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Fantasy Sangfoid Character Repository

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This is the place where characters will be stored. If you've a character for Sangfroid: Keepers of Dark and Light, post them here after they are accepted.
 
[class=Notes] //So this is an older code that i tried to fix up to look nicer// //Forward slashes are comments // //and do no show up in the final design,// //these are to help you find everything easily// //and explain some code as well // //These comments must be with in a class or script tags// // in order to be hidden, from what I know. // //Long URls are images// //# followed by letter and numbers are Hex codes// //or color codes// //the only color named by its name is White// //DO NOT EDIT THE CODE IN RICH TEXT MODE// //This causes the Accordion title's to be moved down and you will have to move them back up yourself// [/class]

[class=notes] //so above is the background image// [/class]
[class=notes] //above is the white transparent background the "0.8" controls the opacity// [/class]
hornet_by_saizo_san-dbr5x64.jpg
[class=notes] //The character image as well as the border for it// [/class]

Zell Mechanox

[class=notes] //The Name and the background for it// [/class]
Alias: The Hornet of the Mechanox Line

Class: Lancer

Age: 19

Gender: Female

Light Level: 5

Dark Level: 10


[class=notes] //the transparent t box on the left and its border// [/class] Hair color: White

Eye color: Brown, red in direct light

Height: 5'5"

Weight: 115

Soul Bias: Dark

[class=notes] //the transparent box on the right and its border// [/class] Affiliations: Keepers of the Blade

View of the Kosmos: Zell has a very limited view of the Kosmos, growing up on Aspis. The most she knows of Dark and Light is that the Stellar Railway generates just enough light to keep Darkness and Ixii from attacking railcars when they move from world to world. Other than that, her powers, her calling as a Keeper, she knows little of it. She is almost civilian in that regard, and knows just as little. Technology is more than a tool, it is the key to the future of the Kosmos.

Goals: Her primary concern is her use of her newfound abilities. With them, she hopes to make changes to the Stellar Railways and ensure that her family has not only that investment to fall back on, but herself as well. Priority number one is surviving and keeping those she loves safe, by any means necessary.


[class=notes] //the box around the accordions// //and in the slide title's I put a div around them to add the purple background// [/class]
Personality & Brief History




Zell is the eldest daughter of the fifth generation since the invention of the Stellar Rails, and as a Mechanox, she was expected to know how they work in and out. Raised on Aspis, there were plenty of opportunities for her to learn of their workings and improve upon them. However, she tended to flock towards more refined hobbies instead of engineering. Zell learned the basics and had a mind for technology, but tore herself away when in the family's presence. Despite that, she still managed to keep the traits of a technophile, and can often recite the details of specific makes and models of stellar railcars. She was always a strange one in that regard- a Dark biased soul with the likes and cool personality of a Light biased individual.

When she learned of her abilities as a Keeper, she kept them hidden, but the old masters knew better. They felt the surge, and sought her hand in training. That was simply the beginning of a long story.



Powers & Weapons




Needle & Thread - Zell has the ability to conjure forth ethereal needles and threads that can be used as projectiles or as a means to dispatch and control the movements of enemies. The thread's strength is reliant on the amount of power put into it, and more than one thread or needle can be fabricated at once.

Surge - Grants Zell the ability of limited flight and acrobatics, allowing for more finesse when dealing with targets both large and small. This also grants the next attack made with a needle or thread to impart a minor stunning effect if the attack connects.





code by AgWordSmith AgWordSmith
 

latest

Blaise Tachyon

Alias: The Guns of Guildenstern

Class: Lancer

Age: 20

Gender: Male in heart and mind

Light Level: 7

Dark Level: 8


Hair color: Copper

Eye color: Emerald

Height: 6'0''

Weight: 235 lbs (210 base, +25 lb cannons)

Soul Bias: Darkness

Affiliations: Keepers of the Blade

View of the Kosmos: "Every world deserves security from outside forces. Internal struggles don't concern me. Reapers and Saints, on the other hand, have no place."

Goals: Maintain an internal and external balance of light and dark, destroy all Saints, avenge the loss of Guildenstern by slaying Saint Asphodel.


