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Fantasy Riptide - Characters

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[div class=title]Riptide - Characters[/div]
[div class=box][div class="boxBg boxBgLarge"][/div][div class="boxBg boxBgTall"][/div][div class="boxBg boxBgMedium"][/div][div class=boxInner]Below is a list of all player characters in Riptide, both active and otherwise.
  • [div class=b]Verillis Li'Minstras[/div] - Gnome - Male ( Lyro Lyro )
  • [div class=b]Lilly Hollowthorn[/div] - Pixie - Female ( Emibow Emibow )
  • [div class=b]Pax Sen Keiro[/div] - Gnome - Male ( Ganymede Apathy Ganymede Apathy )
  • [div class=b]Asya Masine[/div] - Fairy - Female ( fluticasone fluticasone )
  • [div class=b]Jayla "Jay" Dawnstrider[/div] - Elf - Female ( Lexielai Lexielai )
  • [div class=b]Pane Cyte[/div] - Tiefling - Male ( Tardy Grade Tardy Grade )
  • [div class=b]Groth Roo'ken[/div] - Orc - Male ( Fletchawk Fletchawk )
  • [div class=b]Jeune Verisys[/div] - Elf - Female ( C.DEX C.DEX )
  • [div class=b]Arx 79[/div] - Human (?) - Male ( Jeda Teq Jeda Teq )
  • [div class=b]Vincent "Shade" Lacroia[/div] - Human - Male ( Sir Swigglesworth Sir Swigglesworth )
  • [div class=b]Alexa Day[/div] - Human - Female ( Emmi Emmi )
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[div class=title]Verillis Li'Minstras[/div]
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[/div][div class=b]Quote:[/div] "You won't mind the occasional spoiler, won't you?"
[div class=b]Race:[/div] Gnome
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 35 (28 in human years)

[div class=b]Appearance:[/div] Standing at 1.15 meters in height, Verillis looks like the prototypical frontiersman from ages past, a style popularized by the spread of human culture. While he claims to be dressed to withstand the occasional harsh conditions of the planetary outposts he regularly gets stationed on, in reality he just likes the aesthetic.

While his left eye retains its natural golden tint, his right eye has been replaced by a cybernetic equivalent, one which is tied into the massive chronal synchronizer on his back, which he wears as a form of improvised backpack.

[div class=b]Personality:[/div] Warm, optimistic and easygoing are all appropriate qualifiers for Verillis. At his best, he is a friendly, happy-go-lucky man, occasionally falling prey to episodes of desynchronization that tend to make him seem somewhat dreamy or disconnected. However, when confronted with anything he considers even remotely heretical, his genial smiles turn to mirthless smirks and his bigoted opinions begin to transpire. For Verillis, to stray from the path the gods have laid out for us is the very definition of evil; those who try to fight their destiny invite damnation upon themselves and those who follow them, and will earn no sympathy from him.

[div class=b]Faction:[/div] International Bureau of Galactoclimatology, the Informed Republic
[div class=b]Profession:[/div] Field meteorologist

[div class=b]Equipment:[/div]
  • [div class=b]Predictive Pistol:[/div] a Variable sidearm capable of locking onto a target's future location and firing at its position any time from a few seconds to a few minutes into the future (Strong Prediction). Never misses, short of the intervention of an entity powerful enough to alter the universal timeline. Cannot fire again while the bullet is in transit, and displays a countdown upon firing. Time to impact depends on the localized uncertainty of the area.
  • [div class=b]Chronal Synchronizer:[/div] a large, heavy, Variable computational device which preserves the synchronicity between the present and what its bearer is seeing. Can be recalibrated to see several minutes into the future (Weak Prediction).

[div class=b]Patron God:[/div] Sillis
[div class=b]Practiced Magic:[/div]
  • [div class=b]Intuitive Foresight:[/div] Verillis never missteps so long as his link to his deity is preserved. In combat, this manifests as reflexive knowledge of where not to be, allowing him to effectively dodge most attacks.
  • [div class=b]Future Vision:[/div] Verillis's left eye frequently shows him visions of things to come (Weak Prediction), but how far ahead he sees is beyond his control. When combined with his bionic eye, which is connected to his chronal synchronizer, he is capable of seeing both the present and probable futures overlaid. When the synchronizer is de-activated, his prophetic powers magnify, but quickly spiral out of control. Visions and sounds of things to come years from now become intertwined with the present.
  • [div class=b]Precision Puppet:[/div] At the cost of his other abilities and his higher cognitive abilities, Verillis can channel his god more directly, turning him into a supernaturally precise acrobat. Incapable of fighting while in this stage.

[div class=b]Skills:[/div] Most of Verillis's abilities stem from his connection to his god. Magical abilities aside, Verillis's only strengths are his extensive knowledge of the possible interactions between gods. With enough data, he can also predict how a god's domain will shift over time.

[div class=b]Flaws:[/div]
  • [div class=b]Vain:[/div] While he will play it off jokingly, Verillis is deeply vain and is prone to unwise judgements if he thinks it'll "look cool".
  • [div class=b]Arrogant:[/div] His abilities have made him very arrogant, though he will cover it up by trying to appear nonchalant. In reality, however, he is extremely insecure about his skills, as he feels they are showy but ineffectual. He has attempted various times to learn additional skills, but has failed in all his endeavors.

[div class=b]History:[/div] Details of his origins in the Informed Republic, but it appears that at some point he was "strongly encouraged" (as he'll put it when pressed on the subject) to leave the country. Rumors include details such as a criminal past to a scorned lover, but he has refused to confirm any of them. Whatever his misdeed was, however, it was clearly of little import, even though he is wont to make it seem more grandiose than it was.

For the past few years, he has been working as a field researcher for the IBoG, cataloguing the changes in the gods' domains to predict their patterns. His job, while steady and occasionally interesting, is a boring one. More recently, he has taken to surreptitiously signing up for various mercenary jobs during routine downtime. The pay hasn't been that good and the missions themselves have been relatively simple, but the excitement has become a drug for Verillis, who has since been seeking ever greater thrills.

A few weeks ago, he heard a rumor that some people from Tiffrel had a rather unique job offer, one which would pay handsomely for a few days' work. Curious, he approached them and learned of their plan to prevent a god's birth. While initially shocked at the idea of pre-emptively killing a deity, he turned to Sillis for answers. For once, the god's response was clear: "It cannot be allowed." Verillis needed no further convincing, and signed up the very same day.

This is the story he told everyone, at any rate.

[div class=b]Notes:[/div] Frequently listens to music as a distraction from the sounds of the future. Can make holding a conversation with him difficult.
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[div class=title]Lilly Hollowthorn[/div]
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[div class=b]Quote:[/div]"Sure! It works. Just look out for the occasional spontaneous combustion."
[div class=b]Race:[/div]Pixie
[div class=b]Gender:[/div]Female
[div class=b]Age:[/div] 52
[div class=b]Appearance:[/div] (what's not included on the ref image) a retractable square like screen hangs from her left forehead temple. When in use, the screen covers her left eye and she has access to it's features. When not in use, the screen slides up to her forehead. Unlike most pixies, she doesn't actually have any wings, well, not anymore. They got cut off and sold for the reason that they got in the way of her work.

[div class=b]Personality:[/div] Rash, thoughtful, and casually spoken, she usually has good intentions with her actions. From first impressions, she's often seen as quiet and intimidating with that smile of hers, but when one gets to know her, they would learn see the good intentions behind the smile. In all social cases, she has no filter when it comes to speaking, but she's quite quiet. When it comes to creating things, she just builds whatever sounds appealing in mind first and worries about what the hell she's going to do with it later.

[div class=b]Faction:[/div] none, but will work as a freelance combat engineer if she feels up for it. Otherwise, she works in high end medical facilities. Repairing the tech they have when something goes wrong with them.

[div class=b]Profession:[/div] engineer/inventor

[div class=b]Equipment:[/div]
-Monocle of identification: a small retractable lens attached to her forehead's left temple, connected to her brain. Using a small amount of mana within her, she can activate it for various uses relating to her work, a scanner, occasional reminders, identifying people by names instead of the tech on their person, seeing the cause of a failure (future or past) of a chosen object, or to zoom in to see farther/smaller objects

-Electromagnetic boots: using electromagnetism, she can either slingshot herself and float in the air or connect herself with all if not most metal objects, regardless of gravity. The boots have a fuel supply and small thrusters to propel herself higher or in areas without metal.

-Earpiece: her earpiece has a zero atmospheric shielding system to protect her from harmful atmospheres and atmospheres where she cannot physically survive. The earpiece also has a radio functionality that allows her to communicate from a far distance depending on if there are any objects in the way. As an added function, she can play music whenever she pleases, considering if the earpiece has power. It is rechargeable via a small crank.

[div class=b]Patron God:[/div] Alva: Silis and Tekket
[div class=b]Practiced Magic:[/div]
-Magnetic manipulation: the ability to lift, dismantle, and reconstruct items that are metal/magnetic. The more metal an item has, the easier it is for her to control it.

-Destiny: she has access to viewing her future a few seconds ahead of the present and the most likely timeline possibilities. This is passive for her. When weakened, this passive ability only activates when she feels she's in immediate danger. When she sleeps, she will have dreams of a possible futures. Like everyone, she forgets most of her dreams

-Control id: the ability to access a technology mentally and control it with her mind to do whatever she wants it to do. Such ability requires a large amount of concentration and time according to the complexity of a technological item to gain control over it. The more complex, the more time and concentration it takes. If she loses focus as she concentrates, she only has access to what she has managed to take control over. If she needs more control, she has to start over. She can control up to 3 different machines safely at one time. Controlling more will be too strenuous on her body and force her to pass out.

[div class=b]Skills:[/div]
-Technology adept: she is skilled in the usage, repairs and improvement of most technologies.

-Nimble: she is small even for a fairy and uses it to her advantage whenever she can. Especially when she works and needs to fit into small spaces. Even if she no longer has wings, she can be a hell of a target to hit.

-Inventor: If she has the right materials, she can create some of the most intricate inventions for various obstacles.

[div class=b]Flaws:[/div]
-Forgetful: Her memory is horrible. She constantly forgets names, what she's doing, what she has done, and conversations she had only moments ago. She can however remember the different small details when it comes to technology and her creations.

-No filter: Whenever she speaks, she's bluntly honest and says what comes to mind. When one catches her alone, she will often be found talking to herself.

[div class=b]History:[/div] Born as a lost fairy, Lilly didn't grow up with her kind at all. Instead, she grew up in a technologically advanced civilization in the Alva domain. There is where she grew in her knowledge about wonders of the tech. integrating herself into a culture of races different than her own.

The history is short in accordance to Lilly's memory. And i'll add to it later as she learns more about her past.

[div class=b]Notes:[/div] She HATES floating without being attached to anything, which is one of the reasons she got rid of her wings. She has a short temper when it comes to underestimating her because of her size.[/div][/div][/div][animation=glow][keyframe=0]text-shadow:0 0 1em;[/keyframe][keyframe=25]text-shadow:0 0 1.2em;[/keyframe][keyframe=50]text-shadow:0 0 0.8em;[/keyframe][keyframe=75]text-shadow:0 0 0.9em;[/keyframe][keyframe=100]text-shadow:0 0 1.1em;[/keyframe][/animation][class=wrapper]background-color:#2d1414;box-sizing:border-box;color:#FFFFFF;display:inline-block;font-family:'Proza Libre', Verdana, Arial, sans-serif;font-size:1em;overflow:hidden;position:relative;width:100%;[/class][class=title]animation:{post_id}glow 1.5s linear infinite alternate;color:#f3c662;font-family:'Uncial Antiqua', Verdana, Arial, sans-serif;font-size:3em;font-style:italic;padding:0;text-align:center;text-shadow:0 0 1em;[/class][class=box]margin:2em 1em;padding:2px 4px 0px;position:relative;[/class][class=boxBg]box-sizing:content-box;height:100%;pointer-events:none;position:absolute;width:100%;[/class][class=boxBgLarge]top:0;left:-5px;padding:0 4px;border:1px solid rgba(255,255,255,.35);[/class][class=boxBgTall]top:-8px;left:3px;padding:8px 0;width:calc(100% - 8px);height:100%;border:1px solid rgba(255,255,255,.25);[/class][class=boxBgMedium]top:-4px;left:-1px;padding:4px 0;border:1px solid rgba(255,255,255,.4);[/class][class=boxInner]background-color:#2d1414;overflow:hidden;margin:0.5em;[/class][class=b]color:#deb169;display:inline;font-weight:bold;[/class][class=portrait]background-color:#6a3131;box-shadow:0 0 1em #6a3131;float:right;margin:1em;max-width:300px;width:calc(100% - 2em);[/class]
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[div class=title]Pax Sen Keiro[/div]
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[div class=b]Race:[/div] Gnome
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 22

[div class=b]Appearance:[/div] Red, short, spiked hair. Blue eyes. "Baby face". Short, about 4'8" (nearly 1.50 meters). A synthetic, bionic arm, which contains multiple tools, for on-the-go tinkering.

[div class=b]Personality:[/div] Pax is kind of an impish guy. He is often getting himself, and sometimes others, into trouble. He's a little clumsy, and yet very good with his hands. He is an engineer, and kind of an inventor. He is often making things to get him in and out of trouble. He is a good liar, though sometimes slips and makes a bad excuse. Though he's kind of naughty, when it comes down to it, he is a good guy and cares about what happens to others. His mood and personality is also inclined to fluctuate a lot more than usual.

[div class=b]Faction:[/div] Informed Republic
[div class=b]Profession:[/div] Engineer/inventor
[div class=b]Equipment:[/div] A sentient AI connected to his head, and is powered by magic. The AI can only be commanded by him, and is a very difficult thing to hack into. His AI has loads of memory, and is like a built-in computer. This AI is very sarcastic sometimes, though, and he fails trying to control him in bad times. His synthetic arm also contains multiple tools designed to build and invent things on the go (though it doesn't have everything, and is currently under-development). While he would have it connected to his mind for more accessibility and quicker reflexes, he is not inclined to hook things to his brain, that could very well spell his end. There is a panel on the back of his hand used to switch tools and items. He also has boots with built in wheels, and he uses them for speedy getaways. He also has mechanical wings, which size can be adjusted as needed by sliding in on themselves. At full length (14 feet), they can be used for flying or gliding, and he is willing to use them as a shield if necessary. At medium length (8 feet), they can be used for gliding/higher jumps. And at the smallest length (5 feet), can be used for increased agility and balance. These are also powered by his magic. He also has a bionic eye, and on demand, it can create a blueprint, which only he can see, from his thoughts. This is powered mostly by magic, but is potentially disabled after a long period of time, and can make his eye hurt.

