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Fantasy Rat Haven [Character Hub]

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Berries

Berry bad fruit puns
CS Thread

Rules
-Please PM me your CS before you post it here.
-Make sure you read all the explanations for the categories! There's a version of the CS template without any of the extra text at the bottom.
-Don't use any fancy BBCode in your PM, but you're welcome to use BBCode after I give you the go-ahead to post it here.
-Each person is limited to one character (except me since I need GM pawns lol).
-If any information you need to create your character hasn't been provided already, feel free to world build by yourself (unless it's something major then ask me).
-I reserve the right to reject any character, or ask for any additional work done on a character. :)
-If you've got any questions, PM me!

Open Spots
Character 1 - Charmer LyannaM LyannaM
Character 2 - Patches StarryKnights StarryKnights
Character 3 - Cathedral gheist gheist
Character 4 - Con Artist Steve Rogers Steve Rogers
Character 5 - Open
Character 6 - Berries Berries
Character 7 - Harrow Berries Berries

CS Explanation

Name
- Your character, as a street kid, doesn't necessarily have a last name but that's up to you

Alias - Their special assassin spy name thing, there are no restrictions on this

Age - 18+

Gender - Self explanatory

Appearance - If you are going to use an image, please no anime art. Also, make sure to include your character's height, weight, and any distinguishing marks.

Background - How'd they end up on the streets? How did they get roped into assassin training?

The First Task [writing prompt] - In place of asking for a written personality, here's a writing prompt that you should respond to in a manner that reflects your character's ambitions, basic personality traits and their initial skills (this takes place BEFORE they underwent training). Here's the situation: the first thing that assassin training consisted of was around 25 untrained street kids were pushed into an arena. In the middle of the arena lay 50 gold coins; enough to live comfortably for the rest of your character's life. Each exit of the arena was guarded and locked. There were no weapons aside from what the kids had already on their person. While there was no spoken announcement about the rules, it is pretty clear that only one kid was going to get the gold - and that would be the last kid alive. How does your character cope with this, and how do they fight their way out? Your character should kill all the other kids in the arena, the rest of the characters in this rp come from different arenas.

Weapons - What weapons does your character use?

Skills - Your character should have 3 combat skills (knife fighting, poison use, etc) and 3 other skills (languages, seduction, etc). The format of the skill should look like this:
[skill name] - explanation of skill, its strong points, and its limitations.

Weaknesses - Your character should have 3 combat weaknesses (ranged attacks, defense, etc) and 3 other weaknesses (stealth, climbing, etc). The format of the weakness should look like this:
[weakness] - explanation of how it limits the character.

Extra - Whatever else you want, I like a good theme song! But that's absolutely not required lol

CS Template

Name
Alias
Age
Gender
Appearance
Background
The First Task
Weapons
Skills
Weaknesses
Extra
 
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WIP - I just wanted to have something up before I got off for the night. :)

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[div class=left][div class=charaimg]
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[div class=header] Identification[/div][div class=text]Alias: Harrow
Rank: Officer, Assassin & Intelligence Agency
[/div]
[div class=header] Skills[/div]
Combative
Dual Wielding

Vital Points

Reflexes


Non-Combative
Poison Brewing

Slight of Hand

Plant Knowledge



[div class=header]Theme Music[/div][/div]
[div class=header2] Harrow
[div class=text]Name: ?

Age: 25

Gender: Male

Height: 5'10

Weight: 175lbs
[/div]

[div class=header2] Background[/div][div class=text]redacted
[/div]

[div class=header2] Weapons[/div][div class=text]
Dual Butterfly Swords - The blade of a butterfly sword is roughly as long as a human forearm, which allows easy concealment inside loose sleeves or boots, and allows greater maneuverability when spinning and rotating during close-quarters fighting. Harrow wields them in a pair, though he often be carries them side by side within the same scabbard to give the appearance of a single weapon. Their small size allows him to exploit his quick reflexes and target his opponent's vital points: his specialty is clean, quick kills, one of the many hallmarks of an assassin. In the event that he misses his target and hits another part of the body, however, his target is still going to be left dead as a result of the lethal poison he coats his swords with. The balance of the swords makes them exceedingly difficult to throw, and in order to be their most effective they need to be wielded as a pair.[/div]