Personality & Brief History



Once a bright and aspiring student, Blaise's homeworld, Guildenstern, was attacked by a Saint by the name of Asphodel. Initially, Asphodel was allowed onto Guildenstern to hunt down Husks and a Reaper, but once all the Husks had been exterminated, the Saint turned on the people of Guildenstern and began laying waste to the world, drawing the attention of the Reaper. Lacking any Keepers of its own, the people of Guildenstern scrambled to evacuate the world, with most dying in their attempt. Blaise would have been on the list, but was inadvertently spared by the Reaper knocking aside his vessel as it made its way to do battle with Saint Asphodel. This saved Blaise from what would have been a fatal energy blast, but just as he and a handful of others were scrambling to get his ship ready for take-off once more, a stray blast from the Saint hit the ship's thrusters, causing them to explode and killing almost everyone, save Blaise.

Pinned to a fragment of the ship's hull and still clinging to life, Blaise watched with horror as the Saint overwhelmed and destroyed the Reaper before setting its sights on other citizens trying to evacuate. The timely arrival of Keepers from the world of Vosika, however, ensured some would survive, and drove Saint Asphodel off-world. Even so, the damage had been done -- Guildenstern was granted a Carthaginian peace, with the world left barren and dead, and most of its people dead or dying. Blaise was narrowly rescued, but much of his body had been horribly damaged from the explosion of his ship. Sensing his potential, however, the Keepers opted to transplant his heart and brain from his dying organic body to one that was almost completely mechanical. After getting accustomed to his new form and realizing its potential applications, he resolved to join the Keepers of Vosika so that one day, he might become strong enough to hunt down and destroy all Saints, and more importantly, annihilate Saint Asphodel.

Once a cheeful and optimistic being, the destruction of Guildenstern has left Blaise a cold, quiet soul. He often speaks through his eyes and actions, but is not afraid to use words to get his point across. His quiet nature has often led to him just doing things without any direction besides his own, and can lead to his emotions being bottled up until he explodes. But, at the same time, he's willing to roll with sudden changes to a plan. When it comes to discussing his mechanical body, he feels uncomfortable, and no longer feels truly human as a result. While his eyes and face may look identical to his organic form's, his voice has a bit of a synthetic twang to it, which serves as a constant reminder to what he really is...



Powers & Weapons



Cybernetic frame: Being made of metals and silicon has its perks, those being never needing to eat or drink, mild resistance to the corrupting effects of Saints and Reapers, easy access to data on memory storage devices, harder melee attacks and improved damage resistance. Unfortunately, this makes Blaise unable to taste or smell, susceptible to lightning/electricity, heavier, and unable to heal. This allows him and his weapons to be upgraded with improved sofware and hardware to make him much stronger and durable, however.

Dual 40mm Heavy Cannons: 25-pounder, portable 40mm guns always summoned to Blaise's right arm. Capable of dishing out hard-hitting blasts of destructive energies at 180 rpm (3 rounds per second), alternating between the two 40mm barrels with each shot. Despite their weight and power, they are easily used and controlled by Blaise, provided he steadies the cannons with his left arm and is on stable ground. Energy shots are somewhat slow-moving, but always go in a straight line. Alternatively, physical 40mm ammunition can be manually loaded into and fired from the cannons, ranging from grenades to anti-aircraft rounds. Alternatively, the cannons can also be swung around for melee attacks, dealing blunt-force trauma with the barrels or delivering a hefty bash with the broad exterior.

Mode Switch: Switches the firing mode of his heavy cannons to other available modes. Currently only possesses Neutral Energy and Physical Ammunition modes. More modes can be acquired later, such as Dark, Light, or elemental energy modes.

Dash boosters: Acceleration units built into Blaise's legs give him a burst of speed, propelling him forward at 2 m/s for one second. These boosters can be used multiple times, but only without Blaise's cannons equipped, and with limited effects underwater. Cannot be used in mid-air, but can be used to greatly amplify his jumping ability. These boosters can be upgraded later on to negate current restraints and/or improve their function.

Synthetic Respiration: Despite being mostly mechanical, Blaise's organic heart and brain still need oxygen. His synthetic lungs allow him to breathe and filter air normally, and also act as gills, taking the oxygen from water and expelling the remainder as bubbles.

HUD: Blaise's visor grants him a heads-up display, allowing him to view geographical data, temperature, time, and soul status, as well as targeting reticles for whatever weapons are at his disposal. This is also used to identify objects and lifeforms via scans and provides wireless communications with any receivers or transmitters on-world. Also allows for scanned targets to be outlined in blue, red, or green to identify, allies, hostiles, and important objects/individuals.