[div class=b]Patron God:[/div] Elysius, the god of innovation, intuition, tinkering, and mischief. He is a God of the Stream. His domain kind of originates from Tekket.
[div class=b]Practiced Magic:[/div] Energy: He uses his magic to fuel his inventions, and his synthetic arm + sentient AI + bionic eye. This in itself is to prevent having to find a power source, and he doesn't use his magic for much else.
Speed: He uses his magic to help him run faster, and, more agile. While using this particular magic, he potentially disables his synthetic arm and bionic eye. He uses this when he needs to run away from possible dangers, or trouble
Enhanced Senses: He can use his magic to enhance his sense of hearing and sight. He would be able to see in the dark and hear some things many mortals couldn't. This is good for navigating harsh areas, or on missions where he is required to not be seen or heard.

[div class=b]Skills:[/div] Agile: Pax is already pretty agile, being able to maneuver through obstacles and get through harsh areas quickly.
Inventive and Engineering: As a gnome, he was raised with high skills in inventing and engineering, able to build machines with some of the most unusual of resources.
Charismatic: As a tricky guy, he had to learn the art of persuasion and lying. Without it, he isn't sure he'd be alive.

[div class=b]Flaws:[/div] Anxiety: When trouble is imminent, he tends to get anxious and restless. In great fear, he may freeze on sight. It also can interfere with his inventive abilities, considering how scrambled his mind gets, and his magical abilities, considering he can't figure out how to control it in tough situations.
Sensitive: Words can really get into his skin sometimes, and in verbal disputes, he tends to get emotionally involved and regrets it very much soon after.
Attention: He has a short attention span, and cannot work his mind in crowded or noisy places. This can interfere with all of his abilities.

[div class=b]History:[/div] He was born on a planet of barren lands and polluted airs. The planet was used for mines and factories, and gnomes were the main population, as their engineering and inventing capabilities could be most utilized there. His family wasn't very wealthy, and didn't have any necessary title. Considering this, in order to fulfill his dreams of inventing and engineering on his own, without the boundaries his elders set in place, he grew up "borrowing" parts and tools from the factories, and had his own lab--like building all to himself. He built many things on his own time, and he learned purely from experience. His father was always having to get him out of trouble (in the rare times he was caught), and his father never knew what to do with him. His mind always wandered elsewhere, and his father never understood. Soon enough, Pax moved out, into his lab, and never visited his father again. He spent a lot of time working on a sentient AI, for he wanted a companion who wouldn't slow him down. The AI proved difficult, considering the limited resource, but soon succeeded, and had an AI all to himself. He soon implemented the AI onto his head, so that he could have the AI anywhere and everywhere he went. He soon also made his synthetic arm, to help him tinker when there was no toolbox around. He soon snuck off the planet, to another planet nearby Isyn, where he was soon recruited as a mercenary by the PRT. Considering the pay and title, he took it. Maybe they could supply him with his own lab and resources.

[div class=b]Notes:[/div] Sorry the history is so short. His whole life, he was just a mischievous recluse who spent all his time on his AI and other inventions. Any destructive criticism is encouraged. Another thing, his AI's name is Alex (male). Alex can reach signals of up to 1 mile away, but can be connected to a satellite for extended reach. He already has loads of information, and when asked, he can find maps of buildings he is in (so he knows the best route for sneaking out), find and give basic descriptions or histories of the person whose name Pax gives, and other things. I would add more, but as stated before, his AI is still a work in progress, and you can find him time to time upgrading his features.
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[div class=title]Asya Masine[/div]
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[/div][div class=b]Quote:[/div] "Breathe. It's harder than you think."
[div class=b]Race:[/div] Fairy
[div class=b]Gender:[/div] Female
[div class=b]Age:[/div] 45

[div class=b]Appearance:[/div] Asya is colored in tones of sepia, her wings her most prominent feature and clearly displaying what race she belongs to. Her lavender eyes feel almost unnatural against all the shades of blonde and brown. Standing at a mere 30cm, she's small in comparison to most other races, but is average for fairies. She is noticeably lacking of any armaments and seems ill-dressed for combat.

[div class=b]Personality:[/div] The fairy is a slightly reserved individual who can easily come off as severe, especially when uncomfortable. Manners and courtesy come by default for her; speaking to others with anything less makes her feel disrespectful. As some might aptly but rudely put it, she's so used to ass-kissing up to Qillin that talking normally felt like a grave sin. It's something she has to come to terms with, alongside the moral compass that required recalibration after being tuned towards the Tyranny's will for so long. But these are mere defenses; leftovers of survival tools from when she was at the heart of the regime.

The individual that lurks beneath is one who's gentler than she lets on. She's at her best in the background, understanding hidden cues and listening to what's left unsaid. Naturally charismatic she is not, but her ability to know what exactly to say had once made her indispensable in Qillin's court. Unfortunately, that's where her usefulness ended. Her lack of personal conviction and inability to make the first move eventually grew to be her biggest weakness.

Asya is someone who is ruled by grounded thinking, except for one value she prioritizes above all else: loyalty. To someone or something she swears allegiance to, she is nothing but a blind follower. Or a friend who chooses to be wilfully ignorant, especially to a comrade's faults. This is something she might be aware of, but refuses to acknowledge. It's far easier to blame others for mistakes than it is to take responsibility yourself.

[div class=b]Faction:[/div] The Far Commonwealth, though this has more to do with debt than true allegiance.
[div class=b]Profession:[/div] Translator
[div class=b]Equipment:[/div]
  • [div class=b]Communication Device[/div] The only piece of technology Asya was willing to accept, as not everyone had access to mana or Loreh's powers the same way most in the Regime were. It was given to her by her 'employer' from the Commonwealth so that they could contact her. It comes in the form of a locket fit for a fairy, which is miniscule by human standards. A piece of variant technology, Asya can use mana to power it if she so chooses. She's not comfortable with it, but can see the necessity of it.

[div class=b]Patron God:[/div] Loreh
[div class=b]Practiced Magic:[/div]
Having been born in a society of fairies, Asya's familiarity with magic is one that's infinitely more intimate than her relationship with technology. She knows of basic defensive magic, but asking her to go to combat equipped with that knowledge is a death wish.

  • [div class=b]Gifted Tongue[/div] This is the magic that made her an officer in Qillin's court. The ability to learn any language thrown at her could easily be considered indispensable by any power trying to undermine its enemies or forge new alliances. Her tether to Loreh is the primary source of this magic, and at the heart of the god's territory, the speed at which Asya learns is almost instantaneous. However, it is up to her to preserve and remember the knowledge, hence why she has developed the following spell.
  • [div class=b]Rosetta Stone[/div] A book made of nothing, yet contained everything. Similar to the mythical ships that other races spoke of, the book has no corporeal substance. Asya can mentally write down those notes on the languages she learns and view them in her mind without requiring to show it physically. But if needed, she can present a physical copy, which can and will disappear the moment she halts the mana she's channeling.
  • [div class=b]Mobile Messenger[/div] One of her most useful gifts is to open channels of communication between her and another party mentally. Large distances are possible for as long as it's between an individual and herself. However, in close proximity with a group, she is able to open a telepathic link between those around her. This is a taxing effort however, as this requires her to channel her mana into other races. This can be especially difficult in situations where the parties involved had a lot of inorganic material in them.
  • [div class=b]Life Theft[/div] Having been Qillin's officer, she is aware of how to extend her life. The last time she used this was when one of the tyrant's hunters found her, but he was quickly incapacitated by her friends. She has no qualms using this magic on those who attack her, but is undecided if she would actually choose to extend her life if it meant attacking others.

[div class=b]Skills:[/div]
  • [div class=b]Linguistics[/div] Her ability to pick apart languages, whether written, spoken or gestured, is one that came through both study and magic. It's as much of one as it is the other.

[div class=b]Flaws:[/div]
  • [div class=b]Lack of Conviction[/div] What ultimately lead to her downfall. Having been given a task by others her whole life, she finds herself lost when asked what she wants. It's simply easier to give in to others' demands than cutting her own path. Complacency might as well be her middle name.
  • [div class=b]In the Box[/div] Asya's mind leans towards the inflexible, although it's not unyielding. She's simply not an innovator, defaulting to tried and true methods. Risks aren't something she enjoys. This makes her a rather predictable person.
  • [div class=b]Loyal to a Fault[/div] To those who own her loyalty, they have a comrade for as long as they don't betray her trust. It matters not what they do to others or how disgusting their personality might be, but as long as their relationship with Asya remains untainted, they will find an ally if not a friend.

[div class=b]History:[/div] Asya was born in the cage of Qillin's tyranny. A comfortable cage, yes, but a cage all the same. It was here her magic flourished and developed, gaining the attention of the leaders. Eventually she was put in a position of responsibility once they had deemed her training adequate. Becoming one of their officers had been expected for someone of her capabilities, and she acquiesced without so much as a ripple in the machinations that was their government. She listened and she obeyed. She did what was asked. No more, no less. A perfect follower, a role Qillin wanted to promote to his other followers. He allowed her to extend her life with one of the more disobedient subjects in his regime, making an example of them both. Listen and you will be rewarded; disobey and you will be consumed.

To Asya, this was practically a mantra. She had no ambition to rise through the ranks, content in her position as a translator for whatever work her government had for her. She cared little for the world outside the Tyranny; it might as well not exist. But what she hadn't expected was a ruthless and ambitious fairy who was more than happy to turn Asya into a stepping stone, planting doubts and forcing cracks in the reputation she'd cultivated. Suddenly, the leader who'd once praised her in front of others questioned her every result. Eventually, even her title was stripped. Shame was a feeling the fairy was unaccustomed to, and she felt lost without the path that had once been neatly paved for her.

Asya found herself following a different path; not one of rebellion really, but escape. Either was traitorous to the regime, but when it had failed her, she found no reason to support it. She, along with other refugees, fled with the help of the Commonwealth. At a price, of course. They all owed favors. And to even begin repaying those favors, they needed protection, which meant more favors... favors the Commonwealth would doubtlessly collect. Their assisting the regime's refugees was no act of humanitarian goodness, but she had expected as much.

The call in for the favor she owed did not take long; she was soon tasked to translate the encrypted exchanges the Commonwealth had. She knew not how they came by them or what they planned to do with it, but frankly, she didn't care. Asya had one last task she owed to them; complete it and she would be free from the strings that bound her to the Commonwealth. Strings that weren't wholly uncomfortable, but she also wasn't stupid enough to believe she could refuse. So she went to Tiffrel, appearing to be an unconnected fairy interested in the lucrative job offer, despite its ludicrous premise. Behind closed doors, she would report all she knew to the Commonwealth.

[div class=b]Notes:[/div] Is very wary of technology and feels wholly uncomfortable in spaceships that aren't mana-made. Also hates it when people touch her wings.
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[div class=title]Jayla "Jay" Dawnstrider[/div]
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[/div][div class=b]Quote:[/div] "For what shall it profit a woman, if she gains the whole universe, and suffer the loss of her soul?" - Book of Kol, 8:13
[div class=b]Race:[/div] Elf
[div class=b]Gender:[/div] Female
[div class=b]Age:[/div] 121

[div class=b]Appearance:[/div] Jay's bright blue eyes, snow-white hair, high cheekbones, and impish smile are ordinarily hidden underneath the shadow of a stylish black hood. Across the rest of her sleek, black attire are lines of golden embroidery and ancient elven patterns, finally topped by a cloak of dark silken cloth. While most male eyes wander to her hips and waist when she saunters into view with a bottle in hand, wiser individuals take care to first notice the gun holster on her belt and the mysterious gadgets beside them. They also note the way her laissez-faire demeanor is belied by her sharply attentive gaze and her natural, careful positioning near exits, cover, and possible weapons. Well-trained observers may even notice how the grace of Jay's steps resembles the deadly elegance of elven bladesingers, or how her casual facial expressions and gestures convey more meaning than meets the eye. Jay is personally content with coming across as a slovenly alcoholic with a pretty face because it invites underestimation of her capabilities, but also because it sets expectations of her to be real close to zero.

[div class=b]Personality:[/div] There are two great loves in Jay's life: credits, and Pixie Tequila. New acquaintances usually find out about both pretty quickly because she's a talented opportunist with a drinking problem. Despite this, and her disregard for professionalism, Jay is surprisingly never short on work; although she may not act like it, Jay is an expert thief and an even better pilot. Between her skills, a skewed moral compass, her greed, and her general distaste for authority, it should be no surprise then that Jay embodies the lavish criminal lifestyle, with a few exceptions. She has a sense of honor—albeit one that is estranged from her conscience—and a kindness towards the poor, enslaved, and the innocent. There are some times when she stands straighter than usual, and taller, and plants her feet in the ground to defend what she believes is right. But these times are few and far between, moments that pass briefly before she reverts to the normal self and leave you wondering if you had even seen that side of her at all. More commonly she is known for her dry wit, lazy posture, and reticence in all manners related to her past even while she is drunk, which is fairly often.

[div class=b]Faction:[/div] The People's Republic of Tiffrel (Temporarily—She's technically doing community service for them)
[div class=b]Profession:[/div] Thief/Smuggler; Paladin (Former)
[div class=b]Equipment:[/div]
  • Bloombane: A Variable pistol with elven runes inscribed along its long barrel. When fired, the words glow a bright yellow as the sidearms releases a blast of radiant energy. The runes are written in an ancient dialect that is difficult to decipher, but roughly translates to the following: "Not until we are lost do we begin to understand."
  • TX-44: A concealable Invariant sidearm using miniaturized electromagnetic rails to accelerate shrapnel to high velocities. It is equipped with a self-adjusting targeting system to better improve reaction fire and unaimed fire. It is very much illegal in most civilized nations.
  • The Dawnstar: A lean, sleek gunship of ancient elven design which Jay has since converted into her personal cargo freighter. It is, as far as she knows, the only one of its kind and a relic of her past. Despite its age it runs as quickly and maneuverability as any of its modern contemporaries, and perhaps even better. She claims it's even the fastest ship in the galaxy, which is a topic still up for debate, but the Dawnstar would certainly be in the discussion.
[div class=b]Patron God:[/div] Peylor [Deceased]
[div class=b]Practiced Magic:[/div] Jay is unable to use spells or magic presently, but her knowledge of their workings is remarkable.

[div class=b]Skills:[/div] Jay is an extraordinary pilot, a highly regarded thief, and a smuggler. This means she also possesses a set of related skills including hacking, demolitions, familiarity with security protocols and their weaknesses, lockpicking, stealthy movement, espionage, creating disguises and adopting personas, document forgery, mechanical engineering, improvising, and running away very fast. She is also a competent marksman, which is to be expected in her line of work, but curiously Jay is also proficient in just about every reasonable and useful weapon devised. She is particularly gifted in the way of the sword, and is said to move like a dancer as she flourishes her blade. Not that there have been very many people who have seen Jay use something as archaic as a sword—well, people who were still alive anyways. On the more unsurprising end, Jay is a local champion at drinking contests.