[div class=header2] Skills[/div][div class=text]
Dual Wielding - Due to the nature of his butterfly blades, Harrow wields two at once which helps to aid his defenses as he has a weapon on either side of his body. In addition, this broadens his range of attacks and assists him in either dealing with multiple attackers at once or otherwise dismantling the defenses of a single opponent. He excels at keeping track of both of his blades at once, and can use them independently of one another.
Vital Points - Harrow has memorized where all the vital points on the human body are and know exactly how to access them in a fight. Among the Kingdom's assassins, he has one of the highest amount of one-hit kills where he has killed his opponent in one fatal hit. Armor is extremely effective against him, though one can't cover their whole body in armor and Harrow's poison means that even one hit to the skin often means it's game over.
Reflexes - Harrow's reflexes are slightly faster than a normal human's as a result of his strenuous training and great hand-eye coordination. He sees attacks coming and can react to them quickly and effectively, helping to enhance his otherwise low defense levels. In addition, quick reflexes gives him more opportunities to take advantage of his opponent's mistakes and end fights that would otherwise be close calls.
Poison Brewing - Harrow is one of the Kingdom's forefront apothecaries and alchemists. He specializes in poisons that kill when entered into the bloodstream, and is always well-stocked in both poison and ingredients for more. Due to their lethal nature, his poison is often dangerous to handle and he also carries a stock of antidote in case something goes wrong. His blades are almost always coated in poison, and while he is usually stingy and mistrustful he'll sometimes allow others to borrow some for their own weapons.
Slight of Hand - Once again, Harrow's quick reflexes enable him to perform tricks and steal with slight of hand. He is talented at distracting his targets so that they don't notice what he is up to, or otherwise hide items in his typical baggy clothing to ensure he never gets caught.
Plant Knowledge - Harrow's encyclopedic knowledge of the plants and nature in East Uyen is remarkable. While he doesn't broadcast his knowledge, those who speak to him on the subject are immediately alerted to the fact that his level of expertise originates somewhere other than the streets where most assassins are recruited. Harrow uses his knowledge to assist in his poisons and occasional medicinal brews. Some speculate that he is a good cook due to his knowledge of ingredients, though these rumors are so far unfounded.
[/div][/div][/div][/div][div class=fyuricredit]code/design by @Fyuri[/div]
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Name: Minerva

Alias: Charmer

Age: 19

Gender: Female

Appearance:

585932


5’3, lithe build, approximately 125 pounds, has scars along her torso and back from both her childhood and training.



Weapons: Short daggers- She keeps them multiple places on her person, they are made to be quick so they are relatively thin.
A bottle of poison- Clear, odorless and fatal. However the effects don’t kick in until several minutes to half an hour, depending on how much was used and how much the person weighed.

Skills:
Sleight of hand- Minerva has steady but quick movements and an unbeatable poker face, whether it's pouring a splash of poison into someones cup while laughing with them over a story or sticking a dagger into someone while passing by them yelling at baker.
Dagger Throwing- Definitely not her strong point, but Minerva does have the skill to throw her daggers to incapacitate and kill. Though she prefers and is better at incapacitating, then when their down she’ll go up and finish them off.
Agility- When fighting Minerva relies on speed and agility rather than strength. Going low to stab them in weak points, then when they fall she can kill them easily.

Sure footed- When she needs to be stealthy her small stature makes it easier to fit into small openings and move about unseen and unheard. This includes rooftops to an extent.
Smooth Talker- Minerva’s best skill is talking someone into doing what she wants, there are multiple ways to do that ranging from seduction to just plain blackmail.
Excellent memory- It's hardly an photographic memory but it does allow her to remember faces, details, and other things needed to be a proper spy.

