if it gets too irritating for her

HAIR COLOR
Originally pure white, she dyed it several times until she reached her desired colour; an extremely dark purple that sometimes appears a dark blue.

EYE COLOR
Her human eye is a glittering purple with a bright white iris. Not essentially a human colour but she likes that they're different. They may also change depending on her mood but she is adept at controlling the change. When using her powers they turn to their green slit eyes

SKIN COLOR
Her skin colour is an olive tan aside from the scales on her legs that are a beautiful hue of periwinkle, gold and silver

RACE/ETHNICITY
Askira comes from a tribe deep in the mountains. Purples, blues, silvers and whites are the usual colours seen with curved horns and a scattering of scales over various parts of their bodies. A few have talons but it is rare amongst her tribe. Her tribe also has a particularly smooth accent and dialect.

HEIGHT
5'1

WEIGHT
130 pounds

SCARS/TATTOOS
As Draconians are really seen, when Askira was forced to leave her tribe, the first people she came across were not entirely friendly. Hoping to gain money from her scales, horns and eyes, they attacked. As her tribe is usually rather peaceful, Askira was oblivious to the harm she could come to and could not fight back properly. The scar across her right eye comes from the fight with the men. The scars between her eyes and on her neck come from her using her elemental powers too forcefully out of panic, causing rocks and a tree to fall. The rocks hit her between her eyes, knocking her out and the trees branches caught her neck, tearing apart the skin. She did not die due to being found by a stranger she still knows nothing of.
She also has a very colourful tattoo that moves from her foot to the top of her ribs on her right side. When she found the beautiful designs she couldn't help herself.


BODY TYPE
Curvy with some muscle definition in her arms, legs and abs.

PERSONAL INFORMATION

LIKES
-Music, she adores the songs of shapeshifters especially
-Art
-Colours, oh how she loves colours
-Sword play
-Fighting in general, she was never a peaceful girl
-Freedom

DISLIKES
-Draconians
-Imprisonment
-Shoes, she just really hates shoes
-Land, she much prefers the sea
-Guns
-Splinters

GOAL(S)
To find her parents

FEAR(S)
Hypnophobia, fear of sleep
Most humans

PERSONALITY
Askira was always a very rebellious child. Despite her species being rather peaceful, she was not. Always up for mischief and a fight she was constantly in trouble. Naturally curious, sarcastic and good natured she doesn't necessarily do things to cause harm. However, if harm occurs it does not generally faze her. Despite the words of her tribe, Askira is in fact very loyal and sees the crew as her family. She loves to share what she sees with the crew and adores giving them shows with her magic. Finding their responses absolutely worth the energy she expends in order to do so. Aiming to please, she does what is asked of her. However, she is very much capable of taking charge and making decisions with a level head. Smart and cunning replaces her innocence and naivety having learnt how to survive without the protection of her tribe and learning keenly from the crew. Perfectly capable of being ruthless and cruel, simply choosing not to be, she appears too soft to be a pirate yet it is obvious to anyone who knows her that is not the case.

BACKGROUND
Askira was born to the mountain tribe and raised there her entire life. Her parents were kind people but did not agree with the old ways of the Draconians. They wished to change things, expand. Whilst Askira was running wild, playing pranks and arguing against things no Draconian should argue against, her parents were busy trying to devise a plan to change things. It was thought Askira was developing her rebellious behaviour due to bad parenting and so the tribe agreed to put them on trial. Thankfully, their plans of a true rebellion were never discovered, something that would have resulted in death, and instead they were banished; forced to leave their child (then only eight years old) in the hands of the tribe.
From then on, Askira's behaviour simply grew more rebellious, believing her parents to have been wrongfully outcasted, she caused as many issues as possible. This ranged from forcing people into arguments, petty theft and vandalism. Finally, when it came to her choosing a tribe she simply refused. Her loyalty had been with her parents and it still was. Banishment ensued and Askira finally left the place she felt had been keeping her prisoner. As mentioned before her first taste of civilization was not pleasant. She woke up from the ordeal in a tiny cottage. Food and water was set before her besides a note. It stated that she could rest there until the next morning but after she must leave. It also explained that Draconians were rare to see as they kept to themselves (Askira did not know this as the tribe did not wish to educate on outside matters) and she should be more careful. Doing as she was asked, she left loaded with supplies her saviour had left for her as she slept. The first town she came upon she wore a cape (also supplied by her saviour) with a hood in order to hide her horns. This way she could pass as human. It took time for her to learn the workings of currency and life outside of tribes so in order to survive she had to take to stealing. She continued to steal, always successful, using manipulation of light to help. Manipulation of light and shadow was always her go to elemental magic as it was perfect for going by unnoticed and achieving her acts of rebellion as a child. Only when she had enough money to survive did she stop stealing and attempt to use more legal means to survive. Settling in a small town by the sea, she was accepted for her Draconian looks and gained a job. A few years passed before Jude docked with her crew. She soon requested an audience with the Captain, seeing an opportunity to explore and find potential leads on her parents.

SKILLS/ABILITIES

STRENGTHS
Stealth-Having resorted to thievery in the past, Askira's stealth is extraordinary. Using manipulation of light to bend light around herself she can become virtually invisible, making stealth an incredible strength of hers.

Intelligence-Askira has more intelligence than most due to being able to tap into 'The Well' and simply listening. She listened to stories, instructions, rumours etc. All of which helped her to become adept at reading people and simply knowing things.

Swordsmanship-Upon picking up the weapon, Askira adored the sword. Any type of sword simply drew her attention. She is completely fascinated by the weapon and the use of said weapon.

Agility-Due to being so small, Askira is extremely agile. She is able to dodge and weave with expert precision.

WEAKNESSES
Lacks Speed-Due to her small stature, Askira is slower than she would like making it easy to catch her.

Swimming-Askira cannot swim. Crew members have offered to teach her but there is never any time. If she was to fall into the water she is in great danger of drowning.

Loyalty-Although possibly seen as a strength, Askira would quite happily die for any of the crew, causing her to place herself in dangerous situations in order to save a fellow crew mate.

WEAPON(S)
-Cutlass
-Broadsword
-Knife
-Dagger
-Flintlock (that never gets used)

POWER(S)

Elemental magic-Particularly light and shadow magic, Askira is highly skilled as she simply used it more than most in her tribe. Most Draconians her age chose to focus on ice, water or fire magic. It is extremely rare throughout her tribe to focus on light and shadow. She can also use other elemental magic but not to the extent of light and shadow

Colour Spectrum-Askira is capable of seeing the entire colour spectrum, hence her love of colours. This helps her see things others can't.

Impressive Strength-Although small, due to her heritage she is much stronger that she appears. Although it cannot be considered enhanced strength, she is clearly much stronger than would deem possible.

SKILLS
-Singing
-Persuasion
-Winning bets
-Cooking
-Story telling
-Negotiating
-Gathering information

LASTLY...
Her favourite colour is the true colour of her eyes, an apple green​
You need one more weakness, and I would like for it to encompass her powers. She is slightly overpowered in that aspect, but if you create a weakness where her extensive use of powers drains over time or causes her to grow faint at some point, I will accept the character. Also, how did she become first mate? What made Jude want her to be in that position? These last questions don't have to be answered until I write down the personality for Jude.
 
Mmkay. I originally didn't want to say why because I didn't want to be making decisions for your character ? once Jude has a personality I'll answer those questions and I will add to the weaknesses now
 
Mmkay. I originally didn't want to say why because I didn't want to be making decisions for your character ? once Jude has a personality I'll answer those questions and I will add to the weaknesses now
Understood :) accepted
 
GENERAL INFORMATION

QUfYBOfl.jpg


NAME

Shiarra Kolvaun


NICKNAME(S)

Shiva, The Playful One


AGE
197

GENDER

Female


SEXUALITY

Demi-romantic


SPECIES

Demon


ROLE

Striker


APPEARANCE DESCRIPTION

HAIR STYLE

Long and loose, down to her mid-back.


HAIR COLOR

Inky shiny black.


EYE COLOR

Yellow with no whites or pupils, they also glow slightly.


SKIN COLOR

Various shades of red, ranging from a very dark red on her scales to a lighter red on her face and hands.


RACE/ETHNICITY

Eastern High Demon


HEIGHT

Six foot two


WEIGHT

Four hundred pounds, mostly due to her internal construction, which is compacted and durable.


SCARS/TATTOOS

She has several scars, mostly because you cannot really survive the kind of life she lived without some. Besides the mental ones she mostly hides them, keeping them covered by the scales she uses as clothing. This is one of her few remaining points of vanity.


BODY TYPE

Curvy and studiedly sultry, although if she is not paying attention she tends to move more like a predator.


PERSONAL INFORMATION

LIKES

-Fucking with people's heads

-Pain, Generally

-Getting under people’s skin

-The open ocean, and the sea generally

-Cold sea winds

-Pure and Naive people

-Heat

-Fishing


DISLIKES

-Arrogant people

-Smug puritans

-Amethyst and Silver

-People with perfect self control




GOAL(S)

She is at best a somewhat unsettling person, seeming to flit from desire to desire, without ever really seeking anything solid. Whether this is all she is is more questionable.


FEAR(S)

Rabbits. Don’t ask why.


PERSONALITY

Day to day she usually comes across as the consummate flirt, although most people have enough sense to steer clear. Even at her most charming she tends to give off a certain predatory air. Occasionally the captain has to rein her in, but with the crew at least she is mostly harmless. Outside of the crew she is usually not exactly evil, but with someone who attacks her or particularly the captain she can be incredibly sadistic. She has a strong streak of sadism that runs through a lot of her behaviors, but it is usually tightly controlled.


As a person she is ephemeral at the heart of it. She seems to always be in motion, even when standing still her tail twitches around. Her motivations and desires likewise seem to be constantly in motion, never seeking quite the same thing from day to day. To understand her is to realize that she genuinely cares about very few people and one of the only reasons she is remotely safe to be around is that she feels the need to rein in her darker nature for Captain Jude. Without her loyalty to, and genuine affection for the captain, she would be but a few steps from a monster.



BACKGROUND

She was the daughter of a demon warlord who held no small amount of power at the time. She was raised to be a proper heir, learning a great deal about war and holding power. Unfortunately as she grew older her father lost power, and the local factions fell into vicious infighting that went on for years. For a while it seemed like she would be the victor, until her fathers two generals formed an alliance to counter her power. They unseated her, and by the time she was 113 or so she was a political prisoner, held so that they could try to pry the information about her father’s hidden treasures and storerooms from her.


This went on this way for another seven years before the local power structure again went through upheaval and she broke out in the chaos. She personally assassinated both of her father’s former generals but that only pushed things further into chaos, especially as she no longer had any zeal to rule. It took several years before someone managed to settle the fighting and take power. Unfortunately the new warlord, Zania Alia-Vrisael, regarded her as a threat to her rule. She took Shiarra under her wing, which in this case would be code for had her captured and locked her in her dungeons until she could figure out something to use her for so she could not be used as a figurehead amongst her father’s loyalists.


A bit under a year later Zania had an idea. She forced Shiarra to be her torturer, using her to extract information from her enemies. Of course, being fair, this was not something Shiarra lacked skill or aptitude for. The people she was forced to apply it to were more the problem, as some of the subjects from which she had to extract information from were troubling to even Shiarra’s limited morality. Nevertheless she became very good at what she did, and more crucially shutting off a part of herself to allow her to remain detached. This went on for around a decade before something went wrong. She was brought a target who she extracted information from with her usual alacrity. Unfortunately they turned out to be a rather key figure from an allied party, and while they were returned, some manner of remuneration was required. The spy who captured the person involved was publicly executed and Shiarra was publicly tortured and sold as a gladiator slave.


This next portion of her life went on for several decades as she developed a reputation as a vicious fighter who liked to play with her food. She passed between various owners, and arenas in various places, seeing most of the major gladiator pits. She killed hundreds, if not thousands, and won almost all of her bouts, although some only barely. Mostly though she survived, keeping her own skin intact as she clawed for survival.


That all ended when a ship she was being transported on was raided. Captain Jude’s crew took the ship fairly easily, with most of the slave ships crew surrendering. They all begged her to not open the lowest portion of the hold, and when the Captain questioned why they were unwilling to be specific. This partly because they wanted to hide they were slaver’s, as slaver’s often met particularly nasty ends when captured by pirates. However it was also in part because at this point Shiarra had become little more than a beast, twisted by decades of captivity and fighting. When Captain Jude knocked on the hold door she was met by a monstrous roar and the sound of something large and clawed moving on wood. She walked in and closed the door behind her, not emerging for nearly an hour. When she walked out she was followed by a scaled and horned woman, who looked vaguely unsettled and seemed to be unused to walking freely in the sun.


For the next few weeks Shiarra stuck close to the captain at all times, outright refusing to communicate with most people aboard the ship. This strange presence on board the ship combined with the fact that that had been one of the first raids led by the captain caused some tensions to emerge. Some of the crew members were not happy that the first raid had only taken a high value slave that they would not be selling on. It came to a head when one got in Shiarra’s face and tried to challenge Jude’s captaincy, saying that Shiarra should be sold for a profit to share amongst the crew, and Jude should be marooned. Shiarra disemboweled him and took on her shredder form, only standing down when Jude managed to talk her down. That settled the issue for the moment, and a little while later they took a better haul off a crown ship. Since then Shiarra has been a constant presence on the ship. For a little while she had no official role until she stumbled across her aptitude for hunting and took up being the ships Striker. She has studiously avoided stepping into any kind of leadership role, mostly functioning as the captain’s shadow.


SKILLS/ABILITIES

STRENGTHS

Her main strengths are her raw power and adaptability. She is physically imposing, and can use her more purely arcane powers to adapt to most situations. She is also capable of using her training in strategy and tactics to her advantage. She is also mostly immune to extreme temperature variances.



WEAKNESSES

Physically she is a potent and durable specimen. The bulk of her weaknesses are more elemental than inherent, and are unique to her demonic line. These elemental weaknesses are, specifically, Amethyst, Silver, and green magic, each with different effects. Green nature magic conflicts with her fiery nature, and has a tendency to feed off her energy to try and consume her in any significant portions. She can burn it away, both metaphysically and literally, but that takes effort and energy. Silver causes her a great deal of pain even in proximity and if it breaks her skin it can dramatically weaken her powers along with. It is also very effective at dealing with her scales and natural weapons. However it is also worth remembering that can just drive her into a berserk rage, so it is worth being careful if trying to counter her with silver. Amethyst is the most potent counter to her abilities, but it has some restrictions. It must be pure amethyst, and cannot have been set in any metal. It also must not have been used as a magical focus or enchanted. If these conditions are met amethyst is incredibly dangerous to her. Small amounts of it can weaken her scales and transformations along with restricting her fire magic. Larger portions of it can entirely drive her scales from her when in direct contact with her and can dramatically restrict her fire magic. Her one simple weakness is that she generally has a tendency to be a bit too easily enraged, and can often be pushed to a berserker rage thusly not using any of her training in battlefield tactics. She is mostly untroubled by cold weather as she can keep herself fairly warm, but if she is utterly exhausted it can be a problem.


WEAPON(S)

She is trained in the use of a few weapons, but by and large she fights hand to hand, using her claws and transformative abilities to take apart her opponents.


POWER(S)

The most unique portion of her abilities lies in her ability to transform herself. She cannot take any truly separate forms, or change the nature of her own form much, but she can change the shape of her form within certain limits. At a basic level she uses this to control her scales and uses them as a sort of bastardized clothing, generally refusing to wear actual cloth, and instead covering herself in a coating of scales. She can move these around her body and change the number present, going from entirely scaleless, to covered from head to toe. She can use this to generate claws and similar weapons from the same keratin structures she uses to make her scales, which is very durable. Her more potent transformations, that work somewhat beyond her physical shifting limits, turn her into different versions of herself. Of these there are three. The first she calls the Shredder, and it is a tall spindly creature with long claws and a hard armored coating. This form is fast and deadly, but not extremely durable, nor exceptionally physically powerful. The next one she calls the Crusher, and it is mostly the exact opposite. It is an immense lumbering hulk, slow moving but incredibly durable and capable of dealing out incredibly powerful physical blows. With both of these forms she uses her natural control of fire to augment their attacks. She can generate and fairly precisely control fire, including other peoples magical fire, as long as she can magically overpower the original caster’s control, which she often can. Her third form is exemplar of this and a beast of flame and darkness. It is also the one form that she cannot maintain long-term, and which is taxing to use at all. It is incredibly powerful, but using it for too long taxes her magics, and overuse can completely knock her magic out until she recovers. A minor extra effect is that when shifting between forms she can regenerate lost limbs, but it seriously taxes her bodies reserves. Furthermore it is worth noting that she is a relatively young demon, from a very powerful bloodline, so her current abilities are not the full extent of what she will be able to do.

She is profoundly different to a human, but as a high demon of her family her physicality is excellent, but not uniquely so. To begin with she is significantly stronger and faster than most normal humans, as well as more all around physically resilient. Another small physical difference is her eyes, which have a few unique traits. To begin with they do not have the weakness of human eyes, instead being more similar to hard crystals than fleshy orbs. She also has perfect vision in the dark although in large part that is because her eyes give off their own light, so it is not exactly stealthy. Her eyes do not give off nearly enough light for most to see by though. She is also mostly immune to poisons and toxins. Poisons do not generally effect her as she does not exactly consume food in the traditional sense. Instead her body breaks it down into component materials to fuel her regeneration and shifting. Even magical poisons would have to be very potent or catch her at a bad time, as otherwise she could burn them out of herself. Toxins that would effect most races don't effect her for the most part, again because her physical construction doesn't really work on especially analogous ways. She can however still be effected by toxins, but they have to be either magical, or things that work by directly harming flesh rather than exploiting any more usual paths. She is mostly immune to temperature variances, although there are a couple limits. With heat she theoretically has no upper limits as to what she can survive, although extreme heat does do odd things to her magic. With cold her body naturally adapts, using her magic to keep herself warm. With colder temperatures it is more taxing, although with normal temperatures it is usually not an issue. Well below freezing it can start to be an issue, and she doesn't really know what will happen at that point, besides that it won't be great. One last thing noticing, she can actually swim fairly well, despite how heavy she is. She has to coat her body almost entirely in scales in a special formation to float properly, but she can. She can also propel herself with jets of heat when in water, although this is somewhat hard to do and largely untested.

Striker Form:
Gyojfgbm.jpg


Crusher Form:
bOVijPom.jpg


SKILLS

She is an extremely skilled and experienced fighter, but her secondary skill set is as a torturer which is somewhat less generally useful. However one of the things that turned out to be incredibly useful was her ability to control fire, as if someone were to set the ship ablaze she could pull the fire from it and return it to sender. As it turns out some of the things that make her such an effective fighter translated well to hunting. When on land she tends to bring back rather large beasts, and while the cook has to check whether the more unusual ones are edible, they usually provide a lot of food. At sea it can be rather more of an issue as her forms are not especially well suited to aquatic hunting. She isn’t fantastic at fishing, but the quantity of supplies she brings back on land usually makes up for it. She spends a lot of the quiet days at sea fishing though, and not without success.


LASTLY...

Her favorite colour is pink.