[div class=b]Flaws:[/div] It is easy to find flaws in Jay. She is an alcoholic, greedy, unconcerned with the law, messy, disreputable, impulsive, and above all, lost. That last characteristic is in fact the source of her many troubles these past few decades. Jay feels listless, like she’s just drifting on, like a dead woman who is still walking. There is little ambition or passion left in her save for base, material desire that she hopes will fulfill her except it never does. She feels that she has lost her purpose, and the meaning in her life. Jay has considered ending her misery, but she feels an obligation and a moral duty to not take away the life that is not hers to take. And so she continues drifting on, wandering and lost.

[div class=b]History:[/div] There is a tale in elven folklore. It is about a loving woman, with a beautiful white cloak, who was a great and famous warrior. She was born in a time of chaos in the universe, when suffering and hatred and the forces of evil threatened to destroy all life as we knew it. The tale goes on to say that the woman saw this and cried, and from her tears grew roses of glass. The woman picked the rose and carried it so close to her breast that she bled, and walked along the Stream until she stood upon the sun and from it shattered the rose and let it soar across the universe, and the shards sunk into the eyes and hearts of every living being until they realized their evil, and restored peace to the world. The elves named this tale “the Sunwalker,” to remember the loving woman.

Jay, born Jayla Dawnstrider, grew up hearing this fairy tale often in her childhood. She grew up in a small temple devoted to a minor god named Peylor, the god of light, righteousness, and protection. Her parents, she was told, were no longer in this realm, but instead they too walked on the sun with Peylor, Imer Dallis, and their ancestors. Jay would spend her evenings thereafter sitting out on the balcony, smiling and speaking to the stars out in the sky to tell them about her day.

When she was older, and more experienced, Jay was invited to join the Sunwalkers. They, she learned, were an elite order of highly trained individuals known as “paladins”. They, like their priestly brethren, were devout followers of Peylor and Imer Dallis, but the Sunwalkers were distinct because they were called upon to be Imer Dallis’ instrument for justice and righteousness throughout the galaxy under the command of The Lord’s lieutenant, Peylor. They were the special forces assigned the most difficult and most dangerous missions available, guided in the ways of magic by Peylor and trained extensively to be among the most elite fighting forces in the galaxy.

For many years Jay served the Sunwalkers, and her bond with Peylor grew. While Imer Dallis was a distant figure, Peylor was her light and her idol; she lived and breathed to serve her Lady of Light. Then disaster arrived for the Sunwalkers when Peylor perished, and with Her died many of Jay’s comrades in a devastating defeat. Without their leader the Sunwalkers disbanded, and some retired while others were reassigned to different divisions of Imer Dallis’ army. But Jay, heartbroken and grieving, elected to leave the domain of Imer Dallis entirely.

She started drinking, and soon enough found herself caught up in a few minor crimes. She started becoming greedy for more wealth, and sunk further into underworld. Jay has lost her discipline, her composure, her drive, her purpose, and her heart in the years since Peylor has passed. So much so that, even with her skills, she fell so deep into her depression that she became sloppy enough to get caught by the People’s Republic of Tiffrel and thrown into a jail cell. Or maybe that was what she wanted all along—she’s not so sure herself.

Whatever the case may be, she has recently been offered an interesting proposition. Absolution for all her crimes, and a hefty reward of credits, in exchange for performing her biggest heist yet: Grand Theft God. "Well," Jay said, "What the hell? I'm in."

[div class=b]Notes: [/div]Pixie Tequila is considered to be the strongest alcohol in the galaxy.
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[div class=title]Pane Cyte[/div]

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[/div][div class=b]Quote:[/div] "Let go over a cliff, die completely, and then come back to life — after that, you cannot be deceived."

[div class=b]Race:[/div] Tiefling
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 68 (Which is around the mid-20s for them by human standards)


[div class=b]Appearance:[/div] Raven-haired, a skin of ash, eyes of gelid moonlight, hands of calloused knowing, the body of weary travel, the mind of mad man.


[div class=b]Personality:[/div] Pane is a thief of knowledge. A collector of facts. A distributor of tales in exchange for memories. Curious over brave, eager over foolish. Wholy mad. He is adept at caring immensely over minor matters and that is what sometimes lessens his connection to the Void. His pursuit of the void is unique in execution.

Losing himself in stories is as personal to him as losing oneself in the heat of battle might be to another. Death's sweet caress just as poignant when done on men of ink and paper as it is when done on flesh and bone. A coward dies a thousand times, a hero but once. A man of the void is no hero and nor does he know fear. Pane always claims to know much, though he may know nothing... But he knows it well.

[div class=b]Faction:[/div] The People's Republic of Tiffrel
[div class=b]Profession:[/div] 'Void Acolyte'(?)

[div class=b]Equipment:[/div]

-Book of Gibberish
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-Suit
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- Arm Blades
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[div class=b]Patron God:[/div] Loreh and Friest. Conceal the truth and wield a blade hidden and powerful. He is more of a worshipper of his own 'interpretations of them'. As we all are.
[div class=b]Practiced Magic:[/div] Able to use minor amounts of power stemming from both gods mentioned.

[div class=b]Skills:[/div] Adept with his blades, oddly nimble with hard to predict movements, good at making others feel uncomfortable, ability to see in the dark/near absence of light(helps with reading)

[div class=b]Flaws:[/div] Unable to stop himself from getting engrossed in tales of interest. Whether new or old, said by children or elders. Often forgets himself and loses track of immediate goals.


[div class=b]History:[/div]

An untalented child in most regards. His parents thought the world of him despite nothing of his doing ever seeming significant to him. Minor victories and menial tasks flooded his days on Isyn until his uncle came to their home one day. It would just so happen that the uncle was acquainted with an old practitioner of the void. A man who's time apart from the Void was slowly drawing to an end. The man had asked for students to come and learn from him in his last few days. Carry on his legacy. Pane asked his parents and they consented after considerable worrying and assurances from his uncle.

So he left his home and journeyed to that of the old man's. A minor moon. An uninhabited moon. At least it used to be. Sadly for him, it turned out that it was the very same case once more. The void practitioner was dead. His legacy with him. The uncle was floored for many a minute and then went to the body of his friend and carried it back to his ship. In his daze, the uncle left behind Pane who'd been drawn to a book on the old man's table. It seemed to cover his accounts of the Void but in a fashion akin to gibberish. Profound but confounding. Many years of reading would be required to discern anything from it.

It took him two decades to understand just the basics of it.

It took him only days to realise that his uncle was not coming back.

Perhaps his uncle had been attacked? Perhaps the man lost his mind? Did it even really matter? Would anything ever again? Cyte never figured out the solution to these questions in all the while he lived his days out in the hermit's home. Reading that book. THAT. ONE. GODS. DAMNED. BOOK.

It would prove no small wonder that he grew to crave stories like fish craved water.


[div class=b]Notes:[/div]
Personal Log, Book of Gibberish:
Date:
Later maybe, Location: Don't care.

"Happy tales are all alike," I begin as I pull a chair and prop it's back against a table. The lone man at the throws me a glance and then eyes me wearily before pouring his attention back at his drink. "Tragedies, however ... every tragedy is tragic in its own way." Some people heard me and listened while others either didn't hear or didn't wish to. The crowd was thin this night. Barely more than a handful and all poised about their own devices. Some reeked of ambition and others just reek. Smelly smelly. Coming and going. Some would stay a little longer while longer and others would surely leave have to leave. Perhaps some would return? A pleasant thought.

"My tragic tale was one of the incidents. Many incidents that led me here. Though I'm not sure where this is ... Can't trust one's own memories too much ya know? Only what you write... only that what you cannot change simply by willing it..." As my mind drifts so to do my eyes. Now I see the clothes of the people gathered.

Covers. Binding their 'books' all neat and pretty. Some wore practical covers. Hard and bound to their forms. Others dressed so paper thin... one would needlessly worry that rain, wind or starlight would ruin them forever. But they seemed nice. My own cover had changed a lot over time. The cover of the boy. Innocent. Like a warmth of a mother, it bound me then. A little nagging too but as child one doesn't heed that nagging voice as often as they should...

Ah. The mind wanders once more... Where was I? Ah yes! The stories. Always the stories. Thus I resume quickly, lest my audience is lost to me like so many other things have been. Woe the boy. Woe the me.

"Piled atop of each other likes layers of cake. But no layer seemed to match the other. Some layers were foul and bitter. Others sweet... now who'd like a bite of my cake?" Jumping up I grab the book before rotating my blade outward and stabbing my target who'd been sitting next to-

Log incomplete. Missing.

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[div class=title]Groth Roo'ken[/div]
[div class=box][div class="boxBg boxBgLarge"][/div][div class="boxBg boxBgTall"][/div][div class="boxBg boxBgMedium"][/div][div class=boxInner][div class=portrait]Orc.jpg[/div][div class=b]Quote:[/div] "A servant of justice never stands alone; for they embody equality of the people." - Excerpt from the Oath of the Judicator
[div class=b]Race:[/div] Orc
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 32

[div class=b]Appearance:[/div]
[Aside the portrait] At first glance, a surprising number of people think Groth is a Troll as he stands at 2.16 meters (7'1") and built like a brick shithouse. Some say he was born with Imer Dallis' blessing while others say that he has Troll blood running through his veins though few actually ask due to Orcs being seen as volatile by nature. While many are too intimidated to actually look him in the eyes for any length of time, they are a warm chocolate color to them and has ebony hair though Groth tends to keep his head shaved.

[div class=b]Personality:[/div]
Groth is normally seen as overbearing due to the stoic front he puts on and the fact that most won't question his decisions due to his profession. Those that do are usually scum of the galaxy, criminals, or corrupt officials. Of course he is more complex than that but most don't see Groth on a personal basis and assume this is his natural demeanor. It doesn't help that his appearance helps enforce this stereotype.

As with most followers of Imer Dallis, Groth has strong sense of ethics and unwavering morals. When he is among comrades or even during his down time, people find Groth to be much more tranquil and level-headed than they initially thought. There are even rumors that he can be witty as well. Though this usually only seen by fellow Judicators.

[div class=b]Faction:[/div] Imer Dallis Justice Department

[div class=b]Profession:[/div] 1st Tier Judicator of Order

[div class=b]Equipment:[/div]
[Mark MLIV] Vindicator-Class Exo Suit:
The Vindicator is a heavy exo suit made mostly of mithril with adamantite plating for the purpose of magnifying the wearer's physical strength and speed. Designed with Close Quarter Combat and Melee in mind, the Vindicator has no built in weapons. It instead is able to magnifies the user's overall strength up to approx. 400% and is blessed by Imer Dallis to provide an Aura of His Domain. The Vindicator also utilizes an Invariant power source in the source of fusion cells to reduce the drain on the user and allows the the exo suit go extended periods of time without needing to be recharged. It is also designed to be a functional environmental suit, with electromagnetic surfaces in its gauntlets and boots, that can used as a space suit although it has no actual flight capacity.
This kept in a mass condenser storage unit (MCSU) that Groth keeps on his body at all times.

[Custom] JD-XLII Hand Cannon:
A compact anti-personnel mass driver designed for Trolls. While it normally fires a 5 cubic cm tungsten slug, it has been modified to fire 3 cubic cm slugs as so Groth can control the recoil. This has also resulted in an increase in the amount of slugs per magazine from 6 to 10. Uses the user's 'magic' as a catalyst.
While Groth prefers to avoid using it, he is still very proficient with it.
It is normally holstered on the small of his back along with several magazines attached to his belt.

[div class=b]Patron God:[/div] Imer Dallis

[div class=b]Practiced Magic:[/div]
Chains of Control - Groth can completely restrain the movements of most targets that he has within his sight. Can affect multiple targets, but the power is spread across the targets, decreasing it's effectiveness. The size of the target also affects the amount of power required to control it.

Hammer of Retribution - Essentially a focused blast of 'magic'. It's power is increased if Groth has been attacked by the target.

Shield of Law - Creates a shield around either himself or a target. The shield prevents outside forces from affecting the target. This requires constant concentration.

Balance of Body and Mind - Helps brings the Groth's physical and emotional state to a balance. Helps stabilize wounds and expel toxins from the body and bring the mind to a neutral state. Requires going into a meditative state. Effects can shared through shared through touch although to a lesser effect.

Truth of Justice - Requires target to swear on Imer Dallis' name. Target must answer all questions truthfully while in physical contact of a True Believer of Imer Dallis.

[div class=b]Skills:[/div]
Trained from an early age to be and served as a 'Judicial Operative' for over a decade, Groth is proficient with most military hardware and tactics along with an in-depth understanding of galactic laws. As with most Judicators, Groth has had his gear customized to suit his skills and preferences and very skilled in handling the weapons that he is currently equipped with. Because he dislikes killing unnecessarily and it plays more to his strengths, Groth has mastered quite a few forms of unarmed combat. While he's not renowned for his piloting skills, he's certainly skilled and knows his way around just about any sort of smaller craft, especially those native to Imer Dallis' Domain.

[div class=b]Flaws:[/div]
While Imer Dallis would prefer to that Judicators be viewed as individuals without flaws, everything is fallible. Though he's been well trained to keep it from public view, Groth is no different. Due to his mostly solitary job, oblivious to the more subtle social cues and his stoic nature can be seen as being cold or aloof as it takes a while to warm to individuals outside his fellow Judicators. Though Groth is what one would consider a good person, he is trained to be unbiased and years of combat has hardened him, so he comes across as unapologetically crass and candid.

[div class=b]History:[/div]
Knowing nothing of his origins, Groth can only remember the orphanage on the edge of Imer Dallis' (and Levraxis) Domain that he grew up in. As with most orphans in Imer Dallis' Domain, he was brought up with the God's teachings. They also were encouraged to become Officers of Justice and help bring Law & Order to the galaxy, especially since the Sunwalker Paladins had been brought low after the death of their god Peylor. Groth fully intended to fulfil his prompted duties when he came of age, but the Imer Dallis Justice Department had other ideas.

Pressured to fill the void that was left by the Sunwalkers, the Judicators of Order were now recruiting orphans to create Judicators that were more suited for military operations as their current roster wasn't well suited for their new duties and was taking heavy losses. Groth was on of these orphans and willingly joined the Judicator Academy at the age of 10. It was here that he was molded into the "Judicial Operative" that he is today.

Groth graduated among the top of his class and was viewed a possible candidate to become a Prime Judicator, an Avatar of Order. But he would have to prove himself worthy first and that was no small feat. He spent the next decade helping putting out the blight of chaos that had grown in the wake of the Peylor's death. Initially he was little more than a soldier carrying out the orders of higher ranked Judicators, but Groth climbed through the ranks quickly and started taking on the original duties of his order.