Scan: Allows Blaise to scan an object or lifeform in a matter of seconds, accessing a built-in database to identify it to the best of its limits. Also provides approximate age data, vital signs, and soul readings when appropriate.





code by AgWordSmith AgWordSmith
 
[class=Notes] //So this is an older code that i tried to fix up to look nicer// //Forward slashes are comments // //and do no show up in the final design,// //these are to help you find everything easily// //and explain some code as well // //These comments must be with in a class or script tags// // in order to be hidden, from what I know. // //Long URls are images// //# followed by letter and numbers are Hex codes// //or color codes// //the only color named by its name is White// //DO NOT EDIT THE CODE IN RICH TEXT MODE// //This causes the Accordion title's to be moved down and you will have to move them back up yourself// [/class]

[class=notes] //so above is the background image// [/class]
[class=notes] //above is the white transparent background the "0.8" controls the opacity// [/class]
x8ppDyV.png
[class=notes] //The character image as well as the border for it// [/class]

Alessiya Elgarde

[class=notes] //The Name and the background for it// [/class]
Aliases: Ally, Microline, and The Frog Princess.

Class: Shade Captain - Lancer Style

Age: 16

Gender: Female

Light Level: 32

Dark Level: 18​


[class=notes] //the transparent t box on the left and its border// [/class] Hair color: Dark Brown

Eye color: Hazel

Height: 5" 1

Weight: 41kgs

Soul Bias: Light

[class=notes] //the transparent box on the right and its border// [/class] Likes: Seeing new places. Cute animals, and cute humans too. Drizzle. Creative insults. Practical jokes. Outwitting or outpowering others. Coming up with new combat techniques, not to mention new plans.

Dislikes: Blood and bodily fluids. Mess and clutter. Direct orders. Dry season. When she has to take what she just dished out, with interest.

Affiliations: Shades of Kosmos

View of the Kosmos: She follows the Shade ideologies, but only loosely. She's a big-city girl. She likes meeting new people, and sees it as not even in need of explanation that life is better, the closer we cling together. Privately, she believes that people need to be led to feel secure...

Goals: Indefinite for the moment, she simply wishes to explore on (for the most part) her own terms. Surprisingly, she enjoys teaching others, although her lessons can be quite less-than-helpful. She's loosely looking for information, as much as it mightn't seem that way - perhaps she'll change her mind then.


[class=notes] //the box around the accordions// //and in the slide title's I put a div around them to add the purple background// [/class]

Personality & Brief History



Alessiya... she's more well-known than she should be amidst the Shades' loose collective, regardless of her youth and stature. She's the daughter, supposedly, of someone high-up - but she doesn't seem to be one groomed as a successor. She's a tearaway. Her rank could be nepotism in action, but her skills and wits - rough-edged as they are - are also difficult to deny. Her nature is quite difficult to deal with - bluntly, she's irritating as fuck. Her sense of humour varies wildly in its maturity, and she seems to lack an 'off' button - jovial and outgoing is about all she's interested in being. A neat-freak and meticulous, she still rarely fails to be creative, relying on her own wits in the midst of any situation to adjust even the grandest of plans; executing them with her own (probably inefficient) flair.

Sometimes, though, the whole persona seems conspicuous. She had a very quiet upbringing, on a frost-bitten realm of ceaseless winter (whether or not it even exists still, who could know). It's quite a drastic change, and she has an uncanny ability to talk a lot while saying nothing.



Powers & Weapons




Serpentine Fire - her weapon of choice, a scout rifle equipped with a smoothly-curved, lurid green bayonet; almost like a diminutive scimitar, jutting from beneath the nose. The clip seems to hold no more and no less shot than she needs, the fire-rate and accuracy of the weapon leave some to be desired, despite her careful maintenance.

That's the Way of the World - unfettered by the effects of Reapers' Deathmarch, at least with the assistance of her headpiece.

Rebels Are We - her shots and her capability grow as the scene around her grow increasingly chaotic and ridiculous, whether simply a messy and struggling skirmish, or a world itself being encroached on rapidly by the Darkness. She excels and demonstrates her most control in these environments.

Keep Your Head to the Sky - armed or otherwise, Alessiya can warp the ground near her to some degree. Generally, she uses this for mobility or for forcing enemies off their footing, either sending them airborne or bringing them to her knees. However, she lacks the power and control to use her earth affinity for most directly offensive or defensive purposes.