 
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The Carpenter



  • Character Introduction




    Full Name:
    "Ja'akuul Drek Firefist. You need someone punched or something hammered? Well, you came to the right guy"

    Alias:
    "Jakul. Its easier for most people"

    Age:
    "Age isn't a real thing for my people. A few hundred years I guess?"
    200


    Gender:
    Male

    Sexuality:
    "My...?"
    Sexuality is not a concept among the Draconian people

    Race:
    "Draconian, born and raised"

    Birthplace:
    "Drek Clan"
    Clan names are used in place of villages

    Role:
    "I'm the Carpenter. The guy who keeps this boat floating"

    Alignment:
    Lawful Neutral

    Relationships:
    "M clan is my family"
    1.) His clan is above anything else
    2.) The captain and crew of the Sunk'n Norwegian are like his family
    3.) He views Judith with respect

    Goals:
    1.) "I aim to perfect my craft and to learn as much as possible."
    2.) "I wish to see the world and all its wonders

    Fears:
    "The only thing a draconian should fear is being shunned from their clan"

    Strengths:
    1.) Melee
    2.) Diligent
    3.) Rugged
    4.) Craftsmanship

    Weaknesses:
    1.) Socially Inept
    2.) Dutiful
    3.) Perfectionist

    Height:
    6'0

    Secret:
    Orange

    Weight:
    220 IB

    Hair Style:
    "I'm a Draconian. We don't have hair"

    Hair Color:
    N/A

    Eye Color:
    Crimson Red

    Skin Color:
    Orange

    Body Type:
    Mesomorph-
    Muscular and well-built, with a high metabolism and responsive muscle cells

    Tattoo(s):
    "I have scales. Take a guess"
    None

    Scar(s):
    None









    empty
NOTHING






Health
100

Skills:
Dragon's Breath
Fangs of the Fire Snake
Sweeping Cinder Strike
Flames of the Phoenix
River of Hungry Flames
 
.
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[div class=fyuri07wrapper]
c7Qukto.jpg
[div class=fyuri07infohover][div class=fyuri07header]The basics[/div]
Name: Dekoda Malium Slint
Nickname: Koda
Species: Shape-shifter
Age: Twenty
Gender: Male
Sexuality: Bisexual
Crew Position: Cabin Boy
[/div][div class=fyuri07infohover2][div class=fyuri07header]Apperance[/div]
Hair style: Long like a mop, the ends tend to stick together.
Hair colour: White with small shade of blonde.
Eye colour: Right - The whole of his right eye is bright red except for the pupil which remains black. Left - a jungle like green it’s a complete contrast to his right.
Skin colour: Regular pinkish nude.
Ethnicity: Japanese and American.

Height: 6ft1inch
Weight: 62kg
Scars/tattoos: Right eye is completely shattered, when hunting there was a mishap as to if the kill was dead, it wasn’t, or that’s the story he tells. Tattoos wise he has a trial mark on his shoulder, it’s the shape of a mermaids medallion.
Body shape: Rather slim but with a little muscle here and there.[/div][div class=fyuri07infohover3][div class=fyuri07header]Personal Information [/div]
Likes:
- Fighting with others
- Feral animals
- Money and jewels
- Grapes, ooo they are sweet.
Dislikes:
- Arrogant women
- Being told what to do
- Books
- Demons

Goals: Koda only has one goal, money and women, oh wait that’s two.
Fears: Mermaids and Selkeis, perhaps there’s a tie to something.

Personality: Un-disciplined and arrogant, Koda never received the proper parenting he needed to make him into a man rather than a spoilt boy. He often finds himself looking above others rather than as an equal, then when others get angry over it it he finds himself fighting. Yet he doesn’t complain, he enjoys the rush of a fight. Even so the hard exterior he shows needs to be broken and Koda knows this. He doesn’t want to be the way he is yet nothing yet has brought him down from it, his sleezy ways with women, abnouxious tone of voice and grotesque fighting, all things he shouldn’t be doing as an heir to his fathers name.[/div][div class=fyuri07infohover4][div class=fyuri07header]Biography[/div]
History: A noble man and dead woman’s son was brought up in fine riches and tutors. Although his speices are very cautious of keeping their ancestors close to them, the Slint family had split slightly from this. They were one of the richest and respected families for their ability in medicine from his fathers side. With little connection to his own blood, Koda found himself teaching and learning through a nanny, she tried her best but without a father bond he turned to be rather rude, dispising his father. At the age of six is when he found his true form of a white tiger. A most treasured creature he learnt more and more about their history engulfing himself in their nature.

At the age of eighteen he’d grown and become a nightmare. This was the only point his father had started to pay attention. The two went on a journey together despite Kodas rejections: during that time a incident happened which both have covered up. Returning, his father had enough and gave an alternative choice for his son. He either work on a ship with others, giving discipline and lessons of life or he be cut off entirely from the family.
[/div][div class=fyuri07infohover5][div class=fyuri07header]Skikls & Abilities[/div]
Strengths:
- He can be hard working if he puts his mind to it.
- Strong fighter.
- Has a decent amount of intelligence.
Weaknesses:
- Slow runner.
- Bad swimmer.
- Can’t climb very well.

Weapons: Koda was given a cutlass and nothing else, he wasn’t trusted enough not to try and run.
Powers: A shape shifter, Kodas is able to transform into different physical forms but he only uses one most of the time. A large white tiger with golden like stripes.

Skills: Koda is pretty good at hunting and some of his weaknesses become his strengths when he transforms.

His favourite colour is blood red.[/div]
white_tiger_by_akeli-d3httfc.png
[/div][div class=fyuri07credit]code/design by Fable Fable [/div]
 
Last edited:
((WIP, Will finish after my classes))

NAME
Jaune White

NICKNAME(S)
White

AGE
27

GENDER
Male

SEXUALITY
Heterosexual

SPECIES
Human

ROLE
Powder Boy

APPEARANCE DESCRIPTION
HAIR STYLE

Short hair messily layered on his head with the right side of his hair nearing his right eye and the left side swept back

HAIR COLOR
Blond

EYE COLOR
He has blue eyes, white iris's and white sclerae

SKIN COLOR
White

RACE/ETHNICITY
Caucasian

HEIGHT
5'8"

WEIGHT
173 Lbs

SCARS/TATTOOS
He has a small facial scar on his right cheek about two inches long that he got from an accident when he was a kid. He was messing around with some gunpowder trying to create some shrapnel bombs and he misjudged how much powder he needed. Boom was bigger than expected, shrapnel everywhere, nail sliced his cheek open and almost pierced his skull.

He also has a nasty scar in the middle of his right hand that he got during a bet. There was this guy betting everyone that he could flip a knife into the air and have it land in between your fingers. Jaune was admittedly drunker than usual and decided to take the guy up on his bet. So he took a seat,put his hand on the table and the man flipped the knife, which came crashing down....right between his fingers just like he said. Then some thieving bitch took the knife, stabbed him in his hand and ran off with the rest of his money.

BODY TYPE
Toned as all hell

PERSONAL INFORMATION
LIKES

Explosives
Alcohol
Animals (Especially fluffy ones)
People who can appreciate his craft
Money

DISLIKES
Messes
Pacifists
The Queen
Animal abusers
Spiders (Seriously, fuck spiders)

GOAL(S)
Blow that Queen and her little group of kiss asses off the face of this universe! But he'd settle for toppling her empire if he had to.

FEAR(S)
Arachnophobia (Sever case of it)

PERSONALITY
Jaune is not the most stable of people. He manages to keep himself in check for the most part but little insignificant things can set him off into a five hour rant which concludes with him standing over you while you sleep. In his book there's only one way of solving a problem and that's with plenty and plenty of explosives, so being blunt and loud comes naturally to him. He makes an attempt to get on everyone's good side, although his less than normal love for the powder can cause some awkward moments, especially when he asks crew mates to stand still so he can test his new powder in his pistol. But still Jaune is loyal to the crew and will blow a mountain off the face of the planet if they needed him to.

BACKGROUND
Jaune White wishes that he had a normal childhood. Hell he wished that he even had a real last name instead of the one he was given. Jaune was an orphan, dropped off at the step of an orphanage as a baby. When orphans are taken in they were given the common last name White for reporting reasons, or maybe because the owner couldn't care about it. Either way the orphanage wasn't exactly the best there was. The food was usually stale, blankets were scarce and abuse was a common thing. He was only five when his 'other him' started showing up. At first he was just a voice that would keep him company when he was alone, comfort him and tell him nice things. Then as Jaune grew up the voice started to grow and grow before one night on his 15th birthday, (Or the day he arrived, since he didn't know his actual birthday) it was no longer just a voice, but part of him. It started pushing him to sneak into the caretakers office and take his pistol for himself. He resisted at first; trying to block the voice out until one day he finally caved. In the dead of the night he snuck into his room and snagged one of his pistols and a leather pouch full of black powder. The voice told him all about the powder, how to use it, and more importantly what to use it on. Waiting until morning when the caretaker would notice one of his pistols was gone and would come out in a rage, he snuck into his room and swiped his other pistols, a bag of the orphanages funds and set a thin line of powder leading up to a powder barrel. He made sure he was far enough away before lighting it and blowing half of the orphanage into a pile of rubble.

He lived on the street for a while after that, preforming muggings and gambling to feed himself. The voice had become a constant part of him and pushed him towards more and more dangerous activities. Stealing gunpowder from cargo ships, holding up the general store, it was honestly only a matter of time until he had a run in with the Queen's Army. He was twenty three when he was cornered in an alleyway by two soldiers. He had mistakenly took the soldier's ship for another merchants ship and tried to steal some supplies from them only to be caught red handed. He had his hands up in surrender as they closed in and to his horror raised their rifles. His body froze in place as his other side took control. He hit the deck as the shots impacted the wall behind him and reached back into his pouch. Jaune had been instructed to create bombs by his other self, although most of them ended in failure either by too much powder resulting in too uncontrollable blasts, or not enough to do any real damage. Still the soldiers didn't know that and as he charged them with a smoking ball in his hand they panicked and ran off. Unfortunately for the soldiers he had grabbed one of his overfilled balls and needed somewhere to throw it, and they were just the cover he'd need to avoid the blast.

The good news was that he escaped without a scratch. The bad news being he had just stolen from the queen, blew up two soldiers with his bomb, and he was sure that more would be coming to investigate the explosion. So considering that he was now a wanted criminal he couldn't stay where he was. Only solution was to hop aboard the first non-soldier looking ship and get as far away as he could. As luck would have it that ship ended up being a pirate ship under the guise of a merchant ship. Offering his expertise in explosives in return for joining the captains crew he worked under him for a few years before he was dismissed. Apparently firing cannons at every Queen ship wasn't how they worked and they threw him off at the next port. So now without money, any useful skills aside black powder and needing to keep moving he advertised his "Expertise" and hoped that he would catch someone's attention. As luck would have it Jaune caught wind of a captain looking for new crew mates who also shared his disdain for the Queen. So he followed a rumor trail which lead him to her as she was docked at port. Demonstrating both his expertise and hate for the Queen it was only natural that he'd join up with her and cause some hell.

SKILLS/ABILITIES
STRENGTHS

Flame retardant
Ranged weapons expert
Gunpowder expert

WEAKNESSES
Partial insanity
Alcoholism
Lousy hand to hand
Has a death wish

WEAPON(S)
Five flintlock pistols strapped onto his body, two on his waist, two on his sides and one on his chest. He also carries up to two bombs on him at all time, one shrapnel and one concussion. In the very odd case someone gets too close and he's without his guns he has a stiletto strapped onto the back of his waist.

POWER(S)
Black Powder chemistry - Jaune has extensive knowledge on everything there is to know about gun/black powder. From how to get the biggest blast out of it, to how to keep it for longer than it normally should last. He's even taken to experimenting with it to increase it's potency, however it's still in it's early stages. (Not sure if this would count)

SKILLS
Ranged weaponry
Explosives
Drinking (He considers it a skill)
Gambling

LASTLY...
Jaune's favorite color is black, because it reminds him of his most favorite thing ever.
 
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Kiem Dai Son (Lit: Great Mountain Sword)

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Nickname: Con Dao (Lit: Little Knife)
When he was training, his senior disciples and Tay Vo (lit:kung fu teacher) satirically nicknamed him little knife which is in contrast to meaning of his name: Great Mountain Sword. It stuck as a term of endearment for him.

Age: 21 (looks 16)

Gender: Male (often mistaken for a female due to his soft voice, long hair and feminine figure.


Sexual orientation: Hetero


Species: Human

Role: Master Gunner

Appearance Description:

Hairstyle: Dai Son has worn his hair in a long braid that hangs down his back. Two long strands of hair adorned with pearl beads frame his face. His bangs hang down covering up his eyebrows and stop just short of his eyes.

Hair color: Dai Son has black hair. His bangs and the strands of hair are black with strawberry blonde accents.

Eye color: His irises are a bright gold color. His eyes function like a cat’s, allowing him to see in low light. The pupil is black and the sclera is white.

Skin color: Dai Son’s skin is a golden brown color.

Ethnicity: Dai Son is from the Orient hailing from Vietnam. Pale bronze skin and eye folds are the most noticeable traits.

Weight: 120 lbs

Tattoos: Red and black dragons curling up both forearms. Each dragon clutches the opposing half of the ying yang symbol in its mouth.


Body Type: Athletic but lean.

Personal Data:

Likes:

Mediating
Explosions
Gunpowder
Pyrotechnics
Martial Arts
Rice wine
Constructing explosives
Pressing flowers
Herbology
Carving wooden figurines
Painting
Playing a personalized Dan Grant

Dislikes:

Being picked on for having feminine hobbies
Having his music insulted
Disrespect of martial arts
Chatty people
Trivial conversation
Having his inventions messed with

Goals:

Revenge for his parents
Cultivating the strongest martial arts
Overcoming strong fear of busty women

Fears:

Busty women
Kinship
Being betrayed

Personality:

Dai Son is a strong willed but reserved individual. Due to his intense training in isolation, he has grown to like tranquil environments and will politely ask those who wish to talk to speak with someone else. He isn't a cold person but prefers deep conversation. Despite his love of explosives and gunpowder, he isn't a violent person. He prefers meditation and qigong exercises. He puts up a distant personality to keep himself from straying from his path of revenge and enlightenment.

Usually calm, Dai Son is very slow to anger. He prides himself as a scholar and practitioner of zen and utilizes all means of non aggressive tactics to negotiate with a person. Should all else fail, Dai Son is someone who believes in taking no prisoners. Dead men tell no tales after all.

When it comes to money and wealth, he is different from most people. Money is a tool for him to accomplish his tasks and endeavors. The one thing he thirsts for most is knowledge and goes the distance to obtain it.

Background:

Kiem Dai Son (Dai Son Kiem in western text) was born on the Wisp Isles. Both his parents were human but were disciples of the monk Luton. He was raised in the ways of old tradition: put all else aside but the search for knowledge and the quest for enlightenment. His parents were cruelly struck down by a soldier in the Queen’s army for giving food and lodgings to a pirate. His parents believed that no one should be turned away. Dai Son hid in a nearby cabinet as he watched with teary eyes. Luton took in the boy as he saw burning vengeance in the very soul of the boy. He wished to help the young lad to put aside his hatred and follow the path that his parents had wished of him.

Dai Son trained with the monk and various people on Wisp Isles, learning to use an arsenal of weapons as an extension of his body. He was taught to cut leaves falling from a tree, strike at a pot through a small hoop and shoot arrows at moving targets. He excelled in all these weapon techniques. Luton cultivated the boy’s mind and body, educating him and shaping his body into that of a warrior. However his hatred eventually caught up with him, causing him to seek out his parents’ killer. Outmatched and overwhelmed, he barely crawled his way back to Luton. The monk nursed him back to health and continued their training, increasing the intensity of training.

At fourteen, Dai Son discovered the power of qi and its body enhancing techniques, both internal and external. Luton began to train him in more advanced techniques, stating if he wished to take vengeance for his parents he would have to be much stronger than he was at present. Dai Son trained in solitude in the most desolate of places, including a mountain range and a tundra. At eighteen, he returned to his childhood home. There he found hidden amongst his parents’ belongings a manual on gunpowder and pyrotechnics. As he read the manual, it mentioned sailing and piracy many times. He remembered that his parents’ killer was a soldier in the Queen’s army so naturally joining a pirate group would be the best way to hunt him down. So Dai Son have advertised his skills hoping to catch a captain’s eye…

Skills/Abilities

Strengths:
Several years of training with various people have made him quite agile and dexterous. He able to contort his body in ways many people cannot. This makes him a difficult fighter to make as he is able to move close and avoid strikes while dealing them. His years of study have also made him quite knowledgeable about the seas and various naval practices. His devotion to gunpowder has made him a dangerous person to cross but a valuable asset to his allies.

Weaknesses:
He is still young and as such is not always as careful as he should be. Although he is formidable opponent, his lack of experience in the outside world has left him socially awkward. He is quite short tempered and tries his best to cull his impulsiveness. His intellect has made him come off as a snob and a pedant. Unable to properly convey his thoughts and feelings have made him quite frustrated and has forced him to distance himself from people to avoid possibly offending them.

Weapons:

His weapons of choice are a pair of pepperbox pistols, a custom made repeating crossbow and a guandao.


Skills:

Qigong Mastery- able to channel his internal energy to reinforce his body or perform extraordinary feats.
Internal channeling- Techniques used to weather blows and take more punishment than ordinary humans.
External channeling- Techniques used to enhance blows or enhance reflexes.

Martial Arts Mastery- Dai Son is adept of an unnamed style (think of Tai chi or Shin yi) that utilizes the force exerted by the attacker to defeat them using a variety of locks, throws, redirections, grapples and strikes.

Pyromaniac- Dai Son is a master with gunpowder and has developed several variations.

Tinkerer: He has developed several makeshift bombs and smoke sticks.

Eagle Eye: His several years of archery experience make his aim impeccable.


Lastly…

His favorite colors are red and black, the colors of fire and gunpowder respectively.
 
WIP

GENERAL INFORMATION

NAME
Venalean

NICKNAME(S)
Ven

AGE
23

GENDER
Male

SEXUALITY
Heterosexual

SPECIES
Sand Elf

ROLE
Pilot

APPEARANCE DESCRIPTION

HAIRSTYLE
Unkempt, Spiky

HAIR COLOR
Dark Red

EYE COLOR
Forest Green

SKIN COLOR
Tan

RACE/ETHNICITY
Sand Elf

HEIGHT
6'1"

WEIGHT
141lbs

SCARS/TATTOOS
Ven has a tattoo on the right side of his head, covered by his hair. Sharp, winding swirls, like the violent winds that plague his homeland. A set of interconnected tattoos also covers the majority of his left arm, up to his bicep. He hides these with a bandage wrap. His back and arms are covered in scratches and slash marks that he refuses to talk about.

BODY TYPE
Lean, with clear muscle definition all around.

PERSONAL INFORMATION

LIKES
*
Reading
*Exploring New Places
*Observing the Stars
*Hunting Strong Prey
*Jokes and Riddles


DISLIKES
*Cowards
*Those who abuse power
*Violence without reason

GOAL(S)
*To make good on his deal with the devil. Or, at least, his deal with the devil's less evil cousin. Also, to give the Queen a very bad day.