Fast forward to today, Groth has nearly completed his trials to become a Prime Judicator. Only one trial remains and it may be the most difficult mission that he has ever been assigned: Infiltrate the mercenary group gathered by the People's Republic of Tiffrel, make landfall on the planet of Isyn, and investigate the rumors of a new God being born.

[div class=b]Notes:[/div]
Judicators were initially a large force of agents that operated individually outside of Imer Dallis' domain. Their task is, initially, to bring order to galaxy by providing an unbiased judgement to disputes, criminal trials, and reforms. This however changed when the minor God Peylor died and Her Sunwalker Paladins were mostly destroyed about thirty years ago. This lead to the need of the Judicators to pick up the slack to help fill the void that the Sunwalkers left behind and led to major shift in the duties of Judicators. The Judicators were now empowered to enforce their verdicts, thus turning passive and well respected judicial officials into a fearsome elite agents of Order. Now, Judicators are now military operatives used to investigate and dissipate criminal elements too dangerous for regular law enforcement, rout out corruption in government bodies, and investigate any instances that may be deemed as potential threats to the galaxy and/or Imer Dallis' Domain. While Judicators are still fulfill their previous duties, these are usually reserved for higher ranked Judicators.

To simplify the math on the limitations for the Vindicator exo suit.
Battery life is 3 days of continuous action. Roughly a week if only life support is on.
Normally, can be used to lift a bit over ton, run at speeds approaching 50 mph, and jump about two stories. Adrenaline can increase his strength by 75% making the absolute limit just shy of two tons.

Though people say Groth may have Troll ancestry due to his size, it's not true. His abnormal size is a result of elf genes reacting to early military training and the influence of Imerr Dallis' Domain. Yeah, Groth is part elf. Not that he knows that.
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[div class=title]Jeune Verisys[/div]
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U02dqat.png
[/div][div class=b]Quote:[/div] "I wasn't listening, but I strongly disagree."
[div class=b]Race:[/div] Elf
[div class=b]Gender:[/div] Female
[div class=b]Age:[/div] Elven Equivalent of 27

[div class=b]Appearance:[/div] Jeune is below average height for an elf, landing at 5'7", with a broad trunked figure that's otherwise lithe. Most notably, her skin is a very dark shade of purple and her hair is black, sheen shining blue. It's unkempt and not well managed, giving her a lazy appearance. Beyond a pair of thick, dark sunglasses peers out red eyes that seem to glow like a camera in the dark. Happen she take her sunglasses off, dark rings fall around those eyes.

Her dress is casual at best, and even over armor she'll throw on a hoodie simply to make herself comfortable. A slouching figure indicates that she's not keen to overt professionalism - or, at least, that's the facade she wishes to put off.

[div class=b]Personality:[/div] Jeune is sarcastic and sardonic, even cruel at times for a laugh on her own accord. She's a compulsive liar, keen to telling people things that are blatantly untrue just to see if she can get them to believe it. Her given backstory changes like the weather, and sometimes so does her name. She has dark skin from purple gnome heritage; she is a space ninja with a goal of avenging her former family; she once drank from a pool on Hadim filled with heavy water and now her bones are made of lead. What others don't tend to get out of her is the truth. She can be cunning and cruel and flip a switch to handle a diplomatic situation with the grace of an Onnedias elf. She is a social chameleon, keen to lie just for the sake of lying.

Drawing close to Jeune is incredibly difficult as she keeps people at a complete distance from any of her real emotions. She doesn't feel the need to make friends, as they can pass just as quickly as currents do. That doesn't mean she won't be cordial for the sake of a mission, of course; she still is often happy and complacent, it just comes out differently than other people.

[div class=b]Faction:[/div] Independent
[div class=b]Profession:[/div] Courier
[div class=b]Equipment:[/div]
Vibrosword
Functioning like a chainsaw, the serrated edge of Jeune's ninja-esque Vibrosword oscillates, making the blade more destructive. May or may not exist because she wants to be able to tell people that she is a 'space ninja'.​
Alloy-Ammo Bow
A lunar elven creation, the Alloy-Ammo bow uses a superheated print and pure metal cartridges that hook onto the limbs of the bow to effectively 'create' arrows as they are needed. It supplements the user's strength similar to a compound bow. It is quite similar to a gun, apart from the ease of access that creating ammunition as it is needed goes. Print can overheat.​
Cerebral Implant
Jeune has a cerebral implant that effectively extends the length at which she can control electronics with her mind. She primarily uses this for controlling her Vibrosword, to which she can levitate in the air.​

[div class=b]Patron God:[/div] Minor God Charion - Transfer, Transportation, Channels. Sub-God to Loreh, Tekket.
[div class=b]Practiced Magic:[/div]
Short-Distance Portalling
Jeune can transport a person or object - dependent on mass - a short distance away. It does not act as a 'door', instead more like instantaneous teleportation for a single focused subject. She can transport herself and people her size around 10 feet.​
Electronic Interfacing / Control
Jeune can 'interface' with electrical objects, controlling them with her mind. She uses this in particular for spacefaring vehicles, which she can control as if they were an extension of herself. Large spacecraft tend to take her more away from her physical body.​
Mana Absorption
Jeune can pull mana from people and environments, to a certain degree. Doing so costs mana in itself, though not to a proportional degree.​

[div class=b]Skills:[/div]
Intelligence / Logical
Intelligence comes fairly easily to Jeune, though it's not uncommon for her to act stupid. She's logical in her decision-making, often able to find a solution to most problems, even if that solution could potentially be unsavory.​
Social Chameleon
Jeune can switch personalities scarily quickly if the situation calls for it, and only if the situation calls for it. If she's not being sarcastic she can become polite and diplomatic, though the sight is quite rare.​
Bold / Brave
Jeune can be detrimentally brave. If there is a risk, she wants to take it.​
Piloting
Being able to interface with most electronics and especially spacefaring vehicles, Jeune is an excellent pilot. It takes more mental fortitude to control larger ships but she is entirely capable of doing so, as long as her attentions aren't required in the real world.​
Infrared Sight
Jeune can see into the infrared spectrum; she is able to detect any object that gives off heat. In magically inclined environments, she can do so through walls.​

[div class=b]Flaws:[/div]
Sarcastic / Sardonic
Jeune can be bitingly sarcastic, leading people with more sensitive constitutions to dislike her. She likes to play tricks on people, and sometimes even takes pleasure in making people feel stupid.​
Liar
Jeune is a compulsive liar. She loves telling lies almost as much as she loves keeping secrets, and only those closest to her will know her actual intentions. She does it more for fun than personal gain, and as a distancing maneuver, sometimes even going as far as to lie about her name.​
Secretive
Those who are close enough to her will find that Jeune reveals little about herself. This can be a benefit to a certain degree; once she stumbles upon a secret, she's likely to keep it just for the fun of doing so.​
Physically Weak
Jeune isn't physically strong. While her mental capabilities with electronics usually outweigh her physical strength, in close-quarters combat, she's almost useless.​
Sensitive to Light
Growing up on a dark, cold moon has left Jeune sensitive to light and unable to see the color purple, as her visible light spectrum is shifted slightly toward longer wavelengths. She usually dons a pair of darkened sunglasses, even indoors.​
Slightly Psychopathic
It may ultimately be a facade, but Jeune tends to exhibit psychopathic tendencies. She doesn't go out of her way to help those are in trouble, instead opting for self-preservation. It's not impossible to get onto her 'good side', but that side is rarely shown to anyone viewing her from an outside eye.​

[div class=b]History:[/div] Born on the warring moon of Ceyliv under a subspecies of elves called the lunar elves by the local population, Jeune grew up with a relatively rough childhood. Between the borders of Loreh and Tekket, where waves of either God wash over the moon and are measured by years, Jeune grew up between the battles of the local worshipers of either. She always grew up looking up to space, always watching one of the closest stars in the sky. But that star didn't belong to Loreh or Tekket; it belonged to the bastard amalgamation of both; Charion. 'He' was weak and new with little power, barely regarded as a fledgeling God that would inevitably be stomped out by the two figureheads he had been sandwiched between. Kind of like Jeune.

She grew cold and standoffish, using sarcasm as a defense measure to keep others out. She grew resentful, blaming her family for keeping them on a war-ridden moon. And all the while, she looked up to Charion every day and night, silently assuring that he was still there. Not overtaken by the warring forces on either universal end of him. With every year, though, he grew brighter, channeling the oppressive Stream energy from either side into himself and making himself stronger. She studied magic under the starlight, weaving her own spells under Charion's laws. She studied secretively, starting with teleportation. She dreamed to eventually find herself away from Ceyliv; to study so intensely that one day she would simply blink her eyes and no longer be on the dark, oppressive moon.

One day, it came. Like a gift from the sky, a meteor of metal careening through the atmosphere to the ground. It was a small cargo ship. Probably neutral; it wasn't unknown for travelers and unaligned parties to be caught between the crossfire. With its descent came a flicker in the sky like a message to Charion's devoted follower. It could be salvaged. It could be her way out. She could finally leave.

She tore across the vacant landscape of Ceyliv toward the smoking wreckage - through the darkness that constantly permeated its skies. In an instant she left her life and home and padded across the cold landscape, finally finding the wreckage of the courier ship that had passed like a shooting star whose wish she had spent on it. And there it had been; perched in a nestling of snow, pilot's seat face down. After a while, she had dug it out, pulling the pilot's body and proffering herself as replacement to the ship. With hands splayed on the control panel, she found something amazing happening when she touched it.

The ship.

With a pull of her hand, the snow-covered thrusters began to chug, liquefying the material around the ship. She felt it like an extension of herself, more than she'd felt any connection with anyone she had met before. From thereon out, she would always remember the first time she had connected with a ship; how it made her feel more powerful than anything ever had. How with a firing of a neuron in her mind, she could cut down everything in front of her with her guns. How she preferred to melt into it and think of simpler things, finding herself meandering slowly through space. The silence. The lack of gunfire and raging explosions dotting the skies. The Void.

From then on, that was where she had preferred to be, only ever returning to her home to glance on the moon, and back up at the God who had carved her a way to escape the forsaken place she had called home. She never touched the surface of Ceyliv again. The stray job had come her way in the beginning; in a universe with constant war, it wasn't hard to find work. She worked as a courier, fixing up her broken first love with the money she had gotten from bringing people and things from one place to the other. When she had settled financially, however, she often found herself drifting quietly in the cold confines of space.

One day, a call came through on her ship's comms as she drew away from Isyn in a interfaced trance. She had done a few jobs on the planet beforehand, and they had ended well. A recruitment call for a secretive mission. She heard the terms in quickness, and before even coming back down to the planet to hear the terms, she had one thing to say.

"Sure."

[div class=b]Notes:[/div] "Lunar Elves" is simply what the local population calls Jeune's people. They are not the only subspecies of Lunar-adapted elves.
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[div class=title]Arx 79[/div]
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[/div][div class=b]Quote:[/div] "What is... justice? What is... a hero?"
[div class=b]Race:[/div] Human?
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 27

[div class=b]Appearance:[/div] He stands around 5'10 and weighs about 175lbs with reddish brown skin. His uniform's default color is navy blue with white accents and a dark purple scarf.

[div class=b]Personality:[/div] Clean, neat, orderly, sharp, organized are all words one could use to describe Arx 79's outward presentation. Everything has a place and a way it should be or a way things must be done. Following the Standard Operating Procedures (SOP) is how a soldier should carry out his life after all. Just under the surface Arx 79 is a very neurotic individual. If something is out of place he will go out of his way to correct it and if he can't control a situation he tends to gain control by way of force. His words are straighter than a laser. Diplomacy and tact were never a part of his training and he speaks the hard truths.

[div class=b]Faction:[/div] The People's Republic of Tiffrel
[div class=b]Profession:[/div] Professional Hero
[div class=b]Equipment:[/div]
-Power Suit
Standard issued space suit of an Arx soldier. It's design to withstand harsh environments. It also helps to slow and repair cellular degradation with Mode R. These reapairs are never 100 percent.

-Power Helmet
Standard Issued space helmet of an Arx soldier. It's designed to increase soldiers situational awareness by informing them of the environmental conditions, providing them with a map. In Mode B it provides protection against harsh environments and provide/filter air in low oxygenated locations. Minor upgrades can allow it to have radar and echo location abilities as well as provide aim assist. It also helps to slow and repair cellular degradation with Mode R. These reapairs are never 100 percent.

-Plasma Combat Knife
A 7in knife with plasma cutter technology for an edge.

-9mm Pistol
Colt Competition 1911

-Rifle
M16a4

[div class=b]Patron God:[/div] Friest
[div class=b]Practiced Magic:[/div]
Speed Up: Speeds up the area around him in a 6ft radius
Rank1 - x0.5 | Rank 2 - x2 | Rank 3 x5 | Rank 4 - x10

Slow Down: Slows the area around him in a 6ft radius
Rank1 - x0.5 | Rank 2 - x2 | Rank 3 x5

[div class=b]Skills:[/div]
Wilderness and space survival skills
Proficient in most weaponry
-Specializes in long range sniping and Close Quarters Combat - hand and knife
Basic Mecha piloting skills

[div class=b]Flaws:[/div]
-Unstable DNA:
Due to his early evacuation of The Orphanage he did not receive his final DNA Stabilizer shot. As a clone Arx 79's DNA is often in flux. Heavy use of mana for extended periods of time will begin to tear him a part, even with the filter of a god. His body also takes much longer to recover from injuries than most. Entering Mode R with his suit helps speed things up but leaves him incapacitated for short of 24hrs.

[div class=b]History:[/div]
Like most children born on The Orphanage, Arx 79 had no say in his future. From the moment he was conceived in the artificial womb he was to be a soldier sold to the highest bidder. As such he spent his youth training for his inevitable role. His parent instructors issued he and his brothers pistols over blocks and no love was received from their parent caretakers. They trained day in and day out to be conscious tools for the use of others.

Arx 79's deviation from his siblings began when he encountered a true daughter*. She was the first person to show Arx 79 any form of kindness. That warmth enveloping his barren heart he wished that time could stay still a little while. In that moment The Orphan was traveling through the realm of Freist and the god granted the child an hour. After the incident his eyes became gold as a star. He also began acting out of the baseline from the other children. Needing the batch of children to be the same and easily manipulated the Orphanage implemented control head bands on the Arx series, stripping them of any freedoms they might have.

As a young adult Arx 79 encountered the true daughter whom he had met as a child. She attempted to break him free of the bonds that the orphanage had placed upon him. In the end she was successful. With his control crown removed and her last words he heard from her ingrained in his head, Arx 79 set out to be a hero to protect those who are too weak to protect themselves. The fate of the girl is unknown.

With his new found freedom Arx 79 found himself wandering in The People's Republic of Tiffrel territory. Once he heard their history he made it his mission to protect them. For he knew no weaker faction than the republic. With news of the needle and its capability Arx knew he could not allow another nation to obtain it. He accepted this mission to protect all who could not do it themselves.

