Saving These Updated Characters From Various RPs


  • Katharine-Corula Zweihild Von Kleinerheld

    Metric: Density



    Aliases/Titles:
    Kiki, Kathy

    Age:
    17 (Real) / 7 (appearance)

    Gender:
    Female

    Occupation:
    Student

    Wealth Status:
    Lower Income

    Height:
    115 cm or 3 foot 9

    Weight:
    35 lb or 15.87 kg

    • 46.jpg
    • jack-assassin-show-gif.455451


      Likes:
      +Stuffed Animals
      +Bladed Weapons
      +Sleight of hand, such as magic tricks or pock-picking
      +Mint
      +Victorian Romances
      +Rollercoasters
      +Dogs
      +Sweets (Cake in particular)

      Dislikes:
      -Being treated like/confused for a little kid
      -Mud
      -Reptiles
      -Hospitals
      -Being Looked Down On

      Fears:
      *Serious Illnesses
      *Lightning

      Personality:
      Katherine is a goal-oriented girl, moved by her senses of pride and duty. She does the things she does, and makes the choices she makes primarily because she believes she should, either out of obligation or simply because she would find it beneath her to do otherwise. She is easily embarrassed (especially when it comes to her more childish tastes, as she is rather self-conscious of how it makes her look in her new body), semi-competitive and shall stand for no disrespect towards her family, but nonetheless is willing to put up with whatever may be needed to reach her goals, which means is a cunning and ruthless fighter quite willing to ignore any shame and swallow the pain if need be. She certainly has a confrontational and distrusting attitude, which coupled with her 'function over form' and 'practicality first' sort of outlook can make her appear colder than she actually is.

      That said, she can certainly can slip up at times, such as when she becomes overexcited about something. In truth she is actually a rather energetic person, and will often sneak around to practice or do something to spend the energy she holds back most of the time. A degree of natural curiosity exists within her as well, although her narrow mind does not necessarily keep up with that.

      | In the end of the day, however, something weighs on her heart. The guilt over what happened to her sister, enough to make Katherine feel as though she personally took her life, is the sole reason driving her to be a hero, so as to live the life her sister would have wanted in her stead, as her proxy. |




 
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Quote:
"I've outlived most of my reasons to live, except for one: Dying is terrifying. What do you think? Suddenly revenge doesn't seem like that bad a reason."

Name:
Christina Simul Yuno Infabellis Whisperfell

Nicknames/Titles/Ranks:
Christina Mary Smith (Alias)

Age:
227

Gender:
Female

Species:
Vampire

Occupation:
None in particular

Appearance and attire:
Main Vampire.jpg

Christina's outter appearance isn't too far off what you'd expect from a common vampire. She has long white hair and a pale skin, blood-red eyes and two sharp fangs that occasionally pop out of her mouth by accident when she smiles. That said, she is remarkably young-looking, clearly no older than eight, perhaps even younger. Her height clearly matches that, but other than her face (which is usually super-charged with make-up), her entire body is disturbingly skinny. Even in blistering hot deserts she seems to walk around in very old, fancy attires usually consisting of pitch-black gloves, bows and dresses tied by golden ribbons, serving the triple function of being fancy and cute, helping protect her in case she accidentally steps in somewhere with sunlight and hides her skinny body. She often likes adding an extra decoration or two, like a flower she picks up or a cute trinket, but she will often hide it away as soon as she realizes what she just put on.

Personality:
When it comes to Christina's personality, it is important to understand it's not simply originating from herself. As much as she hates it, she can't deny that the changes done to her personality by the painting were successful and well-integrated with the rest of her mindset. The same pampered and high-end education she received when she was extremely young have both given a certain notion of nobility by blood, that one can inherit the deeds, qualities and debts of their ancestors, and an undeniable politeness. This more meek side of her meshes well with the changes that her more obedient, and the compassion she was given as an urge to help the extremely weak, such as the deeply injured and children, while also making her a bit more generous overall. The painting has also made her considerably more honest with her emotions, often being an open book who'll easily cry if sad or desperate, get pouty when she's upset and giggle with joy if something really good happens. However, the naivety she still retains, the hopefulness, her refusal to accept death as an unstoppable force or to face it's unknown, that is all of her own doing.

Apart from a few considerable changes in her tastes, especially the almost irresistable binding she grew towards cheesecake, the only other thing that Christina acquired from the painting was a certain unfiltered "girliness" (and an energtic strain). Nonetheless, she still has a certain pride to her, both due to her upbringing and to her vampiric abilities, from which she feels a kind of superiority. She is strong-willed and quite willing to learn, however, not letting her pride make her forget about the connection between all things, which in turn makes her much more cautious. But if she's in a bad mood, she'll usually become extremely stubborn until/if her plan falls flat on it's face.

She truly hates how honest she's been made to become because deep down she's rather shy. That's why she tries to indulge in her own interests and hobbies on her own, scooting off to dance for instance.