FEAR(S)


PERSONALITY


BACKGROUND
Ven grew up much like any other child in his village, training from an early age to one day become one of his clan's hunters. The hunters dealt with the many horrors that existed beneath the surface of the desert they called home. Suffice to say, Ven took the training well enough, and he eventually became a notable hunter in his own right. However, Ven's interests went beyond fighting monsters and wild beasts. When travelers arrived in his village to sell and trade, Ven would look for books and uncovered journals from amongst the many valuables. He found himself entranced by the tales of tricksters and cunning heroes outwitting their foes both mundane and magical with allies from all corners of the world. Eventually, Ven's attitude and demeanor changed to reflect those of the people he admired in those stories.

One day, Ven tracked a beast beneath the earth, much like any other day. However, this creature proved more intelligent than the others and managed to catch him in an ambush. Ven managed to hold his own well enough but found himself in the middle of a cave-in. Ven managed to get away, but was injured slightly and now unable to make his way back to his village. Ven traveled beneath the surface, searching for a way back and being unable to find one. When he was on his last legs and felt like he could go no further, he was approached by a pair of Djinn. Sisters, they said. Most people from his village would have run in fear or spit in their faces defiantly, but he didn't. Ven simply asked for help. The Djinn indeed offered their help, though not without a request of their own. The bargain struck between the two parties is a mystery to all others, but when Ven next woke, he laid in a bed, with a strange man watching over him. For some time Ven rested and recovered, attempting to question the man about who he was and where he came from. The man wasn't particularly keen on saying anything about it, however. Eventually, he decided Ven was well enough to leave, and after providing him a few gifts, he sent the young elf on his way.

Upon returning home, Ven found himself rejected by his clan when they learned of his connection to the Djinn, believing him to be cursed. They took his name and banished him. With nowhere to go but the sea, Ven started to explore the world, eventually landing Regina Royale, and experiencing the "hospitality" of its people from behind bars. Luckily for Ven, a certain captain happened to cause a commotion nearby...and also managed to blow a massive hole in the wall of his cell...

SKILLS/ABILITIES

STRENGTHS
Much of Ven's natural abilities are just part and parcel of his training and experience as a hunter. He is swift on his feet, controlled, and patient...most of the time. He's also quite the marksman, having much experience with the bow while showing quite the admiration for firearms.

Ven is creative and a bit of a trickster, learning from both the books he's read. It allows him an unorthodox insight into scenarios that can surprise and confuse ally and foe alike.


WEAKNESSES
Ven's ears are highly sensitive to noise, and after a certain point, it becomes painful and even disorienting. As a hunter, Ven is more accustomed to fighting at a distance than close up. He has difficulty dealing with more than one target at a time, and...well, he can't swim exceptionally well. But don't tell anybody, he's quite sensitive about the matter.

WEAPON(S)
Ven carries a matching pair of Flintlock pistols, both enchanted with the power of the storm. Each pistol fires bolts of lightning, at varying degrees of strength. From a stunning jolt to a piercing arc of electricity. Ven also wields a black, curved broadsword.

POWER(S)
*Enhanced Senses(Sight, Hearing)

*Dylan Patch: An eyepatch enchanted with the wisdom of a true child of the sea. While wearing it on land, an individual can always find their way back home. At sea, however, the true power of the Dylan Patch is unlocked, granting the owner insight into the mind of the ocean itself. The user can find the safest way through storms, and make their way to land regardless of direction, simply by reading the waves. If the user doesn't know where they're going or attempts to find a vague idea of a place, like "sanctuary" from a naval fleet, Ven is liable to find himself in a random place, or in more danger than he was attempting to avoid.

SKILLS
Navigating
Hunting
Tracking

LASTLY...
Ven's favorite color is the shade of orange one might glimpse at sunset. He finds it quite beautiful.<3
 
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NAME
Mercury Oakleaf

NICKNAME(S)
Son of Drake
Butterfly Prince
Merc

AGE
129

GENDER
Male

SEXUALITY
Bisexual

SPECIES
Fairy

ROLE
Boatswain

APPEARANCE DESCRIPTION
HAIR STYLE

Mercury's hair is kept neat and short with his bangs covering his left eye

HAIR COLOR
His hair is that of a beautiful silver

EYE COLOR
Irises - Sky Blue
Pupils - black
Sclerae - White

SKIN COLOR
White/Light Tan complexion

HEIGHT
nine inches/6'2

WEIGHT
7 ounches/205 pounds

SCARS/TATTOOS
-A tattoo of a black rose across Mercury's left peck to symbolize the love and the loss of his dear mother
-A tattoo of his families surname across his upper back.

BODY TYPE
Lean and muscular

PERSONAL INFORMATION
LIKES

-Flowers
-Alchemy
-Testing his new potions on people
-Art
-Class
-Intelligence
-Anything else he deems majestic or beautiful


DISLIKES
-Firearms
-Loud people
-Being interrupted
-Ignorance
-Anything he considers vile and disgusting
-Barbarians

GOAL(S)
-Obtain riches beyond his wildest dreams
-Become an inspirations to other alchemist and land his name in the history books
-Create his own alchemist academy that will accept any and all races alike
-Discover the secrets of Longevity
-Mold his future child to become an even greater alchemist then he is

FEAR(S)
-Becoming attached to the crew
-Being Eaten

PERSONALITY
Classy and elegant Mercury is a highly intelligent alchemist who takes joy in discovering new ingredients across the different lands. He is obsessed with both natural and man made beauty often going on humongous rants about on how he just adores such magnificent sights. There is however, quite a darker side to Mercury's personality when beauty is being discussed. While extraordinary colors and acts of creation are often mentioned in his rants the act of destruction is of a more subtle topic. For Mercury, there is beauty in that of chaos as he would simply stare in awestruck as such events took place before his eyes. Though not all forms of chaos are seen as beautiful in his eyes their are simply things that are perfectly placed that give the chaos such imagery that an artist could only dream it could stay forever for them to capture it's full beauty.

Having a vast dislike in upfront conformations preferring to strategically plan out assaults and traps he is not one to shy away from battle. Should his teammates require his assistance he will undoubtedly join in the fight. However, while he does indeed care for his teammates he dislikes showing such a thing often mentioning that they are simply nothing but a means of transportation and protection for him to fulfill his own dreams. He is proud of his heritage despite heavily disagreeing with their choices on traveling and will brag about his species and their past accomplishments throughout their long history. While he does enjoy partaking in the fun celebration of drinking he is an incredible lightweight for obvious reasons involving his size. When drunk he becomes more emotional often losing his confident and collective manner often resulting in him telling his crew mates how much he loves and respects them. He even apologizes for all the times he's insulted them behind their backs and becomes incredibly touchy as he would presume to hug everyone. When drunk his flying patterns become incredibly sloppy as he would normally and comically crash into everything. Of course due to his proud nature he always denies everything he said while intoxicated.

BACKGROUND
Mercury was raised in the stunning life of nobility having whatever he wanted directly handed to him by his maids, butlers, and his father. Like his father Mercury was fascinated with alchemy and the wondrous amount of versatility that came with it's effects often studying a number of different ingredients in an attempt to make his own potions. With age he was becoming an astounding prodigy in the making to where even the elders took notice of his natural skill. They supplied Mercury with numerous ingredients he had not even touched yet to see how far his talents would show in utilizing ingredients he had not yet used, but of course due to his constant studying he was able to create potions in no time to where the elders offered him an abundance of resources should the boy continue his work. Mercury would of course accept such an offer and would work countless hours providing potions to cure sickness and those that boosted ones talent for magic for a short time. However, young Mercury would soon grow bored with making the same potions and using the same ingredients over and over again. He began to study further into the world of alchemy by reading about the vast lands and everything there would be to know about them.

Growing older with the passing years he would eventually request that he be sent to other places to gather different ingredients with a few of his fellow faeries. Due to the natural fear of being captured by traders the elders always refused his offer causing him to grow quite agitated with their constant fear of exploration. This also led to the discovery of how exactly his deceased mother met her fate. He discovered from one of the butlers that his mother suffered a terrible illness when he was baby and that their was indeed a way to save her life. The needed ingredients were simply far away from their lands and the fairy elders were simply too frightened to fetch the needed ingredients to save her. Growing angry and becoming tired of being refused he left on his own to search for the ingredients himself despite his father begging him not to. He would secretly board ships to get around to different locations often stealing food while the crew laid at rest and getting off quickly once the ship boarded. He had been already been to a number of lands despite his young age and experimented with the vast amount of new ingredients that came with each land. However, he was finding that simply boarding a ship was getting in his way of actual experimentation. He couldn't carry along just any amount of ingredients he wanted and some were simply not small enough to sneak on board with. After reaching the age of twenty eight he decided that it was time to join a ship rather then simply hop along for the ride. That way he could keep an abundance of resources on the ship for future potions and experimentation.

He eventually met and joined a crew with the simple thought of using them as a method for shelter and travel. He had no intent of making friends nor did he care for their company. With each passing day he found it more difficult to simply ignore them growing quite found of the hilariously odd bunch. While he still makes it known he is simply their for his own personal reasons he grows ever more loving of his new family with each passing day, but with this new love for his crew he believes that on the day he wishes to fulfill his dreams he will not be able to leave them behind as he had originally planned to. And that is truly something he fears.

SKILLS/ABILITIES
STRENGTHS

Nimble: Due to his size and wings Mercury is incredibly fast possessing immense mobility that most beings other than fairies due not possess. This makes him incredibly difficult capture and allows him to travel over water without the need for a boat.

Alchemy: Due to his lack of combat experience and his lack of power in places not covered by nature Mercury uses a set of poisons that he coats his small blades in to cause internal damage or sickness to his opponents insides. Making them unable to continue fighting and allowing his teammates to take said enemy hostage for interrogation should it be needed. He is also able to create cures as well as other enhancing poisons that his teammates can use to enhance their own abilities for a short time.

Incredibly intelligent: Mercury possesses an immense amount of knowledge of the different lands and species due to constantly reading books in his fathers study. He has studied a number of different subjects ranging from history to the very ecosystem of each land in hopes that it would lead to hints on discovering new alchemy ingredients. This has given him an immense amount of information regarding the different lands allowing him to pinpoint both landmarks and and his exact location based on what city he finds himself in. He also possesses a very strategic mind often preferring to outsmart his enemies then to simply overpower them. Due to his knowledge of the land he can perfectly set up traps and ambushes that would grant his crew a vast advantageous over the unsuspecting enemy.

Land advantageous: When on land he is able to fully utilize his magical abilities making him incredibly tough to beat. Having the upper hand by manipulating the battlefield itself he can set up traps and bind his enemies allowing his team immense breathing room before preparing their next attack towards the enemy.


WEAKNESSES
Lack in Strength: Being nine inches tall he isn't exactly packing any heavy punches

Lack in experience: Being sheltered for most of his life Mercury has little experience in battle making him considerably less skilled then his fellow crew mates.

Fire: While he does possess the ability to utilize mud to essentially fight off fire wielders if there is none present then he will find himself at an incredible disadvantage due to his powers coming from plants, trees, and etc.

Rain: Due to his small wings he can sadly not fly very far in heavy rain making it to where he has to ride on top of his allies

WEAPON(S)
-Carries around two extraordinarily small fairy daggers that possess only an inch long blade. While useless on their own if they are coated in Mercury's poisons they can prove to be quite deadly.
-Small vials containing poison to where he can either poison the food or water of his enemy or by pouring it over his weapons before cutting into the skin of his enemies

POWER(S)
-Nature Manipulation- Like most faeries he has a natural gift for manipulating the forces of nature. Plants, trees, grass, and even mud can be manipulated to rapidly grow or even move to both attack and defend against enemies. Mercury can even telepathically speak with plants through touch to gain knowledge making him quite excellent at tracking down enemies. He cannot, however, telepathically speak with mud or dirt despite possessing control over it.
-Size Shifting- Being born with such a rare ability that only very few fairies possess Mercury is able to shift his size and weight to meet that of a humans allowing him to both infiltrate and perform various task he couldn't do as such a tiny size. It does, however, come with a crippling weakness. Not only does he lose his wings and his ability to create dust. He also loses most of his powers over nature making this form quite useless on the battlefield. This ability can also not simply be turned off like any normal power. When activated the user will remain at size for a minimum of two hours before they are able to return to normal size. It also possesses a three hour maximum time limit where the user will be forced to turn back against their will.
-Dust- This dust is generated from Mercury's wings and possesses and a number of different uses both for his alchemy and his crew. When his crew comes into contact with a substantial amount of dust they gain the ability to fly for a short amount of time depending how much dust was thrown over their bodies. It can also make inanimate objects fly such as chairs and tables and etc, but oddly enough this takes much more dust and with increasing weight requires much more dust. Some objects are also simply too heavy to have float for a single fairy to perform by himself. This dust can also be used to heal minor wounds and bruises, but possesses extreme limitation on how much it can heal as severe wounds and deep cuts wouldn't be effected as much.



SKILLS
-Strategic Planning
-Due to being knowledgeable in poisons he can whip up cures in no time if he has the needed ingredients
-Knowledgeable of the vast lands due to his studying and communication with plant life
-When in human size he can play one hell of a pan flute for ship entertainment
-Can grant others the ability to fly and heal minor wounds
-Tracking

LASTLY...
Mercury's favorite colors consist of violet, crimson, and periwinkle
 
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GENERAL INFORMATION
NAME
Anderian Eliath Fray


NICKNAME(S)
"My nickname you ask? I guess it would be Wrath due to a certain attitude problem I have. If optional though, I'd prefer to be called Ander as it makes me feel normal in a way. "


AGE
I think I'm around 105, which isn't all that old for a demon.
GENDER
Male as the day puberty descended upon me.


SEXUALITY
"I haven't been in a relationship since I was in my 3rd decade, however I do find the company of a female way fonder than that of a male. "


SPECIES
"Demon, if my bodily features didn't give it away already. "
ROLE
(Master Rigger since someone beat me to Striker)


APPEARANCE DESCRIPTION
HAIR STYLE
"Truth be told, I keep my hair completely unkempt. The main reason I could care less about it is due to the fact I never even take off my damn hood. Why bother with something nobody will ever see?" -Fray
HAIR COLOR
"My hair is naturally a crimson shade of red, with a few streaks of black coursing throughout it. To be more in-depth imagine a set of blood colored locks with a black defined black edge to the hair strands. "


EYE COLOR
"My eyes actually change color depending on how I feel as of that moment. The colors I've noticed thus far are;
Yellow for Passiveness
Blue for Boredom
Pink for Love
Red for Annoyance/Anger
Red with Black Outline for Wrath
Midnight black for RAM------ " -Wrath and Frey


SKIN COLOR
"You know that painful red colored skin humans get whenever they're under the sun for too long? That's my color right there." -Fray


RACE/ETHNICITY
Demon, do we even have other racial subtypes?


HEIGHT
"I'm around 6'4, which makes low lying beams my foreheads worst enemy. " -Fray


WEIGHT
"256 pounds, which is actually really lightweight for a demon. I should probably eat some more now that I'm thinking about it.. " -Fray


SCARS/TATTOOS
"I've got more scars than I do teeth, and that's saying something. The most prominent one, however, has to be the burn scars blanketing the left side of my body. If I recall right, I had gotten it as a result of not returning home before night fell. I remember my father was furious and in a fit of rage, he accidentally hit a pan on the stove, sending a vat of scorching hot duck lard onto the left side of my body. My memories of the event are quite hazy now, however, I do remember the clothes I had on that day melting into my skin and the smell of my charred flesh filling the kitchen. Since that occurrence, I can hardly feel the left side of my body, well except for the cold. That stuff makes me feel like I'm getting cooked all over again." -Fray


BODY TYPE
Ander's body type is rather lean for being a demon, however despite his non-gargantuan size he can still pull his own around the ship.


CLOTHING
Attire of Choice
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PERSONAL INFORMATION
LIKES
-Dogs, doesn't matter what species as long as it barks.
-Helping others in need, which is odd for a demon..?
-Fire as it's soothing.
-Music as it helps me calm down.
-Games or anything that can keep me occupied.
-Snakes as they are AMAZING.
-Swords and anything that cuts flesh-deep. I love watching MY VIC- I mean enemies scream.
-Blood and any other crimson goodness. It's really pretty to see it rolling out of the wicked, as it's the only thing untouched by their corruption. Tastes really good too.


DISLIKES
-The Upperclass due to their snobbiness.
-Blatant Rudeness.
-Egotistical Bastards.
-Cats as they are terrible pets.
-The cold as it hurts my skin.
GOAL(S)
In all honesty, Ander never wanted to go down in history as a swashbuckling pirate, however with all the suffering brought into existence by the wicked government in place defiance to the throne is needed. If there is even a shard of hope to bring that bitch of a queen to her knees in fear, he'd gladly do so. This dream is what led him to the life of piracy, and is what keeps him motivated.
FEAR(S)
-The Ocean as silly as it seems. You never know what could be hidden under the surface.
-Cats. They're scary and also terrible pets.
-Dying without accomplishing anything.
-Drowning, enough said.
-Very tight spaces.


PERSONALITY
Ander is actually rather unconfrontational whenever he is not in a wrathful state of mind and instead prefers to be listening to music in isolation when given the chance to recharge. This is due to the reasons that it helps him displace any negative emotions locked up inside him, and gets him away from all the noise of daily swashbuckling. Whenever he isn't recharging in private though, he is a really good person to be around socially. In terms of being social, you could say Fray is unlike any demon you'd met before him, besides that his jokes can sometimes go a little too dark for sensitive folk. This goes about with a lot of his daily life, with him trying everything to step away from the demonic side of his being. Instead of being negative like most demons, Fray attempts to look on the better side of life and tries to do anything to keep the demons inside him locked up until they need to be released. He is also incredibly smart if he needs to be, although he attempts to hide it from others for fear of being lured into a different role on the ship.


Whenever he is pushed to the edge mentally, his personality changes like winter giving way to spring. Instead of the bubbly and kindhearted jokester, there is instead a firecracker of rage and turmoil in its place. His whole demeanor changes to what he fears most and even the simplest of things can set him off when this part of him is present. All good aspects of him are flipped into a mirror version of themselves, with hatred and cynicism being the most common aspects of this alternate version of him. Despite Fray being morphed into a creature of hate, he can typically function at this level. There are points in which it does consume him, however hopefully that doesn't happen whenever he's around the crew. It's best used on the enemies.

BACKGROUND (Finished)

Ander was born on a fall morning around 105 years ago in an unmapped village tucked far away from most of society, and it was there where Ander grew up separated from the rest of his kind. His clan's isolation stemmed from the fact that they believed their own kinds way of life was wrong, and instead preferred to live without the negative factors their kind are known for. This way of life led to their family being tormented by other factions around the land and eventually led to them fleeing to salvation in the brush of the forests. All the brashness shown to his family made him fear strangers and anyone who wasn't a common sight to the point he'd have panic attacks as a result, which led to him being even further isolated from people. As the years passed on however, many strangers began to join the village due to their unique perspective on life. This led to Ander meeting strangers who he knew wouldn't harm him, which helped thaw the ice inside him.


As the years passed, and as Ander turned into a more mature specimen of himself conflict began to erupt between his village and a rival faction. Though conflicts of smaller scale had been enacted over the years, nothing serious had ever come from his village defying the beliefs of their species, so he thought nothing of it. After a few fiery months however, the hatred eventually tumbled over unto the point an advance was issued on his hamlet. Overnight hundreds of enemy combatants descended upon the village, butchering over 90% of the population overnight. The unfortunate individuals who survived the night were brought out at daybreak, impaled on rotten pikes stomach first and beheaded. They did it to every last breathing person in the village, be it woman or youth. To the enemy, these people were little more than cockroaches that needed to be pulverized.