[div class=b]Notes:[/div]
The Orphange: The Orphanage is a space colony that holds no allegiance to any one faction. They do however make a profit off of the constant conflicts between them. Their main product is people. Through the process of cloning and gene manipulation they are able to create a work force, soldiers, or their clients desire.
True Daughter/Son: A child who was born naturally aboard The Orphanage. They are raised as normal children.

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[div class=title]Vincent "Shade" Lacroia[/div]
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[/div][div class=b]Quote:[/div] "Another assassin?" *Sigh* "I'll send your family my regards just like the others."
[div class=b]Race:[/div] Human
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 27

[div class=b]Appearance:[/div] Vincent stands at 5' 10" and weighs just around 170 pounds of man and muscle. Their eyes are a sharp amber color paired with semi-long dark gray hair. Through years of physical training and failure to give up, the young man has a highly well toned body designed for endurance and tests of will. Vincent's body bears the scars of conflict that entail from their years as a soldier of fortune but he isn't so much concerned about those scars since in their mind, it shows his character.

[div class=b]Personality:[/div] Overall, Vincent is a rather easygoing and soft spoken man, albeit somewhat mentally unstable. He's not hard to get along with if you can get past their initial abrasive nature and learn to accept his crude humor. Though do note, on the exact opposite side of the spectrum, if need be the man can be a very serious and rough individual. They go from soft spoken to aggressive and taking action, and no matter what they always do their best to get the job done. Additionally due to their soft spoken nature and easy going behavior, mostly, they are quite a smooth and even manipulative talker. He's been able to talk his way out of many a bad situation and won't cease to do so anytime soon with their silver tongue.

[div class=b]Faction:[/div] He's freelance, they serve the highest bidder. And right now, that means the People's Republic of Tiffrel.
[div class=b]Profession:[/div] Current: Freelance mercenary. Previous: Thief/hacker
[div class=b]Equipment:[/div] Nova A4 Infiltration Suit, otherwise known as the C-1 Modular Combat Infiltration System, or simply "Nova".
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In capability to defend against ballistics damage, explosive ordinance, and environmental survival, the suit is in a position of excellence in way of design. Inner mechanisms include a specially designed cooling system made up of a coolant gel layer and specialized fibers to maintain an optimal temperature level for the user and a Hyrax visor system containing the ability to toggle thermal, infrared, and night vision optics for assisted vision and situational advantage. Along with up to a 20x zoom for area reconnaissance, bioscanner, a targeting assistance system that tracks up to 10 selected targets within a 1000 meter range and a spectacular sustainable air filtration system for environmental, radiological, or biohazard threats. Developed from lightweight Tetrinite alloys and Kydex ballistic nano-fibers infused with Titanium and an aerogel impact dissipation system to provide for quick movement and full range of mobility the C-1 system is a remarkable blend of protection, mobility, assault readiness, and stealth capabilities.

E.C.D.P.S: Otherwise known as chameleon tech, this system utilizes specialized micro plates that study and then match the suit to the areas surrounding thermal and infrared signatures. These plates can even adapt their camouflage pattern to that of an optimal level within the current environment, and remain constantly adapting if activated. Then another more intricate system of the E.C.D.P.S bends the oncoming light waves around the user and renders them invisible to the naked eye when activated. Lastly, as a final fail safe to render the user undetectable, the system deploys a signal that disrupts those of an active bioscanner, allowing the user to move freely. This is not to be taken as the user being able to run around entirely invisible, though highly effective, if the user moves too fast, the system will fail to keep up and when moving produce a soft shimmer in the air. This reduces the users movement capabilities to a quick paced walk when activated.

P.E.D.I.S.S: This shielding system operates as a combination of plasma based shielding with magnetic pulse field shielding to ensure protection against physical and energy based impacts. Fueled by an internal self sustaining battery system to produce the plasma based shielding, P.E.D.I.S.S operates as a body contouring system that prevents the harsh impacts of projectiles against the user. Laser and plasma based projectiles are essentially absorbed by the system, thus actually replenishing the battery system at the risk of an overload if too many energy based blasts are sustained. Whereas a combined form of projectile such as a P.I.R or simply explosive ordinance, cause the shield to expel energy in order to keep the projectile from striking the target truly. This is where the magnetic pulse field takes play in the P.E.D.I.S.S system, the plasma based side focuses on energy based weaponry. Whereas the magnetic system portion focuses solely on physical projectiles and impacts. This means that when a physical object is on route to strike the suit, the magnetic pulse field takes advantage of the charged atoms that make up the object and repel it like trying to force two magnets together at the same pole would work. Melee weapons are rendered ineffective whereas most caliber rounds beneath that of a .50 BMG suffer anywhere from 70-90% velocity loss as the round punctures through the pulse field and strikes the suit.

A.M.S.O- Artificial Muscular System Optimization. Using an exoskeleton frame internalized within the suit and a muscle stimulating electronic system that links to the user, the A.M.S.O system can enable to user to perform feats of strength and agility that are 275% beyond their original capabilities.

The M.E.O (Multi Environmental Operation) XR5 Combat rifle.- A prototype firearm developed by Vincent over a period of 6 years. Smooth handling, controllable rate of fire, accurate range of 900 meters, lightweight and durable.
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The XR5 was designed with a prototype elevated productivity munitions synthesis system in mind and a combination of Tetrinite carbide and Flarium alloy metals to provide a lightweight and highly maneuverable weapon that possesses the ability to function in multiple stressing environments. The munitions synthesis system within the weapon provides the firearm with a replenishable ammunition supply at the risk of overheating during an extended period of sustained fire. This is the reason Flarium came into the equation; Due to its capabilities of withstanding and dissipating heat at severe levels, the barrel and receiver of this weapon was machined from this distinct metal alloy. Meanwhile a Tetrinte carbide frame provides a lightweight, corrosion resistant, and extremely durable weapon. If one were to observe the weapon more closely than that of glance, they would notice the distinct lack of both a charging handle and bolt system, this is due to the fact that the munitions synthesis system designated as M.S produces caseless cartridges which have no need to expel a shell when fired as the accelerate burns cleanly and entirely upon ignition. Excess rounds are stored in the firearms pseudo magazine which can contain up to 40 cartridges in reserve. Activity of the M.S emanates a distinct blue glow when ammunition is in production and ceases when the pseudo magazine is full. The optic chosen by Vincent as the most desirable and adaptable sight for this weapon was the Hyrax RMS249 optic, with a 3.5x zoom capability and target detecting overlay. This weapon even contains a built in angled ergonomic grip that when released, swings out on a hinge upon the weapon and then slides back to bring the angled portion face down to the ground where it then locks in and is ready for use. The XR5 has a smooth and controllable 700 RPM rate of fire and utilizes plasma infused 6.5 Grendell cartridges for piercing armor and delivering severe tissue damage. These types of rounds are commonly known as P.I.R’s, or Plasma Infused Rounds. A deadly firearm to be met with in combat, the XR5 takes advantage of its cartridges kinetic energy as a key factor to damage output against tissue. As the round penetrates a target's armor, the plasma casing of the bullet sheds away. Then as the round enters flesh leaving behind a small entry wound, the projectile begins to mushroom out inside the target as kinetic energy behind it drives the round forward to produce severe internal damage primarily in the form of shredded tissues and subsequently severe internal bleeding. This effect is coupled with a kinetic shock from impact that disrupts and damages internal organs. Armored targets shot with a P.I.R cartridge typically bear a telltale entry wound that begins with melted metal as the plasma casing burns through and penetrates the armor, leaving the now plasma case lacking round to enter the body in a small entry wound. Generally speaking, the XR5's round does not often penetrate armor on the opposite side of the targets body but leaves behind a nasty exit wound in the flesh. Alternatively though, against an unarmored target the plasma casing of the P.I.R assists in a more clean penetration through the body. While still leaving the small entry wound, that wound is now cauterized with scorched flesh as the plasma casing of the round sheds off inside the body allowing the mushrooming process to begin at a much later period. Now with the round expanding just a mere 2 inches before exiting the body, leaving behind a cauterized wound cavity, the bullet exits the the targets body and what remains is a large, gnarled exit wound typically the size of a human fist with shredded and flayed flesh. Cases such as these leave the target with severe internal damage and scorched flesh and organs along the path of the round through their body. Survival rates are staggeringly low but it’s not impossible depending on where you happen to get shot.

PD5 "Tyrant"- This is Vincent's personal self defense sidearm. A smooth handling weapon with an accurate range of 75 yards chambered in 9x19mm.
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The PD5 self defense sidearm, more typically known as the Tryant, is a handgun chambered in 9x19mm. Akin to the XR5 this handgun possesses an M.S system to produce caseless ammunition as well. The Tyrant makes use of a semi automatic firing system and similar Vincent's XR5 lacks the need to expel a spent shell. Instead, this weapon uses a blowback slide system to release the gases created during the ignition process of each cartridge. This feature gives the Tyrant a false appearance of a standard functioning sidearm of old times. Similarly to the XR5 once again, this weapon takes advantage of a P.I.R but due to the nature of tha caliber has a more equalized focus on both penetrating armor and dealing tissue damage. Essentially the Tyrant’s P.I.R takes the role of a semi-AP, antipersonnel cartridge for combat efficiency, being able to both penetrate light armor and or cause heavy tissue damage.

"Hunters Silence" reconnaissance combat knife: Vincent's favored blade that bears an intimidating yet effective length of 8 inches and has remained by their side for numerous years.
Originally crafted from Tetrinite carbide, Vincent took advantage from a well known friend of theirs who practiced faith in Mizen to transmute his blade for enhanced properties. This provided the blade with a heavily increased level of tensile strength, durability to retain an edge, and overall strength and hardness increase to allow for the blade to penetrate high grade heavy armors. This blade, if taken proper care of by the man, can slice flesh with all but a light graze and pierce armor with ease.

Tactical Reconnaissance Droids: A duo of small hand modified reconnaissance droids Vincent has been using for numerous years.
These drones are small in nature and are commonly used by Vincent as scouts, infiltrators, and most importantly, defensive assets. The man has even taken it upon themselves to heavily modify his 2 T.R.D’s. Equipped with a valuable range of technology, these drones are an imperative part of the man's arsenal. Being equipped with armor lock systems, once these drones acquire a target, or in most cases several targets, they project a powerful electro-magnetic arc that both disables the functioning electronic systems inside the targets armor and locks the joint systems that render the target quote on quote locked for a period of 60 to 90 seconds. The arc from these drones can extend up to 30 feet and spread to a maximum of 6 targets for ideal combat efficiency. These T.R.D’s can of course conduct their own movement and appear like nothing but simple spheres unless they need to open and reveal the internally cased droid. Meanwhile when deployed, these drones mimic the look of inconspicuous security cameras if placed in the correct position. T.R.D's also come equipped with X-ray detection systems that can scan a 20 foot area enabling the user, when in manual control, to detect targets that are out of view and hidden behind cover. Additionally the T.R.D’s possess infrared optics, thermal optics, and a bioscanner capable of scanning up to 200 yards maximum. Lastly, the most vital modification the these droids is the E.C.D.P.S.

[div class=b]Patron God:[/div] Tekket
[div class=b]Practiced Magic:[/div]
Pure magic

"Of my mind and body": Vincent can pull energy from Tekket and fortify their willpower. This increases his endurance up to 3x and allows them to resist other forms of magic that would effect his mind and body on a physical level. Additionally, when coupled with other forms of their magic, this ability can strengthen Vincent's other skills as a multiplier.

"This seems draining upon you.": Vincent can drain an opponents energy and siphon it for his own use. This in relation drains a targets capability to fight by rendering them sluggish and less acute as if fatigue had set in.

"My own limits,": When engaged in a long and strenuous fight and their stamina runs low, Vincent can pull stream energy and return their body to peak human capacity. This includes anything related to his body, mental processing, reflexes, agility, flexibility, strength, speed, etc. However, at the cost of draining so much energy from the stream, his other abilities overall will be severely weakened for a period of 2 hours as the stress put on his mind impairs their ability to pull energy from the stream.

"Don't touch me.": Vincent can charge himself or their suit with stream energy and whenever someone strikes them physically, they receive a high voltage electrical shock. This is enough to cause severe burns to someone unarmored and or short circuit and lock up an individuals suit up to 15 seconds. However, he must always concentrate on this ability for it to be active. This ability can be used in combination with their ion tethers.


Magic assisted tech:

Ion shield: This acts very similar to their armor's PEDISS system in which Vincent can project a shield of charged ions and hard-light plasma with a magical aura around himself or allies, alternatively he can use these shields to form cover in the battlefield or use them as stepping stones to reach otherwise inaccessible locations or combat assistance during a physical fight. He's only able to project 3 of these shields be them a single solid surface or a concealing dome. A device integrated into their right gauntlet is used to project these shields contains an internal counter system that regulates the number of shields present, so if Vincent has 3 currently active and projects another, the oldest shield will dissipate in place of the new one.

Plasma tether: Vincent can physically lock a person in bindings comprised of an energy form known as "hard-light plasma" which is physically solid and does not produce severe heat capable of burning his victims. The more strong the opponent, the more energy is takes to restrain the individual. This ability can also be used by Vincent for quick mobility on the field and or pulling cover or other objects towards him. An internally integrated system in both of their gauntlets controls their own tether each that can reach up to 14 meters but when pulling energy from Tekket can range up to 20 meters and increases in strength.

Death's embrace: Utilizing condensed plasma pulled from his suits power core and energy siphoned from Tekket, Vincent can release a powerful blast through a device linked in with with their right gauntlet. This devastating blast has a 3 meter kill radius and climbs up to 2 meters in height. Anyone caught in the 1st meter is guaranteed to suffer total vaporization as the heat levels produced simply melt armor and char the body to mere dust. Beyond the 1st meter, those within the next 2 meters will suffer vaporization of the liquid within their bodies before charring begins. Armored targets in this area of the blast will be trapped inside what is essentially a molten casket whereas those with no armor are prone to be nothing but scorched remains. Anyone beyond this 3 meter kill radius still has potential to suffer severe burns up to another 2 meters if not wearing protective equipment.

E.C.D.P.S: At Vincent's own discretion, he can channel stream energy into their cloaking device that produces a disruptive magical aura that prevents them from being detected via magical methods. However, in response to tuning their cloaks to focus on a single god or two, Vincent must weaken his cloaks in other aspects. This can include deactivating a certain system, or decreasing cloaking efficiency, etc.

[div class=b]Skills:[/div]
+General warfare

+Marksmanship

+Computer skills

+Martial combat

+Stealth operations

+Multi-environmental survival skills

+Combat technology

[div class=b]Flaws:[/div]
-He's a tad mentally unstable, prone to outbursts if something makes them tick. They're not quite threatening or dangerous during these episodes. But if such was to happen during combat.....it's best to leave him be.