Can't Stand the Rain - Alessiya has a strong affinity to the neutral element of lightning, leading her to frequently reprimand those behaving in an unruly manner with more than just a culture shock.




code by AgWordSmith AgWordSmith
 
[class=Notes] //So this is an older code that i tried to fix up to look nicer// //Forward slashes are comments // //and do no show up in the final design,// //these are to help you find everything easily// //and explain some code as well // //These comments must be with in a class or script tags// // in order to be hidden, from what I know. // //Long URls are images// //# followed by letter and numbers are Hex codes// //or color codes// //the only color named by its name is White// //DO NOT EDIT THE CODE IN RICH TEXT MODE// //This causes the Accordion title's to be moved down and you will have to move them back up yourself// [/class]

[class=notes] //so above is the background image// [/class]
[class=notes] //above is the white transparent background the "0.8" controls the opacity// [/class]
lUgtac5.png
[class=notes] //The character image as well as the border for it// [/class]

Morrigan Mayvin

[class=notes] //The Name and the background for it// [/class] Alias: Enima of Valhiem

Class: Magician

Age: 19

Gender: Male

Light Level: 8

Dark Level: 7


[class=notes] //the transparent t box on the left and its border// [/class] Hair color: Platinum Blonde

Eye color: Sapphire

Height: 5’10”

Weight: 155lbs

Soul Bias: Light

[class=notes] //the transparent box on the right and its border// [/class]
Affiliations: Keepers of the Blade

View of the Kosmos: “Think of the forces of the universes as a nagging grandparent: Give in too much or too little never works well in the end. But not giving anything... That's the worst decision.”

Goals: To grow stronger and learn new spells. He hopes to one day atone for the chain of events he caused on Valhiem, but he is the only one who knows exactly what happened and how it all came to be.



[class=notes] //the box around the accordions// //and in the slide title's I put a div around them to add the purple background// [/class]

Personality & Brief History

Valheim, a world that left it's defense against things like reapers or saints in the hands of few, select individuals. That is to say, Valhiem was often ignorant to the dangers of light and darkness, with only few in power knowing of these dangers and only one Keeper of their creation to protect their planet on the off chance something did happen. When this Keeper would reach a point where their abilities would be hindered by old age, they would select a child with the strongest potential to harness their light or darkness to train as the next Keeper in secrecy.

Morrigan was ultimately the one selected in this process, taken away from his family as an infant and indeed, showing great potential even from a young age. His curious mind gladly soaked in all the knowledge it could, eager for more despite the rigorous training. But, it was all he really knew, and so he embraced that. He was told countless times he would be his planet's protector, and he wanted so desperately to prove that right even if he may never get that chance. After all, the reason Valheim never had any real Keepers and only had one strong Keeper was that they had very little to worry about to begin with. So, while the isolation outside of his master's presence did bother him slightly, that loneliness was often overshadowed by his love for learning and the fun that came with it.

He was a natural at picking up what his mentor taught, adept at learning through mimicry and observation. These expedited the usual rigorous process of training, where spells and fighting techniques that would normally take weeks or months to get right only took Morrigan several days which, while it impressed his mentor, also slightly scared him. After all, what would happen if Morrigan got bored for a prolonged period of time? The answer to that was, Morrigan had begun to attempt to create his own spells in secrecy. Not because he felt he was doing something wrong, but so that he could impress his mentor during his various trials.

Morrigan had been developing a special technique for the last one in particular. It was a rigorous fighting trial, and as he began to charge his new spell, he suddenly felt a massive influx of Darkness building up inside him, far beyond what he had originally anticipated. In his panic from the sudden realization he was drastically close to letting the Darkness overpower him, he expulsed all of it that he had contained, causing it to violently shift from Morrigan into his mentor who was not expecting it, destroying the Light within him. As Morrigan crashed to the ground, exhausted from the ordeal, he looked up to realize his mentor was changing rather violently, turning pale before Morrigan finally passed out.

When he awakened, his mentor was missing, and as he looked out at the window, his eyes widened in horror as he stared down at the city being utterly destroyed by Darkness. He could sense at the center of this destruction was an entity entirely cloaked in Darkness, a Reaper who had formed from the Husk of his mentor. Its mere presence felt suffocating to Morrigan despite the distance, and he knew he stood no chance of taking down this monstrosity nor saving the people he was destined to protect. It was too late, and he was too inexperienced. All he could do now was an attempt to find a way off the planet before it was entirely destroyed from its impending doom. The rest is a blur to the boy, he remembers running for the nearest ships, managing to find several still intact. He remembers launching the first ship as a decoy as he felt the Reaper’s presence draw closer. But after launching his own ship, he blacked out.