Extra-
 
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Name: Spindel Rostovia

Alias: Patchwork/ Patches

Age: 24

Gender: Female

Appearance: A pale skinned young woman with dark brown hair and deep green eyes. Oval shaped eyes, that tend to see straight to the heart of things. Her hair is dark brown, and long, hanging well past her waist. She prefers to wear it down when not working, but wraps it up in a tight braided bun while working. Tall and somewhat lanky, she lacks definitive muscle development but makes up for it by being light on her feet.
  • Height: 5'6
  • Weight: 138
  • Distinguishing Marks: Spindel has a variety of definitive scars along her face and neck. The largest of which is a jagged, bumpy scar which surrounds her right eye. She doesn't like to talk about how she got it, but she had it long before being recruited for training.
Weapons:
  1. Long Bow: Spindel's primary weapon of choice, she takes meticulous care of her bow. She can craft the arrows herself if necessary, but prefers to acquire them from reliable fletchers.
  2. Daggers: Only fools fail to prepare for the worse, when and if Spindel finds herself in a hand to hand fight she always carries a blade or two on her. Her daggers are about six inches in length, allowing for easy concealment on her person. Commonly she carries one on her hip in a sheathe, and has another stashed on her person, most often in a sleeve or boot.
  3. Silver Chain: A last ditch weapon that Spindel used more in her youth than she does as a trained killer. She continues to carry it more for tradition than she does for practical use.
Skills
Combat:
  1. Ranged Combat: Spindel prefers to keep her opponents at a distance, picking them off at a distance with her bow and arrows. Her aim is impeccable, and she prides herself on taking down targets with three arrows or less.
  2. Weak Points: Identifying and exploiting the weaknesses of her targets comes as second nature to Spindel. Practically speaking in combat she must aim for the weakest, most exposed area in order for her shots to take effect. Knowledge of the human body's weakness also helps make up for her short comings in melee combat, beating an opponent doesn't necessarily mean she has to overpower them. One can die from a thousand cuts as well as a single stab through the heart.
  3. Keen Eyes/ Situational Awareness: Spindel has a good eye, which serves her well when shooting. Some rumors suggest that she might even have eyes in the back of her head, which is the best way to explain her hyper awareness of her surroundings. Spindel doesn't like to be caught off guard, especially when she's set up in a sniper nest, so keen situational awareness is a must have.
Other:
  1. Information Gathering: Thanks to her observant nature, Spindel is a natural at information gathering. When given targets she studies them for days on end, putting together multiple plans based on that person or group's habits and personal ties. Her talents make her useful in the world of espionage as well as assassinations. Her dedication borders on obsession, but Spindel doesn't like leaving loose ends or failing in any aspect of her work.
  2. Forgery: Spindel has a trained and practiced hand, so her writing is pristine. She's able to copy the writing of others assuming she has a sample to study ahead of time.
  3. Stitching: The daughter of a seamstress and leather smith, Spindel is adept at crafting and maintaining clothing and basic armor. Her steady hands and calm demeanor also mean she can apply her stitching to flesh when necessary. She's been known to patch her own injuries rather than relying on outside assistance, and is willing to do the same for her comrades, assuming they can sit still enough.

 
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NAME Catya Hargrave
ALIAS Cathedral
AGE 23
GENDER Female

APPEARANCE A tall gangling woman, around 5 feet and 11 inches and weighing around 168 lbs. She’s got a strong build, often being called a horse or an ox or any manner of a large, dumb animal (call her anything, she's probably heard it.) Her hair is straight and a bit limp, dark and often tied carelessly into a braid over her shoulder. Her appearance has made her a tad self conscious and you can practically feel the awkwardness radiating off her like heat off an oven. She has a couple of scars on her, the most notable being on her cheekbones, but otherwise nothing out of the ordinary for someone living on the streets. Catya isn’t ugly but neither is she beautiful - striking might be a flattering term for her, mannish if you wanted to be rude.

BACKGROUND Go back a few decades or so and most people - the right kind of people at least - will have heard of the Hargraves. Unfortunately, a series of bad investments, bad decisions and bad blood in general ground their name into the dirt, and all that’s left of the noble family now is Catya and whatever memories she has of them. Left behind in an orphanage when the family fled the city, Catya might’ve stayed there forever had some enterprising children not convinced her to run away with them. She wasn’t as determined or as keen to be independent as they were though, and eventually they separated and after a week wandering on her own, she fell in with a kindly older couple who’d adopted their own share of street children.