Ander's family were the last ones up to perish, as was his family's punishment for their sins against their kind. The final thing those monsters wanted them all to see was all their work collapsing before them, and as his parents were butchered into pieces in front of him they did exactly that. His entire world was gone, and now he would be too. Despite his situation, Ander didn't fear his demise. In place of that very fear was his intense burning hatred for what they had done, and as he was lifted up above the pike everything went black with fury.

Upon waking up, Ander found himself somewhere near the sea almost if beckoned to it. It was in this moment he decided he would travel the world, and it was with this decision that he found out the corruption that the world hid in every orifice despite "supposed change."

As the years passed, and as Anders sailshand experience grew onwards Ander met a particular individual that seemed off. The person in question was a lady so bizarre and insane it capitulated Ander's attention until he eventually decided to join her ranks as a crewmember. These loose ties of fate are what led to today.
.

STRENGTHS

-Quick Reflexes due to him being involved in fighting his whole existence.
-Quick Thinker whenever the need to use his head arises.
-Lightweight which helps him ease around his environment.
-Hand to Hand Combat expertise, be it with his claws or with his saber.


WEAKNESSES
-Cold is pretty bad on Ander, as it causes searing pain on his left side.
-Lightweight to the point he can get knocked on his ass if not careful.
-Volatile mood swings.
-Gets worn out easily due to overexertion.


WEAPON(S)
Ander uses a mixture of his sabers and the gifts his race are blessed with. His primary would most likely be the saber handed down to him by his father, as he shares an emotional attachment to it. His sidearms would probably be a set of flintlocks tucked away into his torn coat. He avoids using his claws unless it's necessary, as they seem to make him more prone to his wrathful side the more he uses them. This could be linked to him physically inflicting damage to others directly, instead of with a sword.


Ander's Saber
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His Flintlocks
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His Claws
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POWER(S)

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Wrath - Wrath is the process in which Fray's body morphs in tune with his emotional output. In this form, his appearance changes vastly as his power outproduces what his normal body can handle. This form enables Ander to go beyond his usual limits and to be able to unlock the true potential of his power. This enables him to eviscerate most enemies due to brute strength v.i.a claws, or by using fresh blood to kill people by manipulating it into weapons. The main downside is that it puts incredible strain on his body due to an insane amount of blood loss caused by the initial transformation. The lost blood can be recollected by feasting on fresh humanoid victims, at the cost of his humanity. To govern the state of his control over himself, you can glimpse into his eyes. If they remain in the red, it means there are still strains of humanity left in the beast's blood. This color means he still exhibits control over himself and usually means he won't try to eat you. If the eyes turn a midnight black, however, there is usually no hope for him returning back to normal as his own corruption has consumed him. The best form of action if this occurs is to---------
-.


The Corrupted - The Corrupted is Ander's Wrath form taken to the point of no return. In this form, Ander is a slave to his own corruption and his true self is lost deep into his own subconscious. Despite these negative segments, if activated when no friendly personnel is present it could win a battle by sheer brutality alone. The main cost to its use is that Ander's own demons could overtake him to the point that the only thing left of him is this monster.

Bloodcurdle - By using this power, Ander can cause people to experience their most hidden fears due to the aura cast off by his own body. This power enables Ander to manipulate hallucinations based on the hidden fears of the person it's cast on, however during its usage he is also prone to the same daunting effects as his targets. If its usage is pushed too far Ander can become a liability due to him cracking under this powers influence, which makes its use quite uncommon. (Gonna add more detail to these when given time, however its weaknesses and strengths are there and ready to go.)

Skills
-Smooth Talking
-Bartering
-Scavenging
-Sword Fighting
-Fear Manipulation



LASTLY...

CYAAANN



 
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NAME
"Now that'd be telling, wouldn't it?"
Makarichron Igonaqi Kainlabbr Gulln. A bit of a mouthful. That said...

NICKNAME(S)
"I have absolutely no tolerance for nicknames or other primitive name shortening. You will address me as Odqan Cacus Ognyena Tatewari Alaz or you shall not address me at all."
...Yeah, this. He'll accept just Odqan. He says it's because he's learned not to bother with some people, but it's actually that he's just not as uptight about it as he pretends.

AGE
"I forget. Um... over 400, that much is certain."
He is, in fact, 2398. And he knows this. It just amuses him to lowball.

GENDER
"Male. Most days."
Every day, more like.

SEXUALITY
"Pfft, not with you mortals."
'Mortals' is bull. He's fully aware that he's mortal like the rest, and that he will die one of these days. Not that he'll ever mention it. And he's still not even a little interested.

SPECIES
"Can't you tell? I'm a water horse. Just look at my two legs and lack of a mane."
Imp. He's an imp.

ROLE
"I've been made Quartermaster of the ship. That's because I've been doing this for far longer than any of you clods. So listen up"
Quartermaster.

HAIR STYLE
"Hair is for people who want it set aflame. Like mine."
Technically, Odqan is bald. However, the top of his head is wreathed in a bright, white and red flame, the tongues of which flicker and fly and hang like luxurious curtains of hair. It's bound to get a few second glances when first seen, as it has a tendency of looking a lot like regular hair, if white and red in constantly shifting proportions. Whether or not the fire can spread, exudes ambient heat, or is even hot to the touch at all is down to Odqan's whims. He tends to keep it way more restrained on the ship. And near anything else that may catch fire. Just in case.

HAIR COLOR
"If you're talking about my flames, they're both white and red. They shift and shimmer quite beautifully, if I do say so myself."
What he said. His flame-hair is white and red, but the two colours seem to fight a neverending war for supremacy over which colour is where.

EYE COLOR
"Blue. For all that I am exotic, powerful, and utterly beyond you, I have some things in common with you too. I've got to let you relate to me somehow, don't I?"
His eye is, indeed, sapphire blue. He does not, however, have control over them as he frequently implies.

SKIN COLOR
"Look at this citrus. Now back to me. No, you're still looking at the citrus. Look, I know we're both bright orange, but this is just embarrassing."
He said it himself, really.

RACE/ETHNICITY
"I already told you. Am I talking to a moron?"
Imp.

HEIGHT
"Significantly shorter than you riff-raff."
3'3.

WEIGHT
"I haven't checked in... oh... a century. Just try and measure it, I dare you."
38 lbs. Technically, as a spirit, he doesn't really weigh anything. This is when he takes a solid form, though. Unless that's not how spirits work?

SCARS/TATTOOS
"Tattoos are so debasing. I would not defile myself like that. Scars have marred my flesh more than enough."
No tattoos, he's against them. Scars are a different story, however, for much of his back and chest hold many scars, and a few run on his limbs and neck, though mercifully nothing is scarred on his face. Try to ignore the scars if you see them, being reminded of them tends to send him into a stormy mood, though how exactly that mood manifests... varies, let's say.

BODY TYPE
"I am what you would call 'spindly'. I would say lean, and I suggest you do too. I can be quite imaginative in my retribution."
A slender, narrow-shouldered build with thin limbs and a long neck.

LIKES
"What do I like? I like many things, as any other. I enjoy when people don't try to con me with something boring, for example. I've learned, pulled, and foiled every lie in the book. And added a good volume to it myself. Imagination, too. Creativity is one of the most important qualities in history, I think. Hmm. A good trick is always a laugh. I'd prefer they not be directed at me, but I appreciate it when someone else pulls a clever trick too, even if they are at me. Cleanliness is important to me, though I understand that a pirate ship very much does not hold that as important. Very well. I'll be clean, eat well, and drink well where I can, however. Now this may sound normal, but understand that I am quite particular about this whenever I get the chance to be. Another thing I enjoy would be somebody who can take a joke without becoming righteously indignant over it. The thing I perhaps like most is to experience new things. Anything from invisibly watching two people have an interesting conversation to trying a new delicacy to exploring a section of island I have not visited. Life is what you experience, what you see, what you know, what you taste and smell and feel. But that's enough of what I like."

DISLIKES
"People who can't keep a lid on themselves. Ugh. I know none of you have had as long as I have to perfect the arts of temperance, restraint, and stability, but the reactions I get sometimes are just downright insane. Brutes. That's another sort of person that irritate me. I don't understand how some people can enjoy throwing their lives into the balance, and taking those of others. Certainly, I have no problem with a little fighting, and you can count on me to never hesitate to kill anyone I need to. But the glee with which some people seek it out is so uncivilised. It's also a rather poor method of conflict resolution. The more things that are taken out of this world, the fewer things that you can make use of later. I also have a mild disdain for most of everyone around me. I dislike everyone. But that doesn't stop me from liking people. Uthabdie?* People telling me I'm 'good' or 'have a heart of gold' or any such pathetic sentiments are quite annoyingly wrong. Yes, most who leave the Isle do so because they are 'too good', but I am simply not one of those. The more fully people understand this, the better. Contrary to what some may believe, I don't have any feelings either way about water. Certainly it's different to the caverns of... do you outsiders have a name for it? Surely you don't call the mountain an Isle, do you? Moving swiftly onwards, I find staying in one place for extended periods intolerable. I do not exactly mean on the smaller scale of holding position unmoving for days at a time, for I can do that with ease. I mean that the world is so large and varied. There's so much to see and know. How could any self-respecting sentient being not want to visit every locale, capture every sight, devour every bit of lore? Anything less would be a great insult to this world."
*'Understand?'

GOAL(S)
"Quite simply, to see the world. I recently touched on it. I have spent too long in the Qathli* and I will not squander my time there any longer. I will see what I have missed, and none will bar me from this."
*A reference to 'Qathlichrin Tartoth Aiagyxllan', which very roughly translates to 'Tower that pierces the Void and scrapes the Moon'. Kind of. It's what the residents of the Isles of Tenebris call their mountain. Unless you don't like it Ana.

FEAR(S)
"What do I fear? Ah. Why do you shrink back? It is not a sensitive topic, I will not turn you to ash for asking. Everyone is afraid of something. Either that or they're too stupid to know what there is to be afraid of. While earlier I did say I have no problems with the ocean, that was perhaps not entirely true. I know well what lurks in the depths of the ocean, and the thought of coming face to face with such without a ship and other souls between me and them is... not exactly a thought I relish. Imprisonment is not particularly appealing either. Not being able to wander to my heart's content would be my mind's undoing if it lasted too long. My fear of such is double-layered. Not only do I fear them, I fear how I would react when confronted with them. I fear fearing them, you could say."

PERSONALITY
"Is it not obvious by now who I am? No. I will say no more."
I guess I'll take this one. Oqdan is quite a character. The most obvious part is just how damn mercurial, unpredictable, and inconsistent he is. He is possessed of great mental acuity, with both speedy and accurate thought drawing on a very wide base of experience, though slightly less familiarity with the world outside the Isles of Tenebris than one would expect for a being his age. He is extremely empathetic, owing to his long experience with people, and possesses no small bank of wisdom. His thoughts, feelings, and actions are all very strictly controlled. It is rare in the extreme for Oqdan to act out in anger, for example. He's not a robot, he just has inhuman (literally) self control when he wants to. This control is something he takes pride in, as is his power. For all his control, he is an arrogant being, convinced that he is the superior of most people he will meet, exacerbated by his lack of injuries over the years.

Pranks, tricks, and lies are his bread and butter. Nobody lies like Oqdan. He does it almost habitually, finding it hard to tell the direct truth about anything relating to himself. Besides, it's funny to sell people on a line of extensive bullshit. He finds amusement in simply observing those around him rather than meddling, though he cannot resist some mischievousness here and there. Truly, he finds amusement in a great many things, often simply following his own caprices. In the rare times when he loosens his prodigious self-restraint, he reveals a callous pyromaniac who delights in spreading wanton chaos by setting everything he can ablaze. And he can do it, too.

Oqdan is, essentially, a temperamental, pragmatic asshole. He's not exactly 'evil', though he may take offence to that, but he is far, far from moral or just. More than willing to do grim deeds to further his own goals or those of the few he trusts. Especially if said deeds are something the one he acts for could or would not have done themselves. Let him accept the scorn and the blame for it all, the cause was furthered, and that's enough. There are limits to this; he wouldn't, say, murder an orphanage full of children. Not unless it would save the rest of the city, for instance. He won't pointlessly commit evil deeds if there is a 'good' way that is about as easy or a little bit harder, the 'little bit' scaling on just how 'good' and 'bad' the paths are. Oqdan believes that things should, in an ideal world, be preserved. Every person who is killed, every ship sunk, every treasure lost is a tragedy, though sometimes a necessary one. After all, the world is rich with experiences to be had, cutting the number would be wrong, in his mind. He is an explorer, one who lives not for money or fame or revenge, but new things. He even enjoys such things as a fine hat he has never seen before.

Given responsibility, Oqdan is surprisingly serious and quick to learn. His cumulative experience of around two and a half centuries working various positions on various ships has given him a wide breadth of experience to apply to his role. He orders with surprising authority, and his ability to almost literally be everywhere on the ship at once mean that he is a valuable tool in keeping order aboard any ship. Well, besides a few shenanigans of his own. He also isn't quite as blase about the rest of the crew's safety as he appears. He's not exactly a concerned mother hen, but he identifies with their cause and likes their working against Queen Silicarth. Though he'll generally remain tight-lipped as to why. He doesn't exactly trust any of the crew, either, nor does he really trust anyone. He fully expects to be stabbed in the back at any moment for any of a veritable catalogue of reasons.

Honestly this personality isn't 100% accurate. It's got a good bit of it right, but don't treat it like the Gospel.

BACKGROUND
"I was spawned on the Ember Islands-"
No. Okay, I'll handle this one too. Oqdan would just lie too much. Oqdan comes from the Isles of Tenebris, as one would expect from an Imp. His parents were what passes for nobles in that cavernous madhouse, and he grew up with many of the privileges one would expect of such a status. Though this is not to say it was an easy upbringing. Dangers were always just around the corner, and even at an early age Oqdan had to prove himself fit to exist in such a cutthroat environment, entering into strife with competing 'nobility', jealous lowborn, his own siblings, and eventually even his parents. Any and all idealism or sense of trust was beaten out of him in these early years, as every time he turned his back on somebody he found them burying a knife into his back. Even a love affair with another Imp that lasted a two and a third centuries was eventually broken by a building atmosphere of mutual mistrust. A mistrust that was proven valid when Oqdan himself turned on his lover after discovering their ties to one of his longtime demonic enemies, destroying them both and all those associated with them in a fury of fire, steel, and exploited secrets. Or so he claims. Some believe that he simply turned on them simply so that they could not do the same to him first. Whatever the truth is, the end result is the same. In that single night of bloodshed, Oqdan truly became a creature of the Tenebris Isles.

From that time onwards, Oqdan was feared by the majority of the Isles of Tenebris, and at least considered with caution by the rest. Shaky alliances were made, truces were brokered then reneged, enemies were exterminated, murders were committed, and life rolled on as usual. At the beginning, Oqdan was perfectly content to sit on his little throne, vying with all the others for power, status, and wealth. But as the decades turned to centuries, and the centuries turned into millennia, a whisper of discontent began to blossom into a full, sickly, twisted flower of loathing for his own existence. Was this really all he was meant for? To squabble with others over the dregs of the world? No. It would not be so. There would be more to his life than this.

Oqdan departed. But he did not go quietly. No, in a final action of spite and reckless impulse, he set every asset he had in a full offensive of carefully considered targets and blows, burning down not just his own organisation, but dozens of others in such a way that no one group he knew of would have any significant advantage over any other. As he figured both at the time and in the present, it's not like he plans to return to the Isles of Tenebris anytime soon, and in his many years of absence his organisation would no doubt have been greatly diminished if not outright destroyed anyway. So why not?

Indeed, it was quite freeing to leave the confines of the Qathli to explore the world according to his own tastes, and over time many of Oqdan's worries and burdens simply melted away. Metaphorically. Where once Oqdan had been a serious, calculating, dangerous individual who was merely possessed by changeable moods and passing amusements every so often, he was now far more carefree. He fully embraced his tricksterish tendencies and his more destructive or bizarre impulses, and set out in earnest to see as much of what the world had to offer as he could. Anything but the Isles of Tenebris. But once again, he was struck with a rude awakening, as he accidentally set a treasure-laden galleon belonging to Regina Royale, and by extension its cruel Queen, ablaze after a trick that escalated too far. It sank, with the loss of all hands, and Oqdan found himself on very much the wrong end of the law.

Impossibly, the Queen's Navy caught him and bound him. Much of his powers were dampened if not removed by some strange working that even he did not fully understand, and Oqdan expected the end. Instead, however, he was imprisoned and irregularly tortured—seemingly for fun and no profit—for near a decade. For one of the first times in his three hundred years outside the Tenebris Isles, Oqdan learned the lesson that was so painfully ingraining itself onto not just his mind but his body. He set about clamping down on himself, especially his use of the flame and anything that could make that slip out of his precise control. Ironically enough, parts of his previously abandoned self, the collected mastermind, began to resurface in the course of this change. Something he is fully aware of and not sure if he's comfortable with. The reappearance and fortifying of his prodigious self-control did, however, do some work to undo the bindings that kept him chained. Not much, but enough for someone like Oqdan to work with. In a tale worthy of its own chapter, he escaped.

On the run from the law, Oqdan hid everywhere and in every way he knew, successfully evading at least the force sent immediately to facilitate his recapture. After another two decades of this, during which he slowly began to relax his tyrannical self-restrictions to a midground between his old self and his oldest self, he eventually—in his intangible and invisible form—came across one Judith Lee Johnson, whose brazen style quickly amused him. So too did her stated goal of, paraphrased, messing with Queen Silicarth, pique his interest and, though he wouldn't readily admit it, his sympathy. He resolved to keep an eye on her and moved to depart, only to find her looking right at him and addressing him in her distinctly Judith manner. Impressed, Oqdan offered his services on the spot. And he's been with her ever since.

STRENGTHS
"My two greatest advantages are, of course, my intellect and my potent ability to control fire. I'm not quite so immodest as to suggest that I am a true genius, but I am certainly a rather agile mind. This is only amplified by the sheer breadth of my experience. I have picked up much knowledge and many skills in my time wandering this world, and an equivalent amount in my time interred in the Qathli. Chances are I've had at least a smidge of time practising any skill you can think of, especially so when it comes to naval duties. Sailing's quite freeing, isn't it? Mmm. Not only am I mentally agile, I'm physically nimble as well. Even without any supernatural abilities, I have a talent for quickly and reliably getting from Point A to Point B, and of keeping away from anything dangerous in the process, be it a swinging sword or a gash in the hull dealt out by some sea creature or another. For all my inability to get on with anyone, I know people, situations, and especially lies like the glow of my own flames. So I'm quite an adept manipulator, although 'adept' would be an understatement. I don't always do it, but just expect me to understand a lot of things about people we meet, and especially you rabble, that shouldn't be so readily apparent. And finally, when I really want to, I am quite capable of speaking with great authority, and with gaining the respect of those under me. I'm not nearly as bad a leader as one might expect."