-Irritable: While as easy going as they may be, there is no doubt about the fact he can get pissed off quite effectively if someone pulls the right strings. And he is not gentle or polite about handling it.

-Non trusting: His years as a merc have taught them to never truly trust anyone, this is a main reason he holds few people close to heart and prefers to work alone most often. If they are required to work with a partner, he's cautious about them always.

[div class=b]History:[/div] Vincent's history is simple but something he really prefers not to converse about. He was, at a relatively young age, stripped from their family when a group of hired mercenaries attacked their families merchant ship and slaughtered the people inside. Luckily enough to the infant Vincent, one of those hired guns happened to have a soft heart and spared the child, taking them in under their wing. It was then on, that Vincent learned to become the man they were. A cold hearted soldier for hire yet with morals. From their youngest years, he was trained to fight in both physical aspects and supernatural through faith in Tekket. Learning to manipulate their bodies energy and his willpower in combat. The young Vincent was trained as a thief and infiltrator of sorts, practicing in operations involving stealth, information sapping from gaining false access to computer systems, and simply infiltration to observe and steal information. As they grew older with the man who spared his life, they then began learning the more dangerous aspects of his career. Fighting with weapons be it melee or firearm. It was during these years he learned their combat skills, one could simply say warfare as a whole. Vincent was trained to be a killer, a strong willed fighter, and to be an expert in what they knew. Simply put, they were elite in what tasks their lifestyle put them up to. He was raised into the world of mercenaries as it was all they knew to do in life, and in all honesty, he enjoyed it. Thrill, adrenaline, seeing the solar system, they had no qualms living this lifestyle.

[div class=b]Notes:[/div] Vincent is also a surprisingly good cook and artist. He also likes to experiment with their technology and develop his own equipment or at least modify it.
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[div class=title]Alexa Day[/div]
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[/div][div class=b]Quote:[/div] “Keep your head high, and your middle finger higher.”
[div class=b]Race:[/div] Human
[div class=b]Gender:[/div] Female
[div class=b]Age:[/div] 21

[div class=b]Appearance:[/div] Alexa has tan skin and freckles on her face. She has a mischievous glint in her brownish eyes, and an evil smirk. She has glossy lips, and stands at 5’4, weighing 124lbs. She has chocolatey brown hair that’s always tied up in a ponytail. She walks with confidence, cockiness, and arrogance.

[div class=b]Personality:[/div] Alexa is a very confident and bold woman who will not back down from a fight. She’s extremely cocky, and arrogant. She looks down on everyone, and is super sarcastic and snarky. She’s very witty, and tends to use jokes to break the ice, even if it doesn’t really go as planned. She’s a determined individual who’s a mischievous, playful troublemaker, and loves pranking and joking around with people. Some even describe her as “childish”. She’s a dependable individual, who can be very rude at times. All though she’s tough and has street smarts, she sure as hell does not have book smarts.

[div class=b]Faction:[/div] N/A. However, she does work for anyone, as long as you say the word... or "question".
[div class=b]Profession:[/div] Informant
[div class=b]Equipment:[/div]
- Daggers
Although she sucks at physical combat, it doesn't hurt to carry a few daggers in your boots in case of your emergency, does it?
- Satchel
Her satchel has a waterskin that she uses. Although waterskins seem "old school", she prefers them over bottles.

[div class=b]Patron God:[/div] None, she hates gods and anything magical.
[div class=b]Practiced Magic:[/div] N/A

[div class=b]Skills:[/div]
- Photographic Memory
Alexa installed a bionic chip in her brain, installing an ability called “photographic memory”. It’s impossible for anyone to be born with photographic memory, and its impossible to obtain it naturally. However, being the greedy bastard she is, she made an inventor/scientist place a chip in her brain, which allows her to take a mental picture and store it in her brain. While looking for photos, it’s like going through a cyber phone. She can save files and such.
- Agility
She’s very fast and agile, maybe even a bit flexible.
- Lying and Acting
Her lying and acting skills are superb. It’s hard to tell when she’s lying, but people rarely find she’s lying. Hell, even lying detectors can fail at catching her lie. She can also catch people lying by their actions and facial expressions. Ex. she noticed that Jason has a twinkle in his eye whenever he lies.

[div class=b]Flaws:[/div]
- Cockiness
Alexa is an extremely cocky individual. She has too much confidence. Her pride is through the roof, and she's very arrogant. Hell, even her fatal flaw is cockiness. I swear, one day, she'll lose her pride completely.
- Intelligence
She isn’t really... intelligent. Sure, she can take mental pictures from textbooks… but she is simply too dumb to think of that. Heck, she’s even a high school dropout. She isn’t smart.
- Acrophobic
Alexa has an irrational fear of heights. She cannot handle it. Even if she’s six feet off the ground.

[div class=b]History:[/div] Alexa never really knew her parents, even from an early age. She was born, but discarded, immediately. Her father had a beautiful wife, and had a child with her. That was Alexa. However, her father had an affair with another woman, and had another child, without his wife knowing. He didn’t regret anything. That was, until the father had found out that he had a child with an elf. Her father was disgusted, and realized, that his child was a half-elf. Panicking, he decided to throw the half-elf out.

However, he failed, since the elf had switched babies.

The elf Alexa’s father had an affair with switched babies, making Alexa’s father throw out Alexa himself. Satisfied, the elf left Alexa’s father’s life. His wife grew the half elf up, thinking that it was Alexa, and so did the father.

Alexa was then found by a local orphanage who happily took her in and raised her. She grew up thinking that she didn’t really have parents and that they were dead. The orphanage believed that as well.That was until she turned fifteen, and had a few doubts. First off, why didn’t she have any memories of them? Why didn’t she have any pictures of them? Why there was a couple that takes walks every morning that looked like her? Why there wasn’t a death certificate? Why wasn’t there a grave with someone with similar last names? She decided to run away from home, and get some answers.

She ran away to multiple different areas, and she didn’t have any luck, only to be found two years later by a man that goes by the name Jason. He took her in while Alexa caused a huge rukus. Jason was an inventor/scientist who worked for criminals and bad guys, and he had created something new that no human had created before--a bionic chip that would install an artificial ability called “photographic memory”. He convinced Alexa that the chip meant no harm, and it would give her an amazing ability. Practically forcing her, he installed that chip in her, and she loved it. Jason tried to show her how it worked. However, instead of vividly remembering memories, it only created pictures. Guess that’s what technology is now, huh?

Jason then started to teach Alexa all about the criminal world. She was his “red card”. Slowly, Alexa started to feel joy and excitement, and thought that “evil” was interesting. She asked Jason what she could do in this “criminal world” with her photographic memory, and he had just the job.

An informant for criminals.

Alexa would be able to take pictures of information and events and give them to criminals all over the world for a high amount of money. She decided to try it out, and she did so. Slowly, she fell in love with the excitement, and decided to work as an informant full time. She had soon became important to every criminal out there. Kill her, all hell breaks loose, since she had important information that villains and criminals could use. If you want information, get on her good side. Kiss up to her. If not, well, you’ll be ignorant about everything for the rest of your life. With this job, she had realized who her parents were, and why her father abandoned her. She had even met the elf a few times, and she hated her. She hated her father, and that stupid elf. It was because of that reason--that small reason--that she hated magic, and all gods. She hated elves, pixies, fairies, whatever. She believed, that they were all scum, who takes advantage of humans.

When she was accepted to join Tiffrel, she had smiled to herself, and let out a crazed, psychotic giggle. “Fuck yeah.”

[div class=b]Notes:[/div] Hm.. not sure.
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[div class=title]Kaloy Elkath[/div]
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[/div][div class=b]Quote:[/div] "Would I lie to you?"
[div class=b]Race:[/div] Elf
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 265

[div class=b]Appearance:[/div] Kaloy is… difficult to pin down a true appearance on. Not because it doesn’t exist, and not because he never shows it, but merely because it is very difficult to tell which facade is truly a facade, and which is not.

The elf’s true appearance is, well… not very striking. Long, unruly white hair marks his age, framing an inconspicuous face inlaid with bland green eyes, and a generally unassuming smile. In fact, “generally unassuming” is a good way to describe him. His clothes tend to be flowing, in shades of grey and brown, generally always wearing his coat - although, much like the rest of Kaloy’s appearance, these tend to vary wildly. His skin is pale, albeit not uncalloused, and he stands at a fairly average height at around 183 cm.

[div class=b]Personality:[/div] Kaloy has been described as “nice”, “rude”, “apathetic”, and all things inbetween. He is none of these things; although he thoroughly enjoys the coerced assumptions of others. What Kaloy is is fanatical - although perhaps not in the traditional sense. He will not attempt to convert others, nor will he spout religious metaphors and condemnations. Instead, he will simply serve his god - and what better way to serve a god of deceit and deception than to use those very talents?

You see, Kaloy takes joy - and prides himself in - deceiving others. For him it is, quite literally, his calling in life. And what a life! Kaloy prides himself on a life that he feels has made him wise, his relatively old age giving him experience others may be lacking. It would also not be inaccurate to pin the elf as a bit of a narcissist.

Somewhat surprising is the fact that Kaloy is very rarely taken to task for his actions; generally, the people he steals things from have too much pride to talk about it, or he deceives the local police force - after all, It is difficult to catch a criminal when their face and character are never the same from scheme to scheme. As such, one would assume Kalroy is lacking in terms of morals - which is somewhat correct. Kalroy sticks strongly to his own morals - Things like, for example: “Don’t kill people where it can be avoided”, and “Don’t lose the gains.”

[div class=b]Faction:[/div] Independant
[div class=b]Profession:[/div] Errant Priest
[div class=b]Equipment:[/div]
Pacifier K-3: Deception sometimes needs force, or an escape route. The Pacifier K-3 is a small pistol, easily concealed within a piece of clothing. An energy weapon, powered by Kaloy’s connection to the stream filtered through a rotating barrel containing multiple small capacitors; one shot overheats a capacitor, so the barrel rotates a new one into place, giving the heated one time to cool. Effective at short-medium ranges and equipped with a small sight, but with no rapid-fire capability and a reliance upon the user’s connection to the Stream.
Multi-Tool: A relatively commonplace multitool, about as simple as they come. Contains a screwdriver, knife, scissors, and a small torch.
Deceiver’s Coat: Kaloy’s garment of choice, sewn with several hidden pockets in the linings. Outwardly brown and dusty, lined with a soft, black material inside. Small clasps inside the lining hold the Pacifier K-3 and Multi-Tool in place in the left and right sleeves, respectively. Also makes a comfortable pillow.

[div class=b]Patron God:[/div] Mizen
[div class=b]Practiced Magic:[/div]
Mask: Channeled, Kaloy changes his appearance to a facade of his own devising. This changes physical appearance only; clothing remains the same.
Mimic: Kaloy can perfectly impersonate others if he’s heard them speak in the recent past.
Conceal: Allows Kaloy to selectively cloak an area, save a few shimmers - not unlike a heat haze. Ability lasts depending on the amount concealed - a 3 meter bubble at max, lasting 20 seconds, to a 1 meter bubble, which lasts approximately 1 minute. Within this bubble Kaloy has full control of what is and is not visible

[div class=b]Skills:[/div]
Deception: Kaloy is adept at tricking people, slipping in and out of roles easily and as the situation requires.
Improvisation: Experience helps greatly, but Kaloy’s strengths lie in the ability to play situations and figure out what to do when he’s in the thick of things.
Versatility: A long, morally-grey life has given rise to skills that make Kaloy a little of an amateur at most trades.

[div class=b]Flaws:[/div]
Overconfidence: It never enters Kaloy’s head that a scheme might not play out how he imagines it. Hence, plan B’s are flimsy, if they’re there at all.
Narcissism: Kaloy thinks highly of himself; too highly, perhaps. While not quite egotistical, he generally has a significantly higher view of himself than he does of anyone else in the room, regardless of their talents.

[div class=b]History:[/div] Growing up, religion was never a particularly important part of Kaloy’s life. It was something to be taken for granted, something important, yes; but how important are Gods to a child when he has far more pressing things to worry about, such as the coming test, or what to occupy themself with at any given moment? No, religion was only important because of Kaloy’s parents - his mother a diplomat, his father a benevolent caretaker, both dedicated to Loreh. While they were not fanatics, there was a significant amount of worship in the form of study.

Perhaps this planted the roots of religion deep inside Kaloy’s head, but nothing would come of these seeds for quite some time. Boredom set in fast for Kaloy, with his pre-destined path of diplomacy or academics seeming rather more dull than he’d hoped. So, for a few decades, Kaloy drifted; metaphorically and literally. Morally grey, he didn’t seek out anything, but instead ran odd jobs, with a disregard for the law.

It was after one of these jobs took a more unsuccessful turn that Kaloy became interested in Mizen; a priest was visiting the… enforced housing, as is a frequent occurrence: “Pray for your sins” and the like, and sparked an idea. Mizen, Kaloy knew, was God of illusions, deceit - lying. And lying was something that Kaloy was good at.

A short while and some heavy research later, the elf - at this point nearing his hundreds - settled for a while, become deeply involved with a church that worshipped Mizen. His faith would have been, to many, a flawed perception of the God; however, Kaloy saw no harm in concealing how he felt - after all, a God of deceit would expect his subjects to follow his principles.

Now, whispers have heard Kaloy of a plan to take something from Isyn - a plan that intrigues him. A plan that has prompted him to let his name flow from right mouth to right ear, as a mercenary with unique talents for illusion and deception. After all, there are not many things that would prompt a nation to gather mercenaries together for a theft - it would be sacrilege to pass up such a golden opportunity.

[div class=b]Notes:[/div]
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[div class=wrapper]
[div class=title]Acantha 'Ana' Imdrir[/div]
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[/div][div class=b]Quote:[/div] "Venture through death, and you'll soon find the calm of twilight."
[div class=b]Race:[/div] Tiefling
[div class=b]Gender:[/div] Female
[div class=b]Age:[/div] 64 (By human standards she is in her mid twenties)

[div class=b]Appearance:[/div] Standing at 5’10, with a lithe yet toned frame, Ana carries herself with a playful smile and an air of confidence. Perhaps not one entirely of arrogance, but one more of pride. In her dull amber eyes and curled horns she wears the image of her ancestors, her dark hair a trait well recognised of the Imdrir’s. Often Ana dresses for comfort rather than practicality, most often wearing loose shirts, and high boots. But almost always wearing the heavy embroidered coat, gifted to her before she left Veles.