It was nice for a while. Peaceful. But like all good things, it wasn’t meant to last, and when the father died and fire burned down the house, Catya was turned out. She spent the next few years aimlessly wandering the streets, a latecomer to its busy deadly life, surviving, trying not to die. She joined one gang and then another but never quite found the right fit.

And then the program came for her.

WEAPONS
HANDS
Catya isn’t terribly comfortable with weapons. She’s competent with them but her skills wouldn’t make a crowd gasp. Fighting with her hands is what feels the most natural to her, even if it is somewhat unladylike.
ANYTHING ELSE Vague but true. Since she barely carries any weapons besides those necessary - and she has a bad habit of losing them - she’s learned to make do with whatever’s lying around. A bottle, a frying pan, a pair of knitting needles - never let it be said Catya Hargrave wasn’t adaptable.

SKILLS
HAND TO HAND
If anything, giving Catya a weapon would put her at a disadvantage.
STRENGTH With her build and training, she can reliably break a wooden crate by herself in one throw. She often wishes she were smaller, lither, more graceful, but at least the gods gave her the ability to snap a neck with one hand to make up for her deficiencies.
ENDURANCE And patience as well. Stakeouts and reconnaissance are her favorite tasks, especially since she can stand still for hours at a time in any weather.

OBSERVATION Being a wallflower has some advantages, especially if you’re a patient one. Catya learned early on to watch carefully and learn as much as possible before someone ran you off, especially out on the streets if you wanted to survive. It’s a habit until now, when given a chance, to simply lean back and let her gaze wander around taking a note of anything useful.
TACTICS With a good mind for detail and memorization, Catya can quickly come up with a plan on the fly. Being given a list of details, of people and places and supplies, and told to come up with something is when she feels at her best and her most useful.
NAVIGATION Blindfold Catya, drop her in the middle of the city and tell her to find her way to somewhere specific and she’ll ask if there’s a time limit - and do it within that time too. She’s good not only with maps but with remembering details about a location, enough to place it and be able to go from there to anywhere else.

THEME SONG
 
View attachment 585770
Name : Kol


Alias : ''The Con Artist''
Age : 23
Weight : 160 lbs
Heigth : 6'1
Gender : Male

Weapons : A thrusting weapon, the dirk was originally used as a boarding weapon and functional fighting dagger. Though ''The Con Artist'' likes to use them in a different, more of the killing way. He sometimes goes hand-to-hand with his already victims and likes to surprise his opponent with the subtle showing of the dirks in the middle of the fight, that way he wins the fight by fled, or by murder, leaving a bloodbath behind him, without any sign of the corpse. Another speciality of the Con Aritist is the throwing of the dirks, as he is experienced with throwing knives, he can hit a target by not even looking, that way, he frightens his opponents.
Skills - Hand-To-Hand - As we all know, hand-to-hand fights are always bringed during a battle. The Con Artist, as we know him, has a very large knowledge of hand-to-hand fights, as they are his favourite. He studied many fighting styles during his training as an assasin. At last, in the final battle with his trainer, he won, almost ripping off the arm of his master.
Great use of the Dirks - The Con Artist has a great story behind his dirks, as they were his weapons even before he became an assasin. He used to train all day, scratching himself with the knives, throwing them at high speed, ripping off his training dummies, just to become better. He invented one of the many tricks an assasin of today uses, known as ''Slade'', as this technique is known only by the best, as he is already good at it, he must learn more.
Languages - The Con Artist has been to many places, as he knows many of the languages that are spoken, he can easily enter in a conversation, making it more interesting than it was, though this can be a problem when he knows only a little bit of that language.
Eavesdropping - One of his favorite things, he is a master at it, he can listen to the discussion of two individuals right next to them, while he remains unseen, well, that is if they are only 3 of them, if they are more, he needs a good hiding spot.
Swimming - One of the first abilities he has developed during his childhood, swimming is the first thing he always wants to do near a lake or an ocean, being his favourite activity outside of the assasin area. As he is a very good swimmer, he's never went more than 40m into the ocean, he never tried, and never will.
Speedrunning - Climbing may not be Kol's strong point but speedrunning is, he cannot climb walls or houses but he can chase you 'till the end of the line, 'till he sees you drowning in your own blood.


Extra -
 

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