WEAKNESSES
"Many tell me I'm overconfident, 'too arrogant for my own good', and 'I'm gonna wipe that smirk off your fa-ohcrapwhyamIonfire'. I don't see why it's an issue. I simple am better than all but a rare few around me. I'm rather diminutive, not very strong at all, but that's what I have other people for, right? I don't make very many friends. In fact, rather the opposite. Don't be surprised if you notice that a lot of people want to kill me. And I have almost no real ability in a hand to hand fight. Never saw the point in learning. My flames, mobility, and nature as a spirit are sufficient, and I have better things to do than learn swordplay. Many have difficulty with my frequent mistruths, since it tends to mean nobody really knows if I'm telling the truth or not, unless they think it's something big enough that I wouldn't lie. On that note, I have some difficulty in 'getting serious', as it were. Many things seem only trifling to me, and I treat them as such, acting impulsively. Oh, and I sometimes cause quite a bit of trouble, even beyond my seeming inability to be liked by anyone. I can't help it, I just really want to mess with people. Why not? They exist for a reason."

WEAPON(S)
"Weapons? I have the ability to control flame to a simply obscene degree. What other weapon would I need?"
Oqdan abhors wielding a weapon of his own. He'll probably just incinerate whatever weapon you try to give to him.

POWER(S)
"As an Imp spirit, I may become invisible and intangible whenever I wish, though they are rarely swift enough transitions to be entirely useful in a fight. I have learned to transition into a form where I effectively spread my consciousness and senses across a wide area, centred on a particular object, such as a brooch or a plank of wood on a ship. If the object shifts, so does my awareness 'bubble'. In said form I simultaneously experience everything as though I were in every spot in that area at once with my current sensory and mental capabilities, thus gaining incredible awareness of my surroundings. I can then transition back at my leisure into a more 'normal' form in any of those 'spots'. The transitions to and from this form are actually rather swift, so I can in fact use it in combat to great and frustrating effect. I generally use it defensively in a fight, though, to keep myself away from all those nasty swords and axes and hammers. Often when I vanish and reappear, it is in a cloud of smoke and red flame, but this is more for show and not strictly necessary.

Most importantly, however, as an old and powerful Imp I have breathtaking control over fire. Usually I'm just toying around with little flickers and sparks, but if it comes up I can set a deck awash with flame, snap my fingers and turn someone into a lit torch, or give a burning city block some stern words and quash the unruly inferno. Note, manipulating pre-existing flames is significantly more efficient than creating my own, even if it's just a candle. Not exactly the greatest combat tactic on a wooden ship, or near anything else highly burnable, so I keep all flames I see under strict control, regardless of if it's natural, mine, or someone else's. I've also put in place a kind of 'mental block' that stops me from tapping into the full extent of my abilities, so that even if my control somehow breaks, I don't do too much damage. Pray I do not ever need to pull out that particular stopper. Not just because of what it could do, but because it takes time to fully work past it. The need may have passed by then. Or worse, it may have killed us all. Well, you all. I'd have left ten minutes ago and moved on to the next crew.

I've never actually tested myself against a Djinn, Phoenix, or Dragon yet. Nor do I intend to. I expect it would end in my favour, but I don't care to try, till there remain no alternative courses."

SKILLS
"At least a little bit of everything, to be candid for a moment. I am especially good at reading people and situations and the whole nine yards. Also I'm a capable leader, a very experienced sailor, and quite well educated on a great number of topics. Oh, and I can run a ruthless criminal/political organisation like nobody's business, though I don't intend to put them to use. Ever. And for a brief insight into my personal hobbies, I am a capable songwriter and sheet musician, I am a deft hand when it comes to sketches, specialising in landscapes, and I can bring even hard-bitten soldiers to at the very least a smile if I get my hands on a harp."

LASTLY...
"Blue, like the sky. It's a comforting reminder of how wide the world is, and how little some of my problems are. Some."
 
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[div class=fyuri07infohover][div class=fyuri07header]The basics[/div]
Name: Dekoda Malium Slint
Nickname: Koda
Species: Shape-shifter
Age: Twenty
Gender: Male
Sexuality: Bisexual
Crew Position: Cabin Boy
[/div][div class=fyuri07infohover2][div class=fyuri07header]Apperance[/div]
Hair style: Long like a mop, the ends tend to stick together.
Hair colour: White with small shade of blonde.
Eye colour: Right - The whole of his right eye is bright red except for the pupil which remains black. Left - a jungle like green it’s a complete contrast to his right.
Skin colour: Regular pinkish nude.
Ethnicity: Japanese and American.

Height: 6ft1inch
Weight: 62kg
Scars/tattoos: Right eye is completely shattered, when hunting there was a mishap as to if the kill was dead, it wasn’t, or that’s the story he tells. Tattoos wise he has a trial mark on his shoulder, it’s the shape of a mermaids medallion.
Body shape: Rather slim but with a little muscle here and there.[/div][div class=fyuri07infohover3][div class=fyuri07header]Personal Information [/div]
Likes:
- Fighting with others
- Feral animals
- Money and jewels
- Grapes, ooo they are sweet.
Dislikes:
- Arrogant women
- Being told what to do
- Books
- Demons

Goals: Koda only has one goal, money and women, oh wait that’s two.
Fears: Mermaids and Selkeis, perhaps there’s a tie to something.

Personality: Un-disciplined and arrogant, Koda never received the proper parenting he needed to make him into a man rather than a spoilt boy. He often finds himself looking above others rather than as an equal, then when others get angry over it it he finds himself fighting. Yet he doesn’t complain, he enjoys the rush of a fight. Even so the hard exterior he shows needs to be broken and Koda knows this. He doesn’t want to be the way he is yet nothing yet has brought him down from it, his sleezy ways with women, abnouxious tone of voice and grotesque fighting, all things he shouldn’t be doing as an heir to his fathers name.[/div][div class=fyuri07infohover4][div class=fyuri07header]Biography[/div]
History: A noble man and dead woman’s son was brought up in fine riches and tutors. Although his speices are very cautious of keeping their ancestors close to them, the Slint family had split slightly from this. They were one of the richest and respected families for their ability in medicine from his fathers side. With little connection to his own blood, Koda found himself teaching and learning through a nanny, she tried her best but without a father bond he turned to be rather rude, dispising his father. At the age of six is when he found his true form of a white tiger. A most treasured creature he learnt more and more about their history engulfing himself in their nature.

At the age of eighteen he’d grown and become a nightmare. This was the only point his father had started to pay attention. The two went on a journey together despite Kodas rejections: during that time a incident happened which both have covered up. Returning, his father had enough and gave an alternative choice for his son. He either work on a ship with others, giving discipline and lessons of life or he be cut off entirely from the family.
[/div][div class=fyuri07infohover5][div class=fyuri07header]Skikls & Abilities[/div]
Strengths:
- He can be hard working if he puts his mind to it.
- Strong fighter.
- Has a decent amount of intelligence.
Weaknesses:
- Slow runner.
- Bad swimmer.
- Can’t climb very well.

Weapons: Koda was given a cutlass and nothing else, he wasn’t trusted enough not to try and run.
Powers: A shape shifter, Kodas is able to transform into different physical forms but he only uses one most of the time. A large white tiger with golden like stripes.

Skills: Koda is pretty good at hunting and some of his weaknesses become his strengths when he transforms.

His favourite colour is blood red.[/div]
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[/div][div class=fyuri07credit]code/design by Fable Fable [/div]
((WIP, Will finish after my classes))

NAME
Jaune White

NICKNAME(S)
White

AGE
27

GENDER
Male

SEXUALITY
Heterosexual

SPECIES
Human

ROLE
Powder Boy

APPEARANCE DESCRIPTION
HAIR STYLE

Short hair messily layered on his head with the right side of his hair nearing his right eye and the left side swept back

HAIR COLOR
Blond

EYE COLOR
He has blue eyes, white iris's and white sclerae

SKIN COLOR
White

RACE/ETHNICITY
Caucasian

HEIGHT
5'8"

WEIGHT
173 Lbs

SCARS/TATTOOS
He has a small facial scar on his right cheek about two inches long that he got from an accident when he was a kid. He was messing around with some gunpowder trying to create some shrapnel bombs and he misjudged how much powder he needed. Boom was bigger than expected, shrapnel everywhere, nail sliced his cheek open and almost pierced his skull.

He also has a nasty scar in the middle of his right hand that he got during a bet. There was this guy betting everyone that he could flip a knife into the air and have it land in between your fingers. Jaune was admittedly drunker than usual and decided to take the guy up on his bet. So he took a seat,put his hand on the table and the man flipped the knife, which came crashing down....right between his fingers just like he said. Then some thieving bitch took the knife, stabbed him in his hand and ran off with the rest of his money.

BODY TYPE
Toned as all hell

PERSONAL INFORMATION
LIKES

Explosives
Alcohol
Animals (Especially fluffy ones)
People who can appreciate his craft
Money

DISLIKES
Messes
Pacifists
The Queen
Animal abusers
Spiders (Seriously, fuck spiders)

GOAL(S)
Blow that Queen and her little group of kiss asses off the face of this universe! But he'd settle for toppling her empire if he had to.

FEAR(S)
Arachnophobia (Sever case of it)

PERSONALITY
Jaune is not the most stable of people. He manages to keep himself in check for the most part but little insignificant things can set him off into a five hour rant which concludes with him standing over you while you sleep. In his book there's only one way of solving a problem and that's with plenty and plenty of explosives, so being blunt and loud comes naturally to him. He makes an attempt to get on everyone's good side, although his less than normal love for the powder can cause some awkward moments, especially when he asks crew mates to stand still so he can test his new powder in his pistol. But still Jaune is loyal to the crew and will blow a mountain off the face of the planet if they needed him to.

BACKGROUND
Jaune White wishes that he had a normal childhood. Hell he wished that he even had a real last name instead of the one he was given. Jaune was an orphan, dropped off at the step of an orphanage as a baby. When orphans are taken in they were given the common last name White for reporting reasons, or maybe because the owner couldn't care about it. Either way the orphanage wasn't exactly the best there was. The food was usually stale, blankets were scarce and abuse was a common thing. He was only five when his 'other him' started showing up. At first he was just a voice that would keep him company when he was alone, comfort him and tell him nice things. Then as Jaune grew up the voice started to grow and grow before one night on his 15th birthday, (Or the day he arrived, since he didn't know his actual birthday) it was no longer just a voice, but part of him. It started pushing him to sneak into the caretakers office and take his pistol for himself. He resisted at first; trying to block the voice out until one day he finally caved. In the dead of the night he snuck into his room and snagged one of his pistols and a leather pouch full of black powder. The voice told him all about the powder, how to use it, and more importantly what to use it on. Waiting until morning when the caretaker would notice one of his pistols was gone and would come out in a rage, he snuck into his room and swiped his other pistols, a bag of the orphanages funds and set a thin line of powder leading up to a powder barrel. He made sure he was far enough away before lighting it and blowing half of the orphanage into a pile of rubble.

He lived on the street for a while after that, preforming muggings and gambling to feed himself. The voice had become a constant part of him and pushed him towards more and more dangerous activities. Stealing gunpowder from cargo ships, holding up the general store, it was honestly only a matter of time until he had a run in with the Queen's Army. He was twenty three when he was cornered in an alleyway by two soldiers. He had mistakenly took the soldier's ship for another merchants ship and tried to steal some supplies from them only to be caught red handed. He had his hands up in surrender as they closed in and to his horror raised their rifles. His body froze in place as his other side took control. He hit the deck as the shots impacted the wall behind him and reached back into his pouch. Jaune had been instructed to create bombs by his other self, although most of them ended in failure either by too much powder resulting in too uncontrollable blasts, or not enough to do any real damage. Still the soldiers didn't know that and as he charged them with a smoking ball in his hand they panicked and ran off. Unfortunately for the soldiers he had grabbed one of his overfilled balls and needed somewhere to throw it, and they were just the cover he'd need to avoid the blast.

The good news was that he escaped without a scratch. The bad news being he had just stolen from the queen, blew up two soldiers with his bomb, and he was sure that more would be coming to investigate the explosion. So considering that he was now a wanted criminal he couldn't stay where he was. Only solution was to hop aboard the first non-soldier looking ship and get as far away as he could. As luck would have it that ship ended up being a pirate ship under the guise of a merchant ship. Offering his expertise in explosives in return for joining the captains crew he worked under him for a few years before he was dismissed. Apparently firing cannons at every Queen ship wasn't how they worked and they threw him off at the next port. So now without money, any useful skills aside black powder and needing to keep moving he advertised his "Expertise" and hoped that he would catch someone's attention.

SKILLS/ABILITIES
STRENGTHS

Flame retardant
Ranged weapons expert
Gunpowder expert

WEAKNESSES
Partial insanity
Alcoholism
Lousy hand to hand
Has a death wish

WEAPON(S)
Five flintlock pistols strapped onto his body, two on his waist, two on his sides and one on his chest. He also carries up to two bombs on him at all time, one shrapnel and one concussion. In the very odd case someone gets too close and he's without his guns he has a stiletto strapped onto the back of his waist.

POWER(S)
Black Powder chemistry - Jaune has extensive knowledge on everything there is to know about gun/black powder. From how to get the biggest blast out of it, to how to keep it for longer than it normally should last. He's even taken to experimenting with it to increase it's potency, however it's still in it's early stages. (Not sure if this would count)

SKILLS
Ranged weaponry
Explosives
Drinking (He considers it a skill)
Gambling

LASTLY...
Jaune's favorite color is black, because it reminds him of his most favorite thing ever.
Alright, Feddy, just one question. If he's scared of mermaids and selkies, why the mermaid pendant?

Shotgun, I love this character. But I do need how he met my captain.

Otherwise, both of you are accepted.
 
Alright, Feddy, just one question. If he's scared of mermaids and selkies, why the mermaid pendant?

Shotgun, I love this character. But I do need how he met my captain.

Otherwise, both of you are accepted.
It’s a symbolic thing for him to face his fears.
 
GENERAL INFORMATION

QUfYBOfl.jpg


NAME

Shiarra Kolvaun


NICKNAME(S)

Shiva, The Playful One


AGE
197

GENDER

Female


SEXUALITY

Demi


SPECIES

Demon


ROLE

Striker


APPEARANCE DESCRIPTION

HAIR STYLE

Long and loose, down to her mid-back.


HAIR COLOR

Inky shiny black.


EYE COLOR

Yellow with no whites or pupils, they also glow slightly.


SKIN COLOR

Various shades of red, ranging from a very dark red on her scales to a lighter red on her face and hands.


RACE/ETHNICITY

Eastern High Demon


HEIGHT

Six foot two


WEIGHT

Four hundred pounds, mostly due to her internal construction, which is compacted and durable.


SCARS/TATTOOS

She has several scars, mostly because you cannot really survive the kind of life she lived without some. Besides the mental ones she mostly hides them, keeping them covered by the scales she uses as clothing. This is one of her few remaining points of vanity.


BODY TYPE

Curvy and studiedly sultry, although if she is not paying attention she tends to move more like a predator.


PERSONAL INFORMATION

LIKES

-Fucking with people's heads

-Pain, Generally

-Getting under people’s skin

-The open ocean, and the sea generally

-Cold sea winds

-Pure and Naive people

-Heat

-Fishing


DISLIKES

-Arrogant people

-Smug puritans

-Amethyst and Silver

-People with perfect self control




GOAL(S)

She is at best a somewhat unsettling person, seeming to flit from desire to desire, without ever really seeking anything solid. Whether this is all she is is more questionable.


FEAR(S)

Rabbits. Don’t ask why.


PERSONALITY

Day to day she usually comes across as the consummate flirt, although most people have enough sense to steer clear. Even at her most charming she tends to give off a certain predatory air. Occasionally the captain has to rein her in, but with the crew at least she is mostly harmless. Outside of the crew she is usually not exactly evil, but with someone who attacks her or particularly the captain she can be incredibly sadistic. She has a strong streak of sadism that runs through a lot of her behaviors, but it is usually tightly controlled.


As a person she is ephemeral at the heart of it. She seems to always be in motion, even when standing still her tail twitches around. Her motivations and desires likewise seem to be constantly in motion, never seeking quite the same thing from day to day. To understand her is to realize that she genuinely cares about very few people and one of the only reasons she is remotely safe to be around is that she feels the need to rein in her darker nature for Captain Jude. Without her loyalty to, and genuine affection for the captain, she would be but a few steps from a monster.



BACKGROUND

She was the daughter of a demon warlord who held no small amount of power at the time. She was raised to be a proper heir, learning a great deal about war and holding power. Unfortunately as she grew older her father lost power, and the local factions fell into vicious infighting that went on for years. For a while it seemed like she would be the victor, until her fathers two generals formed an alliance to counter her power. They unseated her, and by the time she was 113 or so she was a political prisoner, held so that they could try to pry the information about her father’s hidden treasures and storerooms from her.


This went on this way for another seven years before the local power structure again went through upheaval and she broke out in the chaos. She personally assassinated both of her father’s former generals but that only pushed things further into chaos, especially as she no longer had any zeal to rule. It took several years before someone managed to settle the fighting and take power. Unfortunately the new warlord, Zania Alia-Vrisael, regarded her as a threat to her rule. She took Shiarra under her wing, which in this case would be code for had her captured and locked her in her dungeons until she could figure out something to use her for so she could not be used as a figurehead amongst her father’s loyalists.


A bit under a year later Zania had an idea. She forced Shiarra to be her torturer, using her to extract information from her enemies. Of course, being fair, this was not something Shiarra lacked skill or aptitude for. The people she was forced to apply it to were more the problem, as some of the subjects from which she had to extract information from were troubling to even Shiarra’s limited morality. Nevertheless she became very good at what she did, and more crucially shutting off a part of herself to allow her to remain detached. This went on for around a decade before something went wrong. She was brought a target who she extracted information from with her usual alacrity. Unfortunately they turned out to be a rather key figure from an allied party, and while they were returned, some manner of remuneration was required. The spy who captured the person involved was publicly executed and Shiarra was publicly tortured and sold as a gladiator slave.


This next portion of her life went on for several decades as she developed a reputation as a vicious fighter who liked to play with her food. She passed between various owners, and arenas in various places, seeing most of the major gladiator pits. She killed hundreds, if not thousands, and won almost all of her bouts, although some only barely. Mostly though she survived, keeping her own skin intact as she clawed for survival.


That all ended when a ship she was being transported on was raided. Captain Jude’s crew took the ship fairly easily, with most of the slave ships crew surrendering. They all begged her to not open the lowest portion of the hold, and when the Captain questioned why they were unwilling to be specific. This partly because they wanted to hide they were slaver’s, as slaver’s often met particularly nasty ends when captured by pirates. However it was also in part because at this point Shiarra had become little more than a beast, twisted by decades of captivity and fighting. When Captain Jude knocked on the hold door she was met by a monstrous roar and the sound of something large and clawed moving on wood. She walked in and closed the door behind her, not emerging for nearly an hour. When she walked out she was followed by a scaled and horned woman, who looked vaguely unsettled and seemed to be unused to walking freely in the sun.