Likes:
*Flowers
*Blood
*Cheesecake
*Cheese
*Dancing
*Sowing
*Throwing a snarky comment here and there
*Architecture
*Strawberries

Dislikes:
*Her painting and the changes made to her mindset through it
*Things with strong scents or noise
*Vampire weaknesses in general
*Weddings and lovey-dovey relationships in general
*Vegetables
*Drinking the blood of old people or corpses
*Mirrors

Fears:
*Death
*Sleeping Alone
*Elves

Mannerisms:
*Raises her chin and goes "humph" when she doesn't like where a conversation is going
*Bows a lot
*Says "thank you" every other sentence when she's angry
*Likes to keep on hand in her waist, just a comfortable position for her
*Snaps her fingers when saying something with a lot of confidence or if she thinks she overcame someone with cunning

Backstory:
Dracus Simul Grand-Territam Whisperfell never pictured himself as a noble. He was but a simple warrior. He ate, he drank, he got drunk, he slept. He fought, he won or died, and if he won, then he raped and pillaged. Leave the fancy talk to the silk-suited, the high life was a good whore and a shiny sword, with a few drinks on the side. Then, all of that changed suddenly when he found himself promoted to Noble status, after internal conflict resulted in the perishing of two noble houses and his "heroic" feats in battle being recognized. Suddenly he was tied to the high-life of the nobles, and had to adjust to this new reality. Eventually he managed to, but his past still came to haunt him at times. Now knowing what peace was like, he was haunted by the times he brought war, all culminating when he witnessed a woman whom he had raped after one of his "heroic" accomplishments, give birth on the street. As the woman died a painful death, Dracus vowed to raise the child well to make up for his sins.

Thus began the tale of Christina Simul Grand-Territam Whisperfell, later to be known as Christina Simul Yuno Infabellis Whisperfell after her father managed to find a wife at last, mostly out of political reasons. Christina was raised pampered with every luxury Dracus could afford to give her, but after the coming of her mother, his father began being brought to terms with the reality that he was a noble again. The man was convinced that he would at least need to marry Christina off, yet he did manage to at least insist he would not arrange a marriage Christina herself did not agree to.

The marriage meetings began, Christina enjoying her time with what she pretty much thought of as play dates. Was it not for her tutor stepping in to try to bring some sense into her head, she might have agreed to marry the first kid that stepped into the house. The meetings went on, her mother becoming less and less patient and having less and less discretion about who could be the one to marry this girl, right up until a certain very weird-speaking, but wealthy-looking gentleman made his way for a meeting. He wasn' that much older than Christina, but that wasn't the biggest problem with him. The problem was when that pale-skinned boy appeared, he grabbed Christina and made off with her, taking her to a castle a considerable distance away.

Christina woke up with a sharp pain, an old man with pointy ears and sharp eyes had his two fangs piercing through her neck, and she wanted to scream, but with her neck pressured like that, she was unable to. She quickly became faint again, until her own body began growing pale, her eyes blood-red, her instincts wild and untammed. She used the magic she was taught to immediately push back the dracula as soon as she was released and bit into his leg, unable to control her own bloodthirst. The Dracula lauhged and released himself from the weak restraints, then ordered his servants to bring her some actual blood, since she'd find none coursing through a vampire's veins.

Christina wasn't made to marry anyone in the end, but she was still retained in the Dracula's castle. She was given no news about her family, only raised and trained as a vampire. She was quick to find she had a much harder time controlling magic, but that she was enhanced in other ways. She also quickly found out that the blood vials the dracula supplied her were the only thing standing between her and ramping to the nearest person and sucking them dry like some monstrous wild animal. Furthermore, she now had a vampire's immortality. She could heal, and she would never age.

Eventually she was given enough freedom to be able to go out of the castle on her own. She had yet to be bound as a complete servant, so she was naturally stalked by two of them whenever she did this, however. One day though, a group of monster hunters made their way into the dracula's castle, and slayed the vampire lord. The result was the death of every servant bound to him, thus giving Christina some degree of freedoom. It wasn't going to be easy though, if there were adventurers hunting vampires now.

She made her way to her family's home, only to find it ruined and deserted. With nowhere else to go, she made it her home, and eventually was forced by her instincts to feed on a nearby town. Afraid they might "tell on her", she threatened to kill the town's weakest inhabitants first if she so much as heard of anyone having reported her to monster hunters. Her reputation as a powerful evil vampire among the town grew thick, though her threat was at least effective enough that the rumours didn't spread too much. That is, until a certain monster hunter came and attacked Christina's home by surprise. This monster hunter pinned Christina with silver, like a butterfly on a wall, then sat down and painted a portrait of her. As soon as Christina was shown the painting, her inner self was filled by it, and she was bound by the painting to serve the monster hunter.

As one might expect, she innitially despised the monster hunter, even if the way her orders were given sometimes forced her to act contrary to this. Eventually, however, Christina formed a bond of sorts with the hunter, becoming a bit more cooperative if still a bit resentful. The high tide of their adventures together was most definitely the time the two were hired to track down the genies, which at the time were still begining to be developed. While they managed to find the primary place that produced the genies, Christina and the hunter ultimately failed to put an end to them.

Nowadays, Christina wanders on her own, with more than a century having passed since the death of her master. She remains bound the painting, which she cannot herself destroy, and which she lost.

Relationships:
*Dalia Semper Jus Himura: A monster hunter who was Christina's former master up until she died, and Christina's painting was lost.

*Dracus Simul Grand-Territam Whisperfell: Father

*Philia Simul Yuno Infabellis Whisperfell: Stepmother

*Cacut Toriza-temet: Real mother, died at childbirth.

*Vonziel Bandon Jeremiah: The Dracula that converted Christina into a vampire.

*TEICO: Secretly a company at the origin of the genies, Christina has a real bone to pick with them.

Powers/Abilities:
-Primal Magic
*Blood-sucking: Thanks to being a vampire, there are two glandules in the