[div class=b]Personality:[/div] Acantha knows the world is not a kind place, not to her, not to the people she knows, and certainly not to those living in the People’s Republic of Tiffrel, but rather than taking this as an excuse to act as cruel as the world itself, she uses it as reason to do ‘good’ by the world. If only to make it a day easier. But, that being said she’s a cheat and a liar, and knows that as much good as she does, it won’t be good back. And getting as far as she has, hasn’t come from honesty but more a twisted sense of honour. Honour that runs on word and loyalty. Since money talks, she’ll insist a voice speaks louder. Knowing that anyone you can buy can be bought by another, but favours are invaluable and a debt is a debt.

Outside of her work, Ana is a passionate person, seemingly easygoing she’s an easy person to speak with, often attempting to understand the people she comes across, even if only fleeting she likes the idea that it will extend her knowledge of people and situations. Although this can all at once disappear when she’s faced with opposition, her gentle voice gone as she moves to take action, every respect she had for life gone as she doesn’t hesitate to take one.

[div class=b]Faction:[/div] The People’s Republic of Tiffrel
[div class=b]Profession:[/div] Smuggler, previously: Shipwright.
[div class=b]Equipment:[/div]
Pax
Pax is a unique sword with an almost archaic design. Which, if you listen to the fairy tales it was forged from a dying star, not far from the moon of which her ancestors came. The dying star supposedly gave its last moment to forge a sword with great ability of harvesting the magical abilities of the person who wields it, with the swords magic adapting for the user. For Acantha, this is what gave the sword it’s ability to alter (by mere seconds) the speed of her opponent. However the tales are nothing but tales, as she suspects it was merely forged by somebody with a talent for Temporal Crafting. Although, that story isn’t nearly as interesting.

Circe Mark ii
Her pistol, a hand me down of elegant design, with intricate and indecipherable carvings across the slightly longer barrel. The Mark II however contains upgrades of her own including; Smooth recoil, improved accuracy (for unaimed firing), an upgraded heating system allowing it to last slightly longer before it overheats.

The Concordia
Designed and made by her own hand, the Concordia is a cargo ship built to excel in smuggling and exploration, and adapted to house her and what little crew she could hire. But this came at a cost to the strength, with the Concordia only being able to withstand light to moderate combat. When designing the Concordia, Acantha included an AI system, giving her ship a voice. She decided that this inclusion would help with the reactions of her ship. Allowing the Concordia to react in moments where a person could not, sometimes assisting in logistical information and practical solutions.

[div class=b]Patron God:[/div] Friest
[div class=b]Practiced Magic:[/div]
Temporal Isolation: Acantha can temporarily (for a short period of time) isolate herself from some temporal effects whilst still existing within the timestream, allowing her to ‘ignore’ some temporal effects. This does not make her immune to the passage of time and its effects.

Temporal Intuition: She possesses an intuitive knowledge of the temporal movement. Always knowing the exact date and time. Adapting immediately to new methods or scales of timekeeping and calendars, regardless of what time zone, planet or culture. Limited to areas she is aware of. Unknown territory wouldn’t work for this.

Quick Loading: Ability to trap a person into a reiterating time stream where everything inside the loop if restarted precisely and every so often. The ability is limited to the users ability to focus and maintain the subject in the loop. Meaning it only lasts as long as the concentration of the caster. The strength of the ability is determined by the users experience and willpower. Anyone with a moderate ability in Time can break the time loop.

Temporal Weaponry: Temporal weilding has two subclasses, Wielding and Crafting. These grant the ability to create or wield weaponry (in her case, wield) that has the ability to slow or accelerate time around one's opponent. The power of the weapon depends on what level of chronokinetic ability they posses. It should also be noted that the weapon only slows or accelerates by mere seconds.

Meditative Focus: Allows the user to adapt their state by altering physiological effects such as the casters heart rate or oxygen intake. This can allow the user to enter a meditative stance that can increase focus, improve reflexes, or to some extent survive in harsh conditions. At the price of a trade off, the caster can use the ability to alter the state of others. Either maliciously through stopping hearts, blocking circulation, or even preventing the intake of oxygen. On the other hand it can be used for good. By allowing the user to calm others or improve focus etc. However this aspect comes with a higher price, and affects the caster by giving them a portion of whatever they choose to take or give. For example If the caster used the ability to calm an agitated person, they will feel somewhat agitated but without the person's reason or motive.

[div class=b]Skills:[/div]
Intelligent: Whilst a trait of her race, intelligence comes easily to Acantha. Despite never having the luxury of tutors or scholars, she grew up surrounded by interesting people with knowledge of the world and its rarities. Learning of the arts, of science, and technology through her brief encounters. Once she left to explore the galaxy, she sought out knowledge whether through experts or by teaching herself, with her eidetic memory making it almost easy for her to

Pilot: Constantly being surrounded by ships, she’d been able to explore her curiosity of flying in the relative safety of her uncle's shop. Finding a talent for it, she began taking it more seriously. Asking for lessons from every skilled pilot that graced her uncle’s shop.

Artificer: Having come from a family of craftsman and shipwrights, it’s only expected that Ana would follow in their footsteps. Having helped design and create some of the dirtiest smuggling ships in the Tiffrel Republic.

[div class=b]Flaws:[/div]
Niave: Despite her knowledge of how harsh the world can be. Acantha is insanely loyal to those she gives her word to, and in the respect she believes others will do the same to her.

Liar: Despite the fact she wants to go good, Ana knows a lie won’t hurt. In most cases it helps. Lying comes so easily to her that she often forgets it can be hurtful to those closest to her.

Overconfident: Acantha easily sees herself as the smartest in the room, and if she doesn’t think she is then she’ll assume that having that knowledge does. Often assuming that whatever plan or action she’ll take will work out how she wants it to.

Relaxed: Rather than planning every detail meticulously, Acantha prefers to wing it. Assuming that she has the knowledge or means to evade or conquer whatever problem arises, although not often true she sees it that it’s worked so far, she’s alive so it must be working.

[div class=b]History:[/div] Born amidst the smoke and sparks of her uncles workshop, the grease that stained her young hands became practically permanent as she’d grabbed at every tool her hands could find. And everything was well, her family watched on in a bored sense of pride as another Imdrir seemed to be following in the footsteps of them, and their parents, and their parents before them.

And whilst her love of the grease in the workshop would turn to her first profession, it would not last. Even from her young age, Acantha began to display signs of her aptitude for magic. Never anything strong enough to matter, but to a family who for two generations could not even produce a wisp of air, it was everything.

Her uncle, a shipwright and mechanic by all means, was a man of strong pride and dignity. Taking honour in every single ship he repaired or built. But never asking questions. Acantha quickly finding that you can ask everything but the story behind the damage. Instead she asked about the places, the cultures, the world outside of theirs, and she began to dream of that life. Of the cities where sunlight grazes the edge of the night, where complexes are built from brick not carved into the stone. But her uncle insisted on continuing teaching her the skills and secrets that had passed through each ship their family had built, even allowing her to help repair the frigates and cruisers without much assistance. But he also did not want her talent to go to waste, hiring a private tutor from a moon not too far from theirs to teach her. To Acantha he was an eccentric elf with one eye and penchant for muttering rather than speaking, and all at one she began to even enjoy using her magic.

However, they were two sides she kept seperate. Whilst working in her uncle's shop she would pretend not to think about magic, occupying every part of her mind with repairing, building, or designing. But as she watched as her uncle worked his magic without any such power flowing through his veins, watching as he repaired frigates and cruisers, bringing back dead ships with nothing more than the tools in his hands and the determination on his brow. She began to wonder of how the two could work together.

At first it was only a curiosity of how she could make her uncles life easier, how it could benefit even the least reputable of their customers. But as she grew older and wiser, she began to dream about how it could benefit her, how certain tricks could evade certain eyes, how one simple change in the design could take down a fleet with the right magic in its walls.

For her first 40 years, she continued working with her uncle. Slowly exploring the systems around them whilst operating drop offs or picking up ships that had been deemed lost beyond repair. It was on a pick up such as these that she found the shell of a freighter. Damaged, crumbling and everything she could have hoped for.

After another 10 years of a back and forth life and Acantha plowing every penny she had into building The Concordia and once she was finished, she took to the stars and didn’t look back. At first she only took odd jobs, repairing ships for favours or knowledge. The young tiefling sought the edges of the Galaxy to learn all she could, even finding a love and a home in the Republic of Tiffrel. Having grown up on a crime filled moon, she easily began to fit in with the people she ran with, earning a place but not quite a name as she started taking the odd yet questionable jobs offered to her.

But as money slowly ran out, she realised it would never be enough to simply work for others. And instead took to her knowledge of the skies and ships and began to start her own business, smuggling and acquiring objects of questionable legality or of rarity.

[div class=b]Notes:[/div] Her family come from Veles, a dark moon with little light besides the recess of the stars. The cities on Veles have remained largely unchanged for several generations, with most of the activity taking place within the moon itself as the first inhabitants made use of the intricate cave systems and building the cities largely underground. The only change that time seems to have brought is the increase in criminal activity, and the technology available with the neon lights that hum on every street advertising illicit businesses or encouraging the inhabitants to purchase the newest trend.

For this reason, most Tieflings that have come from Veles have evolved over the many many generations to have enhanced senses that first helped the settlers to navigate the dark and complex caves they called their home.
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[div class=wrapper]
[div class=title]Alan Cheshire[/div]
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[/div][div class=b]Quote:[/div]"The easiest way to steal a man's wallet is to tell him you're going to steal his watch.You take his attention and direct it where you want it to go".
[div class=b]Race:[/div] Human
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 27

[div class=b]Appearance:[/div] Alan has glossy black hair and golden eyes, his face beautiful and even-featured. His androgynous voice and facial features have led people to mistake him for a woman at first glance. When not affecting emotion, he wears a faint, mechanical smile that is patently false. Underneath his clothes, his body is a map of old battle scars, burns and gouges. One impressive scar starts in the dip between his shoulder and neck on the left side and runs vertically down to his waist. A birth mark lays above his left hip on his side.People often wonder about his eye color but he just tells them its a genetic mutation, but in reality they are impalnts from a young tiefling he dissected.

[div class=b]Personality:[/div] Most who interact on a superficial level with Alan come to believe that while he's rather 'strange', he’s someone that has a rather enthralling personality.

The people that Alan deal with the most are his subordinates: the members of his various armed groups and his interactions with them are pretty much what would define his public persona. These tend to be a mix of those he’s recruited or those who have decided to become followers, as well as those he’s created, some homunculi.

In general, Alan keeps a pleasant, rather polite façade when interacting with others. In many cases, he does tell people what they want to hear when it involves his feelings towards them (namely, that they are actually important to him). Despite the fact that Alan tends to not let on that he truly does not care about people outside of their use to him, he is rather up front about his status and goals as a researcher.

He makes it no secret that by observing people for a long enough amount of time, he’s can figure out what they want and how they will act to get it. However, it’s also clear, even when he talks to others, that they are there to help him achieve what he wants. (It is simply that he does not tell them that is all they are, Though he says that his goals are to find out as much as possible about organic life and how lifespans can be manipulated.

[div class=b]Faction:[/div] Tone Research Lab
[div class=b]Profession:[/div] Former Researcher & Scientist, Current Leader of Tone, Prisoner
[div class=b]Equipment:[/div] C81 Wraith:
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The "Wraith" is a technologically-advanced combat exoskeleton system designed to vastly improve the strength, speed, agility, reflexes and durability of operator. The suit's shell is composed of a multilayer alloy of remarkable strength and has been augmented with a refractive coating capable of dispersing a limited number of impacts from energy & ballistic weapons. The suit contains a gel-filled layer underneath a thick black armored bodysuit. The gel layer regulates temperature and can reactively change its density. The inner skinsuit is made of a moisture-absorbing synthetic material linked to an environment control computer, located within the visor. The suit features an energy shielding system, powered by a smaller fusion pack on the wearer's back. It also includes a built in threat sensor changing from the standard black to stark white when a threat is detected. It also doubles as a space-suit as, allowing him to survive in the vacuum.

Muramasa:
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It was a sword reinforced by a powerful alternating current and resonating at extremely high vibration frequencies. This oscillation weakened the molecular bonds of anything it cuts, thereby increasing its cutting ability.Striking, cutting, and thrusting attacks are performed with the blade, with the sharpened edge and point used for lethal attacks, and the blunt edge used as a clubbing weapon.

AWF:
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A mounted laser weapon manufactured by Tone, that combined the full firepower of a standard plasma rifle with a range of up to 50 meters. The first 2 prototypes were bulky and akward, though this third was small enough to be concealable, yet large enough to hit really hard. He rarely removes it from his right wrist.

[div class=b]Patron God:[/div] Friest
[div class=b]Practiced Magic:[/div]

Locate: Alan is able to close in on the source of any sound he hears for a total of two minutes, allowing him to quickly identify high value targets by voice alone. Though the range is only 5 meters in all directions, he limits this to certain situations.

Rework: With this magic Alan changes his opponents perception of time so that it seems he moves at super human speed, though in reality he is not speeding up at all.The largest flaws of this technique is that it only affects 2 target at a time, the second being it only has a range of 8 meters maximum& last for 10 seconds.

[div class=b]Skills:[/div] As a natural genius, Alan is one of the most intelligent individuals in various fields of study. His independent and swift pursuit of knowledge led him to easily excel past others, and at just fifteen years of age was manufacturing near-perfect counterfeit fuel in a solo underground operation. He is an inventor, an alchemist, and a scientist all at once: as an inventor, he created Muramasa , a high frequency blade & his C81 Wraith. He once constructed a plasma grenade based entirely off second-hand information alone; as an alchemist, his skill-set has come to include the creation of homunculi; and as a scientist, he is knowledgeable in a variety of sub-disciplines relevant to his work.

He is the leader and head researcher at Tone, an underground institute /crime syndicate focused on the creation of homunculi and chimera. They use various illegal methods to secure funding to stay operational, this includes robbery, money laundering, racketeering & assasination. Though they are especially known for creating artificial warriors who they sell to the highest bidder. They are considered truly armed and dangerous and any information on there whereabouts are to be reported to authorities.

When personally involved in a conflict he is quite a sight. His speed, strength and dexterity are far beyond the boundaries of an ordinary human and this allows him to take on multiple opponents at once. He is quite skilled with a blade, he describes that he no longers considers it a weapon, rather that it is a extension of his own body. Alan does not like to put his trust into firearms, but realizes that they are necessary when muramasa is not an option. But he realized that he was hopeless with conventional firearms and decided to make his own. The AWF , a wrist blaster designed specifically for Alan and his needs. He designed with the idea of being able to draw it inconspicuously.


[div class=b]Flaws:[/div] Alan suffers from Aphenphosmphobia, the fear of being touched or touching others. This developed from his traumatic experiences as a child, when he was thought to be dead and dumped with hundreds of dead plague victims. Alan was forced to swim to shore, using his deceased friend to keep him from drowning. He suffers from vivid flashbacks whenever he makes skin-to-skin contact with anyone else. This severe phobia also comes up when he’s in small spaces with other people

[div class=b]History:[/div]
Alan was born in the empire of the CommonWealth and was raised by his mother in a small, poor area of the nation (his father dying rather early on), and, for the most part, had a rather normal (if not difficult) childhood until the influence of the "witch hunts" reached his ears.