For the next few weeks Shiarra stuck close to the captain at all times, outright refusing to communicate with most people aboard the ship. This strange presence on board the ship combined with the fact that that had been one of the first raids led by the captain caused some tensions to emerge. Some of the crew members were not happy that the first raid had only taken a high value slave that they would not be selling on. It came to a head when one got in Shiarra’s face and tried to challenge Jude’s captaincy, saying that Shiarra should be sold for a profit to share amongst the crew, and Jude should be marooned. Shiarra disemboweled him and took on her shredder form, only standing down when Jude managed to talk her down. That settled the issue for the moment, and a little while later they took a better haul off a crown ship. Since then Shiarra has been a constant presence on the ship. For a little while she had no official role until she stumbled across her aptitude for hunting and took up being the ships Striker. She has studiously avoided stepping into any kind of leadership role, mostly functioning as the captain’s shadow.


SKILLS/ABILITIES

STRENGTHS

Her main strengths are her raw power and adaptability. She is physically imposing, and can use her more purely arcane powers to adapt to most situations. She is also capable of using her training in strategy and tactics to her advantage. She is also mostly immune to extreme temperature variances.



WEAKNESSES

Physically she is a potent and durable specimen. The bulk of her weaknesses are more elemental than inherent, and are unique to her demonic line. These elemental weaknesses are, specifically, Amethyst, Silver, and green magic, each with different effects. Green nature magic conflicts with her fiery nature, and has a tendency to feed off her energy to try and consume her in any significant portions. She can burn it away, both metaphysically and literally, but that takes effort and energy. Silver causes her a great deal of pain even in proximity and if it breaks her skin it can dramatically weaken her powers along with. It is also very effective at dealing with her scales and natural weapons. However it is also worth remembering that can just drive her into a berserk rage, so it is worth being careful if trying to counter her with silver. Amethyst is the most potent counter to her abilities, but it has some restrictions. It must be pure amethyst, and cannot have been set in any metal. It also must not have been used as a magical focus or enchanted. If these conditions are met amethyst is incredibly dangerous to her. Small amounts of it can weaken her scales and transformations along with restricting her fire magic. Larger portions of it can entirely drive her scales from her when in direct contact with her and can dramatically restrict her fire magic. Her one simple weakness is that she generally has a tendency to be a bit too easily enraged, and can often be pushed to a berserker rage thusly not using any of her training in battlefield tactics. She is mostly untroubled by cold weather as she can keep herself fairly warm, but if she is utterly exhausted it can be a problem.


WEAPON(S)

She is trained in the use of a few weapons, but by and large she fights hand to hand, using her claws and transformative abilities to take apart her opponents.


POWER(S)

The most unique portion of her abilities lies in her ability to transform herself. She cannot take any truly separate forms, or change the nature of her own form much, but she can change the shape of her form within certain limits. At a basic level she uses this to control her scales and uses them as a sort of bastardized clothing, generally refusing to wear actual cloth, and instead covering herself in a coating of scales. She can move these around her body and change the number present, going from entirely scaleless, to covered from head to toe. She can use this to generate claws and similar weapons from the same keratin structures she uses to make her scales, which is very durable. Her more potent transformations, that work somewhat beyond her physical shifting limits, turn her into different versions of herself. Of these there are three. The first she calls the Shredder, and it is a tall spindly creature with long claws and a hard armored coating. This form is fast and deadly, but not extremely durable, nor exceptionally physically powerful. The next one she calls the Crusher, and it is mostly the exact opposite. It is an immense lumbering hulk, slow moving but incredibly durable and capable of dealing out incredibly powerful physical blows. With both of these forms she uses her natural control of fire to augment their attacks. She can generate and fairly precisely control fire, including other peoples magical fire, as long as she can magically overpower the original caster’s control, which she often can. Her third form is exemplar of this and a beast of flame and darkness. It is also the one form that she cannot maintain long-term, and which is taxing to use at all. It is incredibly powerful, but using it for too long taxes her magics, and overuse can completely knock her magic out until she recovers. A minor extra effect is that when shifting between forms she can regenerate lost limbs, but it seriously taxes her bodies reserves. Furthermore it is worth noting that she is a relatively young demon, from a very powerful bloodline, so her current abilities are not the full extent of what she will be able to do.

She is profoundly different to a human, but as a high demon of her family her physicality is excellent, but not uniquely so. To begin with she is significantly stronger and faster than most normal humans, as well as more all around physically resilient. Another small physical difference is her eyes, which have a few unique traits. To begin with they do not have the weakness of human eyes, instead being more similar to hard crystals than fleshy orbs. She also has perfect vision in the dark although in large part that is because her eyes give off their own light, so it is not exactly stealthy. Her eyes do not give off nearly enough light for most to see by though. She is also mostly immune to poisons and toxins. Poisons do not generally effect her as she does not exactly consume food in the traditional sense. Instead her body breaks it down into component materials to fuel her regeneration and shifting. Even magical poisons would have to be very potent or catch her at a bad time, as otherwise she could burn them out of herself. Toxins that would effect most races don't effect her for the most part, again because her physical construction doesn't really work on especially analogous ways. She can however still be effected by toxins, but they have to be either magical, or things that work by directly harming flesh rather than exploiting any more usual paths. She is mostly immune to temperature variances, although there are a couple limits. With heat she theoretically has no upper limits as to what she can survive, although extreme heat does do odd things to her magic. With cold her body naturally adapts, using her magic to keep herself warm. With colder temperatures it is more taxing, although with normal temperatures it is usually not an issue. Well below freezing it can start to be an issue, and she doesn't really know what will happen at that point, besides that it won't be great. One last thing noticing, she can actually swim fairly well, despite how heavy she is. She has to coat her body almost entirely in scales in a special formation to float properly, but she can. She can also propel herself with jets of heat when in water, although this is somewhat hard to do and largely untested.

Striker Form:
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Crusher Form:
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SKILLS

She is an extremely skilled and experienced fighter, but her secondary skill set is as a torturer which is somewhat less generally useful. However one of the things that turned out to be incredibly useful was her ability to control fire, as if someone were to set the ship ablaze she could pull the fire from it and return it to sender. As it turns out some of the things that make her such an effective fighter translated well to hunting. When on land she tends to bring back rather large beasts, and while the cook has to check whether the more unusual ones are edible, they usually provide a lot of food. At sea it can be rather more of an issue as her forms are not especially well suited to aquatic hunting. She isn’t fantastic at fishing, but the quantity of supplies she brings back on land usually makes up for it. She spends a lot of the quiet days at sea fishing though, and not without success.


LASTLY...

Her favorite colour is pink.


Accepted
 

The Carpenter



  • Character Introduction




    Full Name:
    "Ja'akuul Drek Firefist. You need someone punched or something hammered? Well, you came to the right guy"

    Alias:
    "Jakul. Its easier for most people"

    Age:
    "Age isn't a real thing for my people. A few hundred years I guess?"
    200


    Gender:
    Male

    Sexuality:
    "My...?"
    Sexuality is not a concept among the Draconian people

    Race:
    "Draconian, born and raised"

    Birthplace:
    "Drek Clan"
    Clan names are used in place of villages

    Role:
    "I'm the Carpenter. The guy who keeps this boat floating"

    Alignment:
    Lawful Neutral

    Relationships:
    "M clan is my family"
    1.) His clan is above anything else
    2.) The captain and crew of the Sunk'n Norwegian are like his family
    3.) He views Judith with respect

    Goals:
    1.) "I aim to perfect my craft and to learn as much as possible."
    2.) "I wish to see the world and all its wonders

    Fears:
    "The only thing a draconian should fear is being shunned from their clan"

    Strengths:
    1.) Melee
    2.) Diligent
    3.) Rugged
    4.) Craftsmanship

    Weaknesses:
    1.) Socially Inept
    2.) Dutiful
    3.) Perfectionist

    Height:
    6'0

    Secret:
    Orange

    Weight:
    220 IB

    Hair Style:
    "I'm a Draconian. We don't have hair"

    Hair Color:
    N/A

    Eye Color:
    Crimson Red

    Skin Color:
    Orange

    Body Type:
    Mesomorph-
    Muscular and well-built, with a high metabolism and responsive muscle cells

    Tattoo(s):
    "I have scales. Take a guess"
    None

    Scar(s):
    None









    empty
NOTHING






Health
100

Skills:
Dragon's Breath
Fangs of the Fire Snake
Sweeping Cinder Strike
Flames of the Phoenix
River of Hungry Flames
Kiem Dai Son (Lit: Great Mountain Sword)

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Nickname: Con Dao (Lit: Little Knife)
When he was training, his senior disciples and Tay Vo (lit:kung fu teacher) satirically nicknamed him little knife which is in contrast to meaning of his name: Great Mountain Sword. It stuck as a term of endearment for him.

Age: 21 (looks 16)

Gender: Male (often mistaken for a female due to his soft voice, long hair and feminine figure.


Sexual orientation: Hetero


Species: Human

Role: Master Gunner

Appearance Description:

Hairstyle: Dai Son has worn his hair in a long braid that hangs down his back. Two long strands of hair adorned with pearl beads frame his face. His bangs hang down covering up his eyebrows and stop just short of his eyes.

Hair color: Dai Son has black hair. His bangs and the strands of hair are black with strawberry blonde accents.

Eye color: His irises are a bright gold color. His eyes function like a cat’s, allowing him to see in low light. The pupil is black and the sclera is white.

Skin color: Dai Son’s skin is a golden brown color.

Ethnicity: Dai Son is from the Orient hailing from Vietnam. Pale bronze skin and eye folds are the most noticeable traits.

Weight: 120 lbs

Tattoos: Red and black dragons curling up both forearms. Each dragon clutches the opposing half of the ying yang symbol in its mouth.


Body Type: Athletic but lean.

Personal Data:

Likes:

Mediating
Explosions
Gunpowder
Pyrotechnics
Martial Arts
Rice wine
Constructing explosives
Pressing flowers
Herbology
Carving wooden figurines
Painting
Playing a personalized Dan Grant

Dislikes:

Being picked on for having feminine hobbies
Having his music insulted
Disrespect of martial arts
Chatty people
Trivial conversation
Having his inventions messed with

Goals:

Revenge for his parents
Cultivating the strongest martial arts
Overcoming strong fear of busty women

Fears:

Busty women
Kinship
Being betrayed

Personality:

Dai Son is a strong willed but reserved individual. Due to his intense training in isolation, he has grown to like tranquil environments and will politely ask those who wish to talk to speak with someone else. He isn't a cold person but prefers deep conversation. Despite his love of explosives and gunpowder, he isn't a violent person. He prefers meditation and qigong exercises. He puts up a distant personality to keep himself from straying from his path of revenge and enlightenment.

Usually calm, Dai Son is very slow to anger. He prides himself as a scholar and practitioner of zen and utilizes all means of non aggressive tactics to negotiate with a person. Should all else fail, Dai Son is someone who believes in taking no prisoners. Dead men tell no tales after all.

When it comes to money and wealth, he is different from most people. Money is a tool for him to accomplish his tasks and endeavors. The one thing he thirsts for most is knowledge and goes the distance to obtain it.

Background:

Kiem Dai Son (Dai Son Kiem in western text) was born on the Wisp Isles. Both his parents were human but were disciples of the monk Luton. He was raised in the ways of old tradition: put all else aside but the search for knowledge and the quest for enlightenment. His parents were cruelly struck down by a soldier in the Queen’s army for giving food and lodgings to a pirate. His parents believed that no one should be turned away. Dai Son hid in a nearby cabinet as he watched with teary eyes. Luton took in the boy as he saw burning vengeance in the very soul of the boy. He wished to help the young lad to put aside his hatred and follow the path that his parents had wished of him.

Dai Son trained with the monk and various people on Wisp Isles, learning to use an arsenal of weapons as an extension of his body. He was taught to cut leaves falling from a tree, strike at a pot through a small hoop and shoot arrows at moving targets. He excelled in all these weapon techniques. Luton cultivated the boy’s mind and body, educating him and shaping his body into that of a warrior. However his hatred eventually caught up with him, causing him to seek out his parents’ killer. Outmatched and overwhelmed, he barely crawled his way back to Luton. The monk nursed him back to health and continued their training, increasing the intensity of training.

At fourteen, Dai Son discovered the power of qi and its body enhancing techniques, both internal and external. Luton began to train him in more advanced techniques, stating if he wished to take vengeance for his parents he would have to be much stronger than he was at present. Dai Son trained in solitude in the most desolate of places, including a mountain range and a tundra. At eighteen, he returned to his childhood home. There he found hidden amongst his parents’ belongings a manual on gunpowder and pyrotechnics. As he read the manual, it mentioned sailing and piracy many times. He remembered that his parents’ killer was a soldier in the Queen’s army so naturally joining a pirate group would be the best way to hunt him down. So Dai Son have advertised his skills hoping to catch a captain’s eye…

Skills/Abilities

Strengths:
Several years of training with various people have made him quite agile and dexterous. He able to contort his body in ways many people cannot. This makes him a difficult fighter to make as he is able to move close and avoid strikes while dealing them. His years of study have also made him quite knowledgeable about the seas and various naval practices. His devotion to gunpowder has made him a dangerous person to cross but a valuable asset to his allies.

Weaknesses:
He is still young and as such is not always as careful as he should be. Although he is formidable opponent, his lack of experience in the outside world has left him socially awkward. He is quite short tempered and tries his best to cull his impulsiveness. His intellect has made him come off as a snob and a pedant. Unable to properly convey his thoughts and feelings have made him quite frustrated and has forced him to distance himself from people to avoid possibly offending them.

Weapons:

His weapons of choice are a pair of pepperbox pistols, a custom made repeating crossbow and a guandao.


Skills:

Qigong Mastery- able to channel his internal energy to reinforce his body or perform extraordinary feats.
Internal channeling- Techniques used to weather blows and take more punishment than ordinary humans.
External channeling- Techniques used to enhance blows or enhance reflexes.

Martial Arts Mastery- Dai Son is adept of an unnamed style (think of Tai chi or Shin yi) that utilizes the force exerted by the attacker to defeat them using a variety of locks, throws, redirections, grapples and strikes.

Pyromaniac- Dai Son is a master with gunpowder and has developed several variations.

Tinkerer: He has developed several makeshift bombs and smoke sticks.

Eagle Eye: His several years of archery experience make his aim impeccable.


Lastly…

His favorite colors are red and black, the colors of fire and gunpowder respectively.
WIP

GENERAL INFORMATION

NAME
Venalean

NICKNAME(S)
Ven

AGE
23

GENDER
Male

SEXUALITY
Heterosexual

SPECIES
Sand Elf

ROLE
Pilot

APPEARANCE DESCRIPTION

HAIRSTYLE
Unkempt, Spiky

HAIR COLOR
Dark Red

EYE COLOR
Forest Green

SKIN COLOR
Tan

RACE/ETHNICITY
Sand Elf

HEIGHT
6'1"

WEIGHT
141lbs

SCARS/TATTOOS
Ven has a tattoo on the right side of his head, covered by his hair. Sharp, winding swirls, like the violent winds that plague his homeland. A set of interconnected tattoos also covers the majority of his left arm, up to his bicep. He hides these with a bandage wrap. His back and arms are covered in scratches and slash marks that he refuses to talk about.

BODY TYPE
Lean, with clear muscle definition all around.

PERSONAL INFORMATION

LIKES
*
Reading
*Exploring New Places
*Observing the Stars
*Hunting Strong Prey
*Jokes and Riddles


DISLIKES
*Cowards
*Those who abuse power
*Violence without reason

GOAL(S)
*To make good on his deal with the devil. Or, at least, his deal with the devil's less evil cousin. Also, to give the Queen a very bad day.

FEAR(S)


PERSONALITY


BACKGROUND
Ven grew up much like any other child in his village, training from an early age to one day become one of his clan's hunters. The hunters dealt with the many horrors that existed beneath the surface of the desert they called home. Suffice to say, Ven took the training well enough, and he eventually became a notable hunter in his own right. However, Ven's interests went beyond fighting monsters and wild beasts. When travelers arrived in his village to sell and trade, Ven would look for books and uncovered journals from amongst the many valuables. He found himself entranced by the tales of tricksters and cunning heroes outwitting their foes both mundane and magical with allies from all corners of the world. Eventually, Ven's attitude and demeanor changed to reflect those of the people he admired in those stories.

One day, Ven tracked a beast beneath the earth, much like any other day. However, this creature proved more intelligent than the others and managed to catch him in an ambush. Ven managed to hold his own well enough but found himself in the middle of a cave-in. Ven managed to get away, but was injured slightly and now unable to make his way back to his village. Ven traveled beneath the surface, searching for a way back and being unable to find one. When he was on his last legs and felt like he could go no further, he was approached by a pair of Djinn. Sisters, they said. Most people from his village would have run in fear or spit in their faces defiantly, but he didn't. Ven simply asked for help. The Djinn indeed offered their help, though not without a request of their own. The bargain struck between the two parties is a mystery to all others, but when Ven next woke, he laid in a bed, with a strange man watching over him. For some time Ven rested and recovered, attempting to question the man about who he was and where he came from. The man wasn't particularly keen on saying anything about it, however. Eventually, he decided Ven was well enough to leave, and after providing him a few gifts, he sent the young elf on his way.

Upon returning home, Ven found himself rejected by his clan when they learned of his connection to the Djinn, believing him to be cursed. They took his name and banished him. With nowhere to go but the sea, Ven started to explore the world, eventually landing Regina Royale, and experiencing the "hospitality" of its people from behind bars. Luckily for Ven, a certain captain happened to cause a commotion nearby...and also managed to blow a massive hole in the wall of his cell...

SKILLS/ABILITIES

STRENGTHS
Much of Ven's natural abilities are just part and parcel of his training and experience as a hunter. He is swift on his feet, controlled, and patient...most of the time. He's also quite the marksman, having much experience with the bow while showing quite the admiration for firearms.

Ven is creative and a bit of a trickster, learning from both the books he's read. It allows him an unorthodox insight into scenarios that can surprise and confuse ally and foe alike.


WEAKNESSES
Ven's ears are highly sensitive to noise, and after a certain point, it becomes painful and even disorienting. As a hunter, Ven is more accustomed to fighting at a distance than close up. He has difficulty dealing with more than one target at a time, and...well, he can't swim exceptionally well. But don't tell anybody, he's quite sensitive about the matter.

WEAPON(S)
Ven carries a matching pair of Flintlock pistols, both enchanted with the power of the storm. Each pistol fires bolts of lightning, at varying degrees of strength. From a stunning jolt to a piercing arc of electricity. Ven also wields a black, curved broadsword.

POWER(S)
*Enhanced Senses(Sight, Hearing)

*Dylan Patch: An eyepatch enchanted with the wisdom of a true child of the sea. While wearing it on land, an individual can always find their way back home. At sea, however, the true power of the Dylan Patch is unlocked, granting the owner insight into the mind of the ocean itself. The user can find the safest way through storms, and make their way to land regardless of direction, simply by reading the waves. If the user doesn't know where they're going or attempts to find a vague idea of a place, like "sanctuary" from a naval fleet, Ven is liable to find himself in a random place, or in more danger than he was attempting to avoid.