When he awoke, he was surrounded by doctors on some sort of rescue shuttle, sent by the Keepers to save anyone from the sudden collapse of Valhiem. But they only found Morrigan’s shuttle, and he refused to tell them what exactly happened. Only that the previous Keeper suddenly changed, and that he couldn’t stop him or save anyone…








Powers & Weapons



Shift Aura: Morrigan’s bread and butter technique. Naturally, Morrigan rests at a point where his soul is in close equilibrium, but this technique allows him to tap into the Light or Dark within him and emphasize that power. By focusing on his Light, he develops a white aura around him and his change into light attacks that have a stronger effect on Dark enemies. When embracing his Darkness, his aura becomes black and his attacks are imbued with Darkness. He’s given his spells different names based off of if they’re cast imbued with Light or Darkness.

Virtue / Vice : Morrigan’s self-empowerment spell. Morrigan finds his center in an effort to control his energy and attunement. When activated, his aura flares gray and becomes much more noticeable, and it grants him special effects for his spells. With Virtue, his spells either gain a healing property or a buff property and lose their damage entirely. In Vice, his spell’s instead become more powerful and come with either increased effects or debuffs. All of this comes at the cost of drastically increasing his energy usage and strain his body.

Light Grenade / Hellzone Grenade: For both of their initial powers, Morrigan clasps his hands and creates a small circle with them before placing them close to his chest, channeling his attuned Light or Darkness into a condensed ball that he then fires at the enemy. For both virtue and vice versions, a barrage of smaller energy balls are fired off in random directions in the air instead that he can then aim at target locations. For virtue, these provide allies with little balls of energy that they can use to help restore stamina. For Vice versions, the barrage can, as said above, be aimed at a target location and explode upon contact for increased damage.

Solar Eclipse / Lunar Eclipse: Solar Eclipse and Lunar Eclipse have similar effects in that they both release some sort of energy in a cone in front of them that effects those who are hit by it. In Solar Eclipse, a bright flash is emitted that creates a blinding effect where the target’s vision is impaired due to only seeing white. Lunar Eclipse releases a dark wave that blinds them to where their vision is entirely black. Lasts up to 5 seconds and a minimum of 1 second. Virtue versions, instead of blinding, grants increased perception for the short duration, while the vice versions causes the target’s eyes to stay irritated and sting after the blind has worn off for several minutes.

Barrier: No matter if he is light or dark attuned, Morrigan is able to channel a barrier in front of him to protect those behind him and block attacks. These barriers shatter if too much damage is sustained, or disappear if he is not constantly channeling them. The light version works better against dark attacks and vice versa. Virtue allows him to instead cast a bubble barrier around someone briefly to protect them for several seconds, while Vice instead causes the barrier to shatter abruptly and hurl the shards of energy in a target direction.

Anti / Gravity: Anti-Gravity is his light attuned spell, granting the user increased jump height and velocity with no fall damage, while Gravity, being his dark attuned spell, instead locks him down and keeps him planted on whatever surface he is on, but still allowing him to move. Both base versions last for up to 5 minutes. Virtue grants the spell’s effects onto a select ally and lasts 30 seconds. Vice instead makes the target sluggish and slow moving, lasting 10 seconds.

Indignation: Morrigan’s ultimate technique… By which that is to say, his most powerful due to having a rather vulnerable charge window with big payoff. That being said, Morrigan raises his hands directly above his head, placing his right hand over his left and plants himself firmly in place. If he has Anti-Gravity casted upon himself, he can move and jump, but must keep his general stance above his head. After taking the stance, Morrigan’s aura splits in coloration down the middle, with half of it being pitch black and the other shining white. Virtue and Vice do not affect indignation. Anyway, Morrigan is channeling all of his power into this one attack, fueled by both his Light and Darkness, and takes up to 5 minutes to charge depending on how worn out he is, with a perfectly healthy Morrigan taking 1 minute to charge this attack. When enough power is collected, Morrigan extends his hands out in front of him, unleashing a powerful energy beam that is gray in color that devastates what it comes into contact with, and often leaves Morrigan completely drained.





code by AgWordSmith AgWordSmith
 

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