On Alan's tenth birthday, his mother was taken away from their home by the 'inquisitors'. The next time he saw her, she had very obviously been tortured by those interrogating her. At her trial, Alan's mother declared that she was still innocent, and that everyone else in the who accused of her of void worship was actually guilty of the crime. Alan witnessed his mother's execution by beheading. Hysteria seized the other refugees and they began to accuse each other, and even some of the people who had comforted Alan during his mother's imprisonment ended up being burnt at the stake. Alan was taken in by Dante Krissenger, who happened to be there at the time.

Years later Alan who had thought to have been dead was found in connection to a string of shipments going missing from various chemical manafacturers. This in turn led to connections with multiple murders, extortion rackets, and weapons dealing that were blamed on an organization known as Town. This lead to him being labled a dangerous terrorist within the state. He ultimately ceased operation when his top laboratory was stormed by soilders with most of his subordinates being executed or imprisoned. He himself was conered and captured. His execution was scheduled soon after. He later escaped the day of with the help of an accomplice. He fled to the Republic of Tiffrel, where in return for not being given up, he would work for them by helping to breach the frontlines of Isyn, help explore the ruins and bring back any piecce of ancient technology the team found. Being in a hard situation because most of his resources were exhausted, he didn;t have many options.
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[div class=title]Durvatesh[/div]
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[/div][div class=b]Quote:[/div] Resistance is disadvised.
[div class=b]Race:[/div] Hazari-Militanta: The result of the heavy augmentation and biological manipulation to Hazari volunteers during the 3rd invasion of Alabaster. Originally Hazari, the years-long result of reproduction between the troll, orc, and gnome populations which first colonized the planet had resulted in quite a unique species indeed. The Hazari-Militanta still share many of their most notable characteristics, such as green skin, the instinctual behaviours of the troll and orc, though their proportions are more restrained due to the combination of gnome DNA. Hazari-militanta have been changed to have much higher muscle mass, though the exact details can vary widely depending on the era of the model. Hazari-Militanta are rarely known of, though to those few the species has a fearsome reputation as warriors. To some, they are despised as well as feared, as a result of the 'War of Chains.'
[div class=b]Gender:[/div] Male
[div class=b]Age:[/div] 123

[div class=b]Appearance:[/div] One of the unfortunate volunteers of the earliest BMCA designs. The failure of the early stabilization microbes have eaten a heavy amount of soft tissue from various parts of the body, leaving the individual's bare skull staring back at any brave enough to interact with it. The head is held within a square glass case, the gaping maw stretched over a piled amalgamation of wires and metal tubing. The sockets are fitted with a series of lenses - the left two of medium size stacked vertical, the right with three smaller ones stacked in a triangular pattern - which constantly seem to adjust themselves. Within the case is a transparent seemingly viscous liquid, kept moving via internal machinery.
The body is a hulking piece of machinery - Comically bulky arms and shoulders jut out the sides, with metal wires parodying muscle flowing along the arm until combining with the narrow metal fingers. There are no palms on the unit, instead the elongated fingers taking its place with a multitude of 'joints' for greater maneuverability. The body itself is large, though not large enough to appear appropriately proportioned for the arms. The metal armour is a single piece of black metal, intricately scratched to depict a great series of battles, iconogrophy, etc. as if taking on the role of tattoos.
The thing's dress depends on the situation; in combat, appearance matters very little - It wears poorly stitched rags merely meant to fit to the large form. A bulky rig circles around the abdominal area to the sides, a collection of boxes for magazines or other equipment. Outside of combat, it prefers more formal dress meant to depict the status accrued. The clothing is more finely stitched, though the designs are quite simple. Typically loose-fitting, with colour changes or decoration on the cuffs, down the center of the chest, and around the neck. Very commonly worn with a form of half-cape covering the entirety of the left arm, the outside heavily inscribed with titles and deeds.

Of course, such a horrific appearance is not always welcome. When Durvatesh's concealment is a priority, he performs a ragtag, if adequate, method; A large, roughly stitched sheet that hangs low to the ground from the neck - The head is covered by a large hood fitted with plastic to hide the square-shaped proportion of the skull-case, and a thin veil to hide the face. A hole on either side allows the arms to be used, with another layer to the sheet over the arms performing as covers, much like a half-cape on either side. The end-result is something that certainly can not blend in with a crowd, but can at least hide the real nature of its user. The hood's veil seems to cast a deep shadow over the face - Mixed with the hulking body and heavy steps, it casts an intimidating figure.

[div class=b]Personality:[/div] Durvatesh has been tempered by age, though the pride and anger of his youth has not fully left him. This Militanta is proud, as he should be after having reached noble recognition, but the pains of pre-war life leave him short-tempered and easily frustrated. He enjoys conversation, though feels uncomfortable conversing with others not of his kind; few can understand the ideals of Alabaster Hall when they have not grown from the same land. Durvatesh's concept of philosophy and morality are heavily militarized, based on a core of 'necessity,' though not abandoning thoughts of 'right' and 'wrong.' Simply put, the ends justify the means, and there is no sign that one could possibly change his mind otherwise. Strength is one of the greatest values, for strength is a necessity to protect all others - Those who do not have the ability to defend their values are open to be forced to accept others. He believes that the weak are deserving of protections only to where they have their fighting chance, so that they can strengthen themselves; after all, the guardians of one day could become the tyrants of the next. One who does not take their opportunity to protect themself is simply seen as a lost cause, and left to their fate. The historical racial politics and xenophobia of his home planet has not left him unmarked, though his travels as a mercenary has changed him to be more tolerant of other peoples. Still, he is highly nationalistic. While he can tolerate, or perhaps even be interested by, the cultures of other people he still strongly believes his own are better.

[div class=b]Faction:[/div] Alabaster Militanta Legators
[div class=b]Profession:[/div] Mercenary, Militanta War League, Alabaster Warduke
[div class=b]Equipment:[/div] XM-8
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A weapon designed specifically for the Hazari-Militanta - High-caliber ammunition, alternative shotgun integration, high capacity magazines. The weapon is absolutely terrifying to anyone being fired upon, as they are barraged with large rifled slugs or shotgun pellets. The weapon uses boxes rather than typical magazines due to the large rounds, sacrificing a fast reload for longer usage. The weapon has also not been designed with recoil management in mind, though that is to be expected considering the intended user. Regardless, the weapon is highly deadly and a standard of nearly all Hazari-Militanta that have joined the War League.

Field repair and medical kit

Internal equipment (Augmentations):
x2 Gas-or-liquid compatible sprinklers located in either shoulder of the unit. Typically loaded with teargas or some form of nerve agent.

Usable closed-system oxygen tank.

Flamethrowers inside of the left and right palm

Sixteen-inch wrist-daggers typically held within the forearms

Adjustable binocular or light-intensification vision modes

[div class=b]Patron God:[/div] Imer Dallis, Alva, and Tekket
[div class=b]Practiced Magic:[/div] All magics are utilized in his augments and biological manipulations in order to keep himself alive and useful.

[div class=b]Skills:[/div] Warduke: The Alabaster War nobles are highly feared, and for very good reason. Durvatesh is a true terror in close-quarters combat, able to chop limbs and crush skulls with minimal effort. He has training and years of experience fighting in the thick of battle, cutting through groups while deflecting or blocking multiple attempts to himself at a time. A battle can quickly become a slaughter if he is able to close the distance.

The Iron Corpse: Endurance, and strength, plain and simple. The armour is very thick, though not impenetrable. Most attempts to himself are quite easily deflected by the steel plating alone, making him an ideal shock trooper. As enemies peck their batons or use their pitiful pistols on him, his arms are enough to cave in skulls and remove limbs. The strength of a Hazari-Militanta is truly terrifying, and Durvatesh is absolutely no exception to this fact.

Frankenstein: Once a terrifying nightmare living within his body, but his people's prayers to Alva have since turned the microbials into an incredible boon. Durvatesh can withstand substantial amounts of shock, up to critical organ failure, and manually replace parts of himself in the field. Microbials within himself are under the influence of impressive magics, able to integrate biological material not typically compatible with Hazari biology along with a peak immune system capable of purging most bacteria and slowly customizing the DNA to fit the unit's own.

[div class=b]Flaws:[/div] In the blind spot: Durvatesh's peripheral vision is significantly constrained in comparison to most species, and the lenses locked in the sockets can not themselves be moved. As a result, sight is tunneled to where an agile character can be a truly annoying - or deadly - challenge.

Clear mind, or failure: Early models of the BMCAs experienced a rapid decline in soft tissue as a result of the microbials used to heighten biological endurance. To salvage the model, the microbial effects had to be reversed, and the augmentations had to rely on a different form of control that muscular. Durvatesh's movement, even in combat, requires him to consciously think of every action that must be undertaken. Failing this, and reverting to instinctual attempts, are quickly tiring as the muscles strain to move the machinery entirely on their own.

Bears don't dodge: Reaction times are problematic when instinct has to be suppressed, something quite needed with a target as large and bulky as this one. While Durvatesh's mind works fast, it is often not fast enough. Hits frequently find their mark not because of disregard, but because he simply can not respond in time. As a result, the armour becomes less of a boon and more of a necessity.

[div class=b]History:[/div] Hazari, the combination of orcs, trolls, and gnomes. Ironic, perhaps, that a species with such a diverse background would become so intensely xenophobic in the end. Originally targeted by other species of the galaxy, the Hazari became increasingly isolationist on their planet in the arid space - 'Alabasater.' Their increasing separation eventually saw them split off from their mother country and form an independent government on the single planet. Of course, this wasn't meant to last. It would not be long before those that despised them would send their troops to try and retake the planet - Regardless of its inhabitants, the land was still worth keeping. Through blood and sweat, the Hazari had won, but the invasion attempt only made tensions worse. Such an invasion was not the last, and Hazari history is filled with foreign attempts on their isolated planet. Over many years, the government and species would become intensely xenophobic - Influenced by the disgust to their own species, it would be returned many times over. Race politics slowly become an increasingly strong core to discussion and government, what it is to be 'hazari.' The results would prove to be detrimental, unsurprisingly, as Alabaster's racial politics reaches the stage of war - If Hazari can only trust Hazari, then what it is to be Hazari must be clear. Not everyone on the planet is Hazari, and thus not everyone can be trusted. Paranoid wars would be launched under such a philosophy, one group seeing another as not 'true' Hazari. Some mere skirmishes, though in rare times they were full-blown war - Such events become known as 'blood conflicts.' Governments impliment an independent branch of their collective nations meant to make decisions of species and their nature - Such groups come under many names, though they are generally known as 'Blood Courts.'

As Alabaster broils in interracial tension, another invasion attempt is made on the planet. The coming war proves devastating, killing thousands by the day. Logistics must expand to include consideration into just how to bury all of the KIAs filling reports day-by-day. Under this context, the people of Alabaster pray to Tekket for help. He gifts unto his willing servants the knowledge of how to improve their men, to create a soldier unlike any other. Thus, the BMCA program begins. Durvatesh is a willing volunteer, a patriot signing on to again remove the foreign invader. Of course, the program did not go as expected. Many early BMCA volunteers died in the first attempts, their bodies eaten away by the microbials flooded into their veins. The failed chemistry had the people pray to Alva for assistance, and the people learn how to manage the organisms before the first volunteers are entirely eaten away. The program was nearly scrapped, however the few BMCAs that were salvaged were deployed as experimentals, proving to be extremely valuable troopers. The BMCA program continues, utilizing the microbial reversal technique as part of the basic procedure. Over many years, conversion procedues improve, though methods only completely separate from the early design near the end of the war. Eventually, Alabaster is successful again, and the BMCAs cement themselves as capable warriors. So capable, in fact, that they are mass produced by the world's most powerful nations to fully stock their militaries. Soon after the attempted invasion of Alabaster, one of the most devestating of Blood Conflicts begins, as the world powers use their BMCA units in waves. The results are less than ideal, merely piling more dead to the devestation of the recent history's wars. The conclusion is nothing palatable; a stalemate. The three powers come to agreement under the advice of their Blood Courts, agreeing to withhold military action for a period no longer than thirty years. More than enough peace for many of the civilians, though it would not last.

The lull of the thirty years leaves a heavily militarized planet with no enemies to fight. When enemies can not be found without, one will look within. And indeed, there was an enemy within. The BMCA would become the new target of racial politics - After all, if they have endured biological manipulation as well as mechanical, can they truly be considered Hazari? The BMCAs slowly seclude themselves, as the rhetoric turns against them. However, they come to embrace the accusations against them. Perhaps they are not Hazari. No. Something very different - Better, even. Hazari-Militanta, they would call themselves. And if they are no longer Hazari, then it is clear they are not brethren to the people inhabiting their home. There was no question to what that would mean
So the Militanta struck first.
Of course, not all Militanta came to the fight. Skirmishes against the local police here and there, which slowly escalated to violent riots, which slowly escalated to terrorism, an insurgents' war. Militanta were under no delusions of safety, it was not difficult for the conflict to snowball into a war. The Militanta were the elite of the Alabaster's fighting force, and they overwhelmed the Hazari utterly. No quarter would be given to their enemy, no matter the nature of it. Attrocities and brutalities were aplenty, the horrors of which persisting in the public's memory to this day - For the outsiders, it serves as the driving force for their paranoia over the Militanta. The 'war of chains' it would be called, as the Militanta would recall it as the day they broke from their masters and became their men. The Hazari remain barred from politics, and the new government of Alabaster serves as a form of military meritocracy, where the best warriors are given land and titles with which to rule. The racial politics were viciously burned from social culture, though it still lingers in small parts with some Militanta and large swathes of Hazari. However, most Militanta view it as a threat to themselves. Once, the outsiders would send their armies to challenge the inhabitants of Alabaster to the planet. They tried once again after the War of the Chains, and then never again. Never. The Militanta do not cave, they do not falter. Alabaster is secured by a legion of iron men, with a reputation of fear and respect. It may yet finally be safe.

Durvatesh has fought for years. Against foreign invaders, in the blood wars, in the War of the Chains. He fought in the arena, fighting viciously until earning the title he feels pride for today. He fought with distinction from then on against the yet-to-be-subjugated hazari nations remaining on Alabaster, showing heroics and ability in the field. However, those days are long behind him. He now finds himself bored, lording over lands he cares little for. Thus, he leaves the planet to become a mercenary. Exposure outside of the historical fanaticism of Alabaster has helped lose his most problematic views and attitudes, though lingering remnants are scattered throughout his mind. He remains a mercenary to this day.

[div class=b]Notes:[/div]
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