SKILLS
Navigating
Hunting
Tracking

LASTLY...
Ven's favorite color is the shade of orange one might glimpse at sunset. He finds it quite beautiful.<3
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NAME
Mercury Oakleaf

NICKNAME(S)
Son of Drake
Butterfly Prince
Merc

AGE
129

GENDER
Male

SEXUALITY
Bisexual

SPECIES
Fairy

ROLE
Boatswain

APPEARANCE DESCRIPTION
HAIR STYLE

Mercury's hair is kept neat and short with his bangs covering his left eye

HAIR COLOR
His hair is that of a beautiful silver

EYE COLOR
Irises - Sky Blue
Pupils - black
Sclerae - White

SKIN COLOR
White/Light Tan complexion

HEIGHT
nine inches/6'2

WEIGHT
7 ounches/205 pounds

SCARS/TATTOOS
-A tattoo of a black rose across Mercury's left peck to symbolize the love and the loss of his dear mother
-A tattoo of his families surname across his upper back.

BODY TYPE
Lean and muscular

PERSONAL INFORMATION
LIKES

-Flowers
-Alchemy
-Testing his new potions on people
-Art
-Class
-Intelligence
-Anything else he deems majestic or beautiful


DISLIKES
-Firearms
-Loud people
-Being interrupted
-Ignorance
-Anything he considers vile and disgusting
-Barbarians

GOAL(S)
-Obtain riches beyond his wildest dreams
-Become an inspirations to other alchemist and land his name in the history books
-Create his own alchemist academy that will accept any and all races alike
-Discover the secrets of Longevity
-Mold his future child to become an even greater alchemist then he is

FEAR(S)
-Becoming attached to the crew
-Being Eaten

PERSONALITY
Classy and elegant Mercury is a highly intelligent alchemist who takes joy in discovering new ingredients across the different lands. He is obsessed with both natural and man made beauty often going on humongous rants about on how he just adores such magnificent sights. There is however, quite a darker side to Mercury's personality when beauty is being discussed. While extraordinary colors and acts of creation are often mentioned in his rants the act of destruction is of a more subtle topic. For Mercury, there is beauty in that of chaos as he would simply stare in awestruck as such events took place before his eyes. Though not all forms of chaos are seen as beautiful in his eyes their are simply things that are perfectly placed that give the chaos such imagery that an artist could only dream it could stay forever for them to capture it's full beauty.

Having a vast dislike in upfront conformations preferring to strategically plan out assaults and traps he is not one to shy away from battle. Should his teammates require his assistance he will undoubtedly join in the fight. However, while he does indeed care for his teammates he dislikes showing such a thing often mentioning that they are simply nothing but a means of transportation and protection for him to fulfill his own dreams. He is proud of his heritage despite heavily disagreeing with their choices on traveling and will brag about his species and their past accomplishments throughout their long history. While he does enjoy partaking in the fun celebration of drinking he is an incredible lightweight for obvious reasons involving his size. When drunk he becomes more emotional often losing his confident and collective manner often resulting in him telling his crew mates how much he loves and respects them. He even apologizes for all the times he's insulted them behind their backs and becomes incredibly touchy as he would presume to hug everyone. When drunk his flying patterns become incredibly sloppy as he would normally and comically crash into everything. Of course due to his proud nature he always denies everything he said while intoxicated.

BACKGROUND
Mercury was raised in the stunning life of nobility having whatever he wanted directly handed to him by his maids, butlers, and his father. Like his father Mercury was fascinated with alchemy and the wondrous amount of versatility that came with it's effects often studying a number of different ingredients in an attempt to make his own potions. With age he was becoming an astounding prodigy in the making to where even the elders took notice of his natural skill. They supplied Mercury with numerous ingredients he had not even touched yet to see how far his talents would show in utilizing ingredients he had not yet used, but of course due to his constant studying he was able to create potions in no time to where the elders offered him an abundance of resources should the boy continue his work. Mercury would of course accept such an offer and would work countless hours providing potions to cure sickness and those that boosted ones talent for magic for a short time. However, young Mercury would soon grow bored with making the same potions and using the same ingredients over and over again. He began to study further into the world of alchemy by reading about the vast lands and everything there would be to know about them.

Growing older with the passing years he would eventually request that he be sent to other places to gather different ingredients with a few of his fellow faeries. Due to the natural fear of being captured by traders the elders always refused his offer causing him to grow quite agitated with their constant fear of exploration. This also led to the discovery of how exactly his deceased mother met her fate. He discovered from one of the butlers that his mother suffered a terrible illness when he was baby and that their was indeed a way to save her life. The needed ingredients were simply far away from their lands and the fairy elders were simply too frightened to fetch the needed ingredients to save her. Growing angry and becoming tired of being refused he left on his own to search for the ingredients himself despite his father begging him not to. He would secretly board ships to get around to different locations often stealing food while the crew laid at rest and getting off quickly once the ship boarded. He had been already been to a number of lands despite his young age and experimented with the vast amount of new ingredients that came with each land. However, he was finding that simply boarding a ship was getting in his way of actual experimentation. He couldn't carry along just any amount of ingredients he wanted and some were simply not small enough to sneak on board with. After reaching the age of twenty eight he decided that it was time to join a ship rather then simply hop along for the ride. That way he could keep an abundance of resources on the ship for future potions and experimentation.

He eventually met and joined a crew with the simple thought of using them as a method for shelter and travel. He had no intent of making friends nor did he care for their company. With each passing day he found it more difficult to simply ignore them growing quite found of the hilariously odd bunch. While he still makes it known he is simply their for his own personal reasons he grows ever more loving of his new family with each passing day, but with this new love for his crew he believes that on the day he wishes to fulfill his dreams he will not be able to leave them behind as he had originally planned to. And that is truly something he fears.

SKILLS/ABILITIES
STRENGTHS

Nimble: Due to his size and wings Mercury is incredibly fast possessing immense mobility that most beings other fairies due not possess. This makes him incredibly difficult capture and allows him to travel over water without the need for a boat.

Alchemy: Due to his natural lack of combat experience and his lack of power in places not covered by nature Mercury uses a set of poisons that he coats his small blades in to cause internal damage or sickness to his opponents insides. Making them unable to continue fighting and allowing his teammates to take said enemy hostage for interrogation should it be needed. He is also able to create cures as well as other enhancing poisons that his teammates can use to enhance their own abilities for a short time.

Incredibly intelligent: Mercury possesses an immense amount of knowledge of the different lands and species due to constantly reading books in his fathers study. He has studied a number of different subjects ranging from history to the very ecosystem of each land in hopes that it would lead to hints on discovering new alchemy ingredients. This has given him an immense amount of information regarding the different lands allowing him to pinpoint both landmarks and and his exact location based on what city he finds himself in. He also possesses a very strategic mind often preferring to outsmart his enemies then to simply overpower them. Due to his knowledge of the land he can perfectly set up traps and ambushes that would grant his crew a vast advantageous over the unsuspecting enemy.

Land advantageous: When on land he is able to fully utilize his magical abilities making him incredibly tough to beat. Having the upper hand by manipulating the battlefield itself he can set up traps and bind his enemies allowing his team immense breathing room before preparing their next attack towards the enemy.


WEAKNESSES
Lack in Strength: Being nine inches tall he isn't exactly packing any heavy punches

Lack in experience: Being sheltered for most of his life Mercury has little experience in battle making him considerably less skilled then his fellow crew mates.

Fire: While he does possess the ability to utilize mud to essentially fight of fire wielders if there is none present then he will find himself at an incredible disadvantage due to his powers coming from plants, trees, and etc.

Rain: Due to his small wings he can sadly not fly very far in heavy rain making it to where he has to ride on top of his allies

WEAPON(S)
-Carries around two extraordinarily small fairy daggers that possess only an inch long blade. While useless on their own if they are coated in Mercury's poisons they can prove to be quite deadly.
-Small vials containing poison to where he can either poison the food or water of his enemy or by pouring it over his weapons before cutting into the skin of his enemies

POWER(S)
-Nature Manipulation- Like most faeries he has a natural gift for manipulating the forces of nature. Plants, trees, grass, and even mud can be manipulated to rapidly grow or even move to both attack and defend against enemies. Mercury can even telepathically speak with plants through touch to gain knowledge making him quite excellent at tracking down enemies. He cannot, however, telepathically speak with mud or dirt despite possessing control over it.
-Size Shifting- Being born with such a rare ability that only very few fairies possess Mercury is able to shift his size and weight to meet that of a humans allowing him to both infiltrate and perform various task he couldn't do as such a tiny size. It does, however, come with a crippling weakness. Not only does he lose his wings and his ability to create dust. He also loses most of his powers over nature making this form quite useless on the battlefield. This ability can also not simply be turned off like any normal power. When activated the user will remain at size for a minimum of two hours before they are able to return to normal size. It also possesses a three hour maximum time limit where the user will be forced to turn back against their will.
-Dust- This dust is generated from Mercury's wings and possesses and a number of different uses both for his alchemy and his crew. When his crew comes into contact with a substantial amount of dust they gain the ability to fly for a short amount of time depending how much dust was thrown over their bodies. It can also make inanimate objects fly such as chairs and tables and etc, but oddly enough this takes much more dust and with increasing weight requires much more dust. Some objects are also simply too heavy to have float for a single fairy to perform by himself. This dust can also be used to heal minor wounds and bruises, but possesses extreme limitation on how much it can heal as severe wounds and deep cuts wouldn't be effected as much.



SKILLS
-Strategic Planning
-Due to being knowledgeable in poisons he can whip up cures in no time if he has the needed ingredients
-Knowledgeable of the vast lands due to his studying and communication with plant life
-When in human size he can play one hell of a pan flute for ship entertainment
-Can grant others the ability to fly and heal minor wounds
-Tracking

LASTLY...
Mercury's favorite colors consist of violet, crimson, and periwinkle
.





GENERAL INFORMATION
NAME
Anderian Eliath Fray

NICKNAME(S)
"My nickname you ask? I guess it would be Wrath due to a certain attitude problem I have. If optional though, I'd prefer to be called Ander as it makes me feel normal in a way. "

AGE
I think I'm around 105, which isn't all that old for a demon.
GENDER
Male as the day puberty descended upon me.

SEXUALITY
"I haven't been in a relationship since I was in my 3rd decade, however I do find the company of a female way fonder than that of a male. "

SPECIES
"Demon, if my bodily features didn't give it away already. "
ROLE
(Master Rigger since someone beat me to Striker)

APPEARANCE DESCRIPTION
HAIR STYLE
"Truth be told, I keep my hair completely unkempt. The main reason I could care less about it is due to the fact I never even take off my damn hood. Why bother with something nobody will ever see?" -Fray
HAIR COLOR
"My hair is naturally a crimson shade of red, with a few streaks of black coursing throughout it. To be more in-depth imagine a set of blood colored locks with a black defined black edge to the hair strands. "

EYE COLOR
"My eyes actually change color depending on how I feel as of that moment. The colors I've noticed thus far are;
Yellow for Passiveness
Blue for Boredom
Pink for Love
Red for Annoyance/Anger
Red with Black Outline for Wrath
Midnight black for RAM------ " -Wrath and Frey

SKIN COLOR
"You know that painful red colored skin humans get whenever they're under the sun for too long? That's my color right there." -Fray

RACE/ETHNICITY
Demon, do we even have other racial subtypes?

HEIGHT
"I'm around 6'4, which makes low lying beams my foreheads worst enemy. " -Fray

WEIGHT
"256 pounds, which is actually really lightweight for a demon. I should probably eat some more now that I'm thinking about it.. " -Fray

SCARS/TATTOOS
"I've got more scars than I do teeth, and that's saying something. The most prominent one, however, has to be the burn scars blanketing the left side of my body. If I recall right, I had gotten it as a result of not returning home before night fell. I remember my father was furious and in a fit of rage, he accidentally hit a pan on the stove, sending a vat of scorching hot duck lard onto the left side of my body. My memories of the event are quite hazy now, however, I do remember the clothes I had on that day melting into my skin and the smell of my charred flesh filling the kitchen. Since that occurrence, I can hardly feel the left side of my body, well except for the cold. That stuff makes me feel like I'm getting cooked all over again." -Fray

BODY TYPE
Ander's body type is rather lean for being a demon, however despite his non-gargantuan size he can still pull his own around the ship.

CLOTHING
Attire of Choice
View attachment 403614

PERSONAL INFORMATION
LIKES
-Dogs, doesn't matter what species as long as it barks.
-Helping others in need, which is odd for a demon..?
-Fire as it's soothing.
-Music as it helps me calm down.
-Games or anything that can keep me occupied.
-Snakes as they are AMAZING.
-Swords and anything that cuts flesh-deep. I love watching MY VIC- I mean enemies scream.
-Blood and any other crimson goodness. It's really pretty to see it rolling out of the wicked, as it's the only thing untouched by their corruption. Tastes really good too.

DISLIKES
-The Upperclass due to their snobbiness.
-Blatant Rudeness.
-Egotistical Bastards.
-Cats as they are terrible pets.
-The cold as it hurts my skin.
GOAL(S)
In all honesty, Ander never wanted to go down in history as a swashbuckling pirate, however with all the suffering brought into existence by the wicked government in place defiance to the throne is needed. If there is even a shard of hope to bring that bitch of a queen to her knees in fear, he'd gladly do so. This dream is what led him to the life of piracy, and is what keeps him motivated.
FEAR(S)
-The Ocean as silly as it seems. You never know what could be hidden under the surface.
-Cats. They're scary and also terrible pets.
-Dying without accomplishing anything.
-Drowning, enough said.
-Very tight spaces.

PERSONALITY
Ander is actually rather unconfrontational whenever he is not in a wrathful state of mind and instead prefers to be listening to music in isolation when given the chance to recharge. This is due to the reasons that it helps him displace any negative emotions locked up inside him, and gets him away from all the noise of daily swashbuckling. Whenever he isn't recharging in private though, he is a really good person to be around socially. In terms of being social, you could say Fray is unlike any demon you'd met before him, besides that his jokes can sometimes go a little too dark for sensitive folk. This goes about with a lot of his daily life, with him trying everything to step away from the demonic side of his being. Instead of being negative like most demons, Fray attempts to look on the better side of life and tries to do anything to keep the demons inside him locked up until they need to be released. He is also incredibly smart if he needs to be, although he attempts to hide it from others for fear of being lured into a different role on the ship.

Whenever he is pushed to the edge mentally, his personality changes like winter giving way to spring. Instead of the bubbly and kindhearted jokester, there is instead a firecracker of rage and turmoil in its place. His whole demeanor changes to what he fears most and even the simplest of things can set him off when this part of him is present. All good aspects of him are flipped into a mirror version of themselves, with hatred and cynicism being the most common aspects of this alternate version of him. Despite Fray being morphed into a creature of hate, he can typically function at this level. There are points in which it does consume him, however hopefully that doesn't happen whenever he's around the crew. It's best used on the enemies.

BACKGROUND (Finished)

Ander was born on a fall morning around 105 years ago in an unmapped village tucked far away from most of society, and it was there where Ander grew up separated from the rest of his kind. His clan's isolation stemmed from the fact that they believed their own kinds way of life was wrong, and instead preferred to live without the negative factors their kind are known for. This way of life led to their family being tormented by other factions around the land and eventually led to them fleeing to salvation in the brush of the forests. All the brashness shown to his family made him fear strangers and anyone who wasn't a common sight to the point he'd have panic attacks as a result, which led to him being even further isolated from people. As the years passed on however, many strangers began to join the village due to their unique perspective on life. This led to Ander meeting strangers who he knew wouldn't harm him, which helped thaw the ice inside him.

As the years passed, and as Ander turned into a more mature specimen of himself conflict began to erupt between his village and a rival faction. Though conflicts of smaller scale had been enacted over the years, nothing serious had ever come from his village defying the beliefs of their species, so he thought nothing of it. After a few fiery months however, the hatred eventually tumbled over unto the point an advance was issued on his hamlet. Overnight hundreds of enemy combatants descended upon the village, butchering over 90% of the population overnight. The unfortunate individuals who survived the night were brought out at daybreak, impaled on rotten pikes stomach first and beheaded. They did it to every last breathing person in the village, be it woman or youth. To the enemy, these people were little more than cockroaches that needed to be pulverized.

Ander's family were the last ones up to perish, as was his family's punishment for their sins against their kind. The final thing those monsters wanted them all to see was all their work collapsing before them, and as his parents were butchered into pieces in front of him they did exactly that. His entire world was gone, and now he would be too. Despite his situation, Ander didn't fear his demise. In place of that very fear was his intense burning hatred for what they had done, and as he was lifted up above the pike everything went black with fury.
Upon waking up, Ander found himself somewhere near the sea almost if beckoned to it. It was in this moment he decided he would travel the world, and it was with this decision that he found out the corruption that the world hid in every orifice despite "supposed change." These loose ties of fate are what eventually made him join the boat of a crazy lady, and become inducted into the life of a swashbuckler.

STRENGTHS

-Quick Reflexes due to him being involved in fighting his whole existence.
-Quick Thinker whenever the need to use his head arises.
-Lightweight which helps him ease around his environment.
-Hand to Hand Combat expertise, be it with his claws or with his saber.

WEAKNESSES
-Cold is pretty bad on Ander, as it causes searing pain on his left side.
-Lightweight to the point he can get knocked on his ass if not careful.
-Volatile mood swings.
-Gets worn out easily due to overexertion.

WEAPON(S)
Ander uses a mixture of his sabers and the gifts his race are blessed with. His primary would most likely be the saber handed down to him by his father, as he shares an emotional attachment to it. His sidearms would probably be a set of flintlocks tucked away into his torn coat. He avoids using his claws unless it's necessary, as they seem to make him more prone to his wrathful side the more he uses them. This could be linked to him physically inflicting damage to others directly, instead of with a sword.

Ander's Saber
View attachment 403185
His Flintlocks
View attachment 403186

His Claws
View attachment 403187

POWER(S)

View attachment 403191
Wrath - Wrath is the process in which Fray's body morphs in tune with his emotional output. In this form, his appearance changes vastly as his power outproduces what his normal body can handle. This form enables Ander to go beyond his usual limits and to be able to unlock the true potential of his power. This enables him to eviscerate most enemies due to brute strength v.i.a claws, or by using fresh blood to kill people by manipulating it into weapons. The main downside is that it puts incredible strain on his body due to an insane amount of blood loss caused by the initial transformation. The lost blood can be recollected by feasting on fresh humanoid victims, at the cost of his humanity. To govern the state of his control over himself, you can glimpse into his eyes. If they remain in the red, it means there are still strains of humanity left in the beast's blood. This color means he still exhibits control over himself and usually means he won't try to eat you. If the eyes turn a midnight black, however, there is usually no hope for him returning back to normal as his own corruption has consumed him. The best form of action if this occurs is to---------
-.

The Corrupted - The Corrupted is Ander's Wrath form taken to the point of no return. In this form, Ander is a slave to his own corruption and his true self is lost deep into his own subconscious. Despite these negative segments, if activated when no friendly personnel is present it could win a battle by sheer brutality alone. The main cost to its use is that Ander's own demons could overtake him to the point that the only thing left of him is this monster.

Bloodcurdle - By using this power, Ander can cause people to experience their most hidden fears due to the aura cast off by his own body. This power enables Ander to manipulate hallucinations based on the hidden fears of the person it's cast on, however during its usage he is also prone to the same daunting effects as his targets. If its usage is pushed too far Ander can become a liability due to him cracking under this powers influence, which makes its use quite uncommon. (Gonna add more detail to these when given time, however its weaknesses and strengths are there and ready to go.)

Skills
-Smooth Talking
-Bartering
-Scavenging
-Sword Fighting
-Fear Manipulation


LASTLY...
I LOVE CYANNNNNN Also I repurposed Ana's code as I didn't want her to waste her own time making one for me :)






NAME
"Now that'd be telling, wouldn't it?"
Makarichron Igonaqi Kainlabbr Gulln. A bit of a mouthful. That said...

NICKNAME(S)
"I have absolutely no tolerance for nicknames or other primitive name shortening. You will address me as Odqan Cacus Ognyena Tatewari Alaz or you shall not address me at all."
...Yeah, this. He'll accept just Odqan. He says it's because he's learned not to bother with some people, but it's actually that he's just not as uptight about it as he pretends.

AGE
"I forget. Um... over 400, that much is certain."
He is, in fact, 2398. And he knows this. It just amuses him to lowball.

GENDER
"Male. Most days."
Every day, more like.

SEXUALITY
"Pfft, not with you mortals."
'Mortals' is bull. He's fully aware that he's mortal like the rest, and that he will die one of these days. Not that he'll ever mention it. And he's still not even a little interested.

SPECIES
"Can't you tell? I'm a water horse. Just look at my two legs and lack of a mane."
Imp. He's an imp.

ROLE
"I've been made Quartermaster of the ship. That's because I've been doing this for far longer than any of you clods. So listen up"
Quartermaster.

HAIR STYLE
"Hair is for people who want it set aflame. Like mine."
Technically, Odqan is bald. However, the top of his head is wreathed in a bright, white and red flame, the tongues of which flicker and fly and hang like luxurious curtains of hair. It's bound to get a few second glances when first seen, as it has a tendency of looking a lot like regular hair, if white and red in constantly shifting proportions. Whether or not the fire can spread, exudes ambient heat, or is even hot to the touch at all is down to Odqan's whims. He tends to keep it way more restrained on the ship. And near anything else that may catch fire. Just in case.

HAIR COLOR
"If you're talking about my flames, they're both white and red. They shift and shimmer quite beautifully, if I do say so myself."
What he said. His flame-hair is white and red, but the two colours seem to fight a neverending war for supremacy over which colour is where.

EYE COLOR
"Blue. For all that I am exotic, powerful, and utterly beyond you, I have some things in common with you too. I've got to let you relate to me somehow, don't I?"
His eye is, indeed, sapphire blue. He does not, however, have control over them as he frequently implies.

SKIN COLOR
"Look at this citrus. Now back to me. No, you're still looking at the citrus. Look, I know we're both bright orange, but this is just embarrassing."
He said it himself, really.

RACE/ETHNICITY
"I already told you. Am I talking to a moron?"
Imp.

HEIGHT
"Significantly shorter than you riff-raff."
3'3.

WEIGHT
"I haven't checked in... oh... a century. Just try and measure it, I dare you."
38 lbs. Technically, as a spirit, he doesn't really weigh anything. This is when he takes a solid form, though. Unless that's not how spirits work?

SCARS/TATTOOS
"Tattoos are so debasing. I would not defile myself like that. Scars have marred my flesh more than enough."
No tattoos, he's against them. Scars are a different story, however, for much of his back and chest hold many scars, and a few run on his limbs and neck, though mercifully nothing is scarred on his face. Try to ignore the scars if you see them, being reminded of them tends to send him into a stormy mood, though how exactly that mood manifests... varies, let's say.

BODY TYPE
"I am what you would call 'spindly'. I would say lean, and I suggest you do too. I can be quite imaginative in my retribution."
A slender, narrow-shouldered build with thin limbs and a long neck.

LIKES
"What do I like? I like many things, as any other. I enjoy when people don't try to con me with something boring, for example. I've learned, pulled, and foiled every lie in the book. And added a good volume to it myself. Imagination, too. Creativity is one of the most important qualities in history, I think. Hmm. A good trick is always a laugh. I'd prefer they not be directed at me, but I appreciate it when someone else pulls a clever trick too, even if they are at me. Cleanliness is important to me, though I understand that a pirate ship very much does not hold that as important. Very well. I'll be clean, eat well, and drink well where I can, however. Now this may sound normal, but understand that I am quite particular about this whenever I get the chance to be. Another thing I enjoy would be somebody who can take a joke without becoming righteously indignant over it. The thing I perhaps like most is to experience new things. Anything from invisibly watching two people have an interesting conversation to trying a new delicacy to exploring a section of island I have not visited. Life is what you experience, what you see, what you know, what you taste and smell and feel. But that's enough of what I like."

DISLIKES
"People who can't keep a lid on themselves. Ugh. I know none of you have had as long as I have to perfect the arts of temperance, restraint, and stability, but the reactions I get sometimes are just downright insane. Brutes. That's another sort of person that irritate me. I don't understand how some people can enjoy throwing their lives into the balance, and taking those of others. Certainly, I have no problem with a little fighting, and you can count on me to never hesitate to kill anyone I need to. But the glee with which some people seek it out is so uncivilised. It's also a rather poor method of conflict resolution. The more things that are taken out of this world, the fewer things that you can make use of later. I also have a mild disdain for most of everyone around me. I dislike everyone. But that doesn't stop me from liking people. Uthabdie?* People telling me I'm 'good' or 'have a heart of gold' or any such pathetic sentiments are quite annoyingly wrong. Yes, most who leave the Isle do so because they are 'too good', but I am simply not one of those. The more fully people understand this, the better. Contrary to what some may believe, I don't have any feelings either way about water. Certainly it's different to the caverns of... do you outsiders have a name for it? Surely you don't call the mountain an Isle, do you? Moving swiftly onwards, I find staying in one place for extended periods intolerable. I do not exactly mean on the smaller scale of holding position unmoving for days at a time, for I can do that with ease. I mean that the world is so large and varied. There's so much to see and know. How could any self-respecting sentient being not want to visit every locale, capture every sight, devour every bit of lore? Anything less would be a great insult to this world."
*'Understand?'

GOAL(S)
"Quite simply, to see the world. I recently touched on it. I have spent too long in the Qathli* and I will not squander my time there any longer. I will see what I have missed, and none will bar me from this."
*A reference to 'Qathlichrin Tartoth Aiagyxllan', which very roughly translates to 'Tower that pierces the Void and scrapes the Moon'. Kind of. It's what the residents of the Isles of Tenebris call their mountain. Unless you don't like it Ana.

FEAR(S)
"What do I fear? Ah. Why do you shrink back? It is not a sensitive topic, I will not turn you to ash for asking. Everyone is afraid of something. Either that or they're too stupid to know what there is to be afraid of. While earlier I did say I have no problems with the ocean, that was perhaps not entirely true. I know well what lurks in the depths of the ocean, and the thought of coming face to face with such without a ship and other souls between me and them is... not exactly a thought I relish. Imprisonment is not particularly appealing either. Not being able to wander to my heart's content would be my mind's undoing if it lasted too long. My fear of such is double-layered. Not only do I fear them, I fear how I would react when confronted with them. I fear fearing them, you could say."

PERSONALITY
"Is it not obvious by now who I am? No. I will say no more."
I guess I'll take this one. Oqdan is quite a character. The most obvious part is just how damn mercurial, unpredictable, and inconsistent he is. He is possessed of great mental acuity, with both speedy and accurate thought drawing on a very wide base of experience, though slightly less familiarity with the world outside the Isles of Tenebris than one would expect for a being his age. He is extremely empathetic, owing to his long experience with people, and possesses no small bank of wisdom. His thoughts, feelings, and actions are all very strictly controlled. It is rare in the extreme for Oqdan to act out in anger, for example. He's not a robot, he just has inhuman (literally) self control when he wants to. This control is something he takes pride in, as is his power. For all his control, he is an arrogant being, convinced that he is the superior of most people he will meet, exacerbated by his lack of injuries over the years.

Pranks, tricks, and lies are his bread and butter. Nobody lies like Oqdan. He does it almost habitually, finding it hard to tell the direct truth about anything relating to himself. Besides, it's funny to sell people on a line of extensive bullshit. He finds amusement in simply observing those around him rather than meddling, though he cannot resist some mischievousness here and there. Truly, he finds amusement in a great many things, often simply following his own caprices. In the rare times when he loosens his prodigious self-restraint, he reveals a callous pyromaniac who delights in spreading wanton chaos by setting everything he can ablaze. And he can do it, too.

Oqdan is, essentially, a temperamental, pragmatic asshole. He's not exactly 'evil', though he may take offence to that, but he is far, far from moral or just. More than willing to do grim deeds to further his own goals or those of the few he trusts. Especially if said deeds are something the one he acts for could or would not have done themselves. Let him accept the scorn and the blame for it all, the cause was furthered, and that's enough. There are limits to this; he wouldn't, say, murder an orphanage full of children. Not unless it would save the rest of the city, for instance. He won't pointlessly commit evil deeds if there is a 'good' way that is about as easy or a little bit harder, the 'little bit' scaling on just how 'good' and 'bad' the paths are. Oqdan believes that things should, in an idea world, be preserved. Every person who is killed, every ship sunk, every treasure lost is a tragedy, though sometimes a necessary one. After all, the world is rich with experiences to be had, cutting the number would be wrong, in his mind. He is an explorer, one who lives not for money or fame or revenge, but new things. He even enjoys such things as a fine hat he has never seen before.

Given responsibility, Oqdan is surprisingly serious and quick to learn. His cumulative experience of around two and a half centuries working various positions on various ships has given him a wide breadth of experience to apply to his role. He orders with surprising authority, and his ability to almost literally be everywhere on the ship at once mean that he is a valuable tool in keeping order aboard any ship. Well, besides a few shenanigans of his own. He also isn't quite as blase about the rest of the crew's safety as he appears. He's not exactly a concerned mother hen, but he identifies with their cause and likes their working against Queen Silicarth. Though he'll generally remain tight-lipped as to why. He doesn't exactly trust any of the crew, either, nor does he really trust anyone. He fully expects to be stabbed in the back at any moment for any of a veritable catalogue of reasons.

Honestly this personality isn't 100% accurate. It's got a good bit of it right, but don't treat it like the Gospel.

BACKGROUND
"I was spawned on the Ember Islands-"
No. Okay, I'll handle this one too. Oqdan would just lie too much. Oqdan comes from the Isles of Tenebris, as one would expect from an Imp. His parents were what passes for nobles in that cavernous madhouse, and he grew up with many of the privileges one would expect of such a status. Though this is not to say it was an easy upbringing. Dangers were always just around the corner, and even at an early age Oqdan had to prove himself fit to exist in such a cutthroat environment, entering into strife with competing 'nobility', jealous lowborn, his own siblings, and eventually even his parents. Any and all idealism or sense of trust was beaten out of him in these early years, as every time he turned his back on somebody he found them burying a knife into his back. Even a love affair with another Imp that lasted a two and a third centuries was eventually broken by a building atmosphere of mutual mistrust. A mistrust that was proven valid when Oqdan himself turned on his lover after discovering their ties to one of his longtime demonic enemies, destroying them both and all those associated with them in a fury of fire, steel, and exploited secrets. Or so he claims. Some believe that he simply turned on them simply so that they could not do the same to him first. Whatever the truth is, the end result is the same. In that single night of bloodshed, Oqdan truly became a creature of the Tenebris Isles.

From that time onwards, Oqdan was feared by the majority of the Isles of Tenebris, and at least considered with caution by the rest. Shaky alliances were made, truces were brokered then reneged, enemies were exterminated, murders were committed, and life rolled on as usual. At the beginning, Oqdan was perfectly content to sit on his little throne, vying with all the others for power, status, and wealth. But as the decades turned to centuries, and the centuries turned into millennia, a whisper of discontent began to blossom into a full, sickly, twisted flower of loathing for his own existence. Was this really all he was meant for? To squabble with others over the dregs of the world? No. It would not be so. There would be more to his life than this.

Oqdan departed. But he did not go quietly. No, in a final action of spite and reckless impulse, he set every asset he had in a full offensive of carefully considered targets and blows, burning down not just his own organisation, but dozens of others in such a way that no one group he knew of would have any significant advantage over any other. As he figured both at the time and in the present, it's not like he plans to return to the Isles of Tenebris anytime soon, and in his many years of absence his organisation would no doubt have been greatly diminished if not outright destroyed anyway. So why not?

Indeed, it was quite freeing to leave the confines of the Qathli to explore the world according to his own tastes, and over time many of Oqdan's worries and burdens simply melted away. Metaphorically. Where once Oqdan had been a serious, calculating, dangerous individual who was merely possessed by changeable moods and passing amusements every so often, he was now far more carefree. He fully embraced his tricksterish tendencies and his more destructive or bizarre impulses, and set out in earnest to see as much of what the world had to offer as he could. Anything but the Isles of Tenebris. But once again, he was struck with a rude awakening, as he accidentally set a treasure-laden galleon belonging to Regina Royale, and by extension its cruel Queen, ablaze after a trick that escalated too far. It sank, with the loss of all hands, and Oqdan found himself on very much the wrong end of the law.

Impossibly, the Queen's Navy caught him and bound him. Much of his powers were dampened if not removed by some strange working that even he did not fully understand, and Oqdan expected the end. Instead, however, he was imprisoned and irregularly tortured—seemingly for fun and no profit—for near a decade. For one of the first times in his three hundred years outside the Tenebris Isles, Oqdan learned the lesson that was so painfully ingraining itself onto not just his mind but his body. He set about clamping down on himself, especially his use of the flame and anything that could make that slip out of his precise control. Ironically enough, parts of his previously abandoned self, the collected mastermind, began to resurface in the course of this change. Something he is fully aware of and not sure if he's comfortable with. The reappearance and fortifying of his prodigious self-control did, however, do some work to undo the bindings that kept him chained. Not much, but enough for someone like Oqdan to work with. In a tale worthy of its own chapter, he escaped.

On the run from the law, Oqdan hid everywhere and in every way he knew, successfully evading at least the force sent immediately to facilitate his recapture. After another two decades of this, during which he slowly began to relax his tyrannical self-restrictions to a midground between his old self and his oldest self, he eventually—in his intangible and invisible form—came across one Judith Lee Johnson, whose brazen style quickly amused him. So too did her stated goal of, paraphrased, messing with Queen Silicarth, pique his interest and, though he wouldn't readily admit it, his sympathy. He resolved to keep an eye on her and moved to depart, only to find her looking right at him and addressing him in her distinctly Judith manner. Impressed, Oqdan offered his services on the spot. And he's been with her ever since.

STRENGTHS
"My two greatest advantages are, of course, my intellect and my potent ability to control fire. I'm not quite so immodest as to suggest that I am a true genius, but I am certainly a rather agile mind. This is only amplified by the sheer breadth of my experience. I have picked up much knowledge and many skills in my time wandering this world, and an equivalent amount in my time interred in the Qathli. Chances are I've had at least a smidge of time practising any skill you can think of, especially so when it comes to naval duties. Sailing's quite freeing, isn't it? Mmm. Not only am I mentally agile, I'm physically nimble as well. Even without any supernatural abilities, I have a talent for quickly and reliably getting from Point A to Point B, and of keeping away from anything dangerous in the process, be it a swinging sword or a gash in the hull dealt out by some sea creature or another. For all my inability to get on with anyone, I know people, situations, and especially lies like the glow of my own flames. So I'm quite an adept manipulator, although 'adept' would be an understatement. I don't always do it, but just expect me to understand a lot of things about people we meet, and especially you rabble, that shouldn't be so readily apparent. And finally, when I really want to, I am quite capable of speaking with great authority, and with gaining the respect of those under me. I'm not nearly as bad a leader as one might expect."

WEAKNESSES
"Many tell me I'm overconfident, 'too arrogant for my own good', and 'I'm gonna wipe that smirk off your fa-ohcrapwhyamIonfire'. I don't see why it's an issue. I simple am better than all but a rare few around me. I'm rather diminutive, not very strong at all, but that's what I have other people for, right? I don't make very many friends. In fact, rather the opposite. Don't be surprised if you notice that a lot of people want to kill me. And I have almost no real ability in a hand to hand fight. Never saw the point in learning. My flames, mobility, and nature as a spirit are sufficient, and I have better things to do than learn swordplay. Many have difficulty with my frequent mistruths, since it tends to mean nobody really knows if I'm telling the truth or not, unless they think it's something big enough that I wouldn't lie. On that note, I have some difficulty in 'getting serious', as it were. Many things seem only trifling to me, and I treat them as such, acting impulsively. Oh, and I sometimes cause quite a bit of trouble, even beyond my seeming inability to be liked by anyone. I can't help it, I just really want to mess with people. Why not? They exist for a reason."

WEAPON(S)
"Weapons? I have the ability to control flame to a simply obscene degree. What other weapon would I need?"
Oqdan abhors wielding a weapon of his own. He'll probably just incinerate whatever weapon you try to give to him.

POWER(S)
"As an Imp spirit, I may become invisible and intangible whenever I wish, though they are rarely swift enough transitions to be entirely useful in a fight. I have learned to transition into a form where I effectively spread my consciousness and senses across a wide area, centred on a particular object, such as a brooch or a plank of wood on a ship. If the object shifts, so does my awareness 'bubble'. In said form I simultaneously experience everything as though I were in every spot in that area at once with my current sensory and mental capabilities, thus gaining incredible awareness of my surroundings. I can then transition back at my leisure into a more 'normal' form in any of those 'spots'. The transitions to and from this form are actually rather swift, so I can in fact use it in combat to great and frustrating effect. I generally use it defensively in a fight, though, to keep myself away from all those nasty swords and axes and hammers. Often when I vanish and reappear, it is in a cloud of smoke and red flame, but this is more for show and not strictly necessary.

Most importantly, however, as an old and powerful Imp I have breathtaking control over fire. Usually I'm just toying around with little flickers and sparks, but if it comes up I can set a deck awash with flame, snap my fingers and turn someone into a lit torch, or give a burning city block some stern words and quash the unruly inferno. Note, manipulating pre-existing flames is significantly more efficient than creating my own, even if it's just a candle. Not exactly the greatest combat tactic on a wooden ship, or near anything else highly burnable, so I keep all flames I see under strict control, regardless of if it's natural, mine, or someone else's. I've also put in place a kind of 'mental block' that stops me from tapping into the full extent of my abilities, so that even if my control somehow breaks, I don't do too much damage. Pray I do not ever need to pull out that particular stopper. Not just because of what it could do, but because it takes time to fully work past it. The need may have passed by then. Or worse, it may have killed us all. Well, you all. I'd have left ten minutes ago and moved on to the next crew.

I've never actually tested myself against a Djinn, Phoenix, or Dragon yet. Nor do I intend to. I expect it would end in my favour, but I don't care to try, till there remain no alternative courses."

SKILLS
"At least a little bit of everything, to be candid for a moment. I am especially good at reading people and situations and the whole nine yards. Also I'm a capable leader, a very experienced sailor, and quite well educated on a great number of topics. Oh, and I can run a ruthless criminal/political organisation like nobody's business, though I don't intend to put them to use. Ever. And for a brief insight into my personal hobbies, I am a capable songwriter and sheet musician, I am a deft hand when it comes to sketches, specialising in landscapes, and I can bring even hard-bitten soldiers to at the very least a smile if I get my hands on a harp."

LASTLY...
"Blue, like the sky. It's a comforting reminder of how wide the world is, and how little some of my problems are. Some."
Kalin Scarlet Kalin Scarlet finish your character. Everyone is ACCEPTED.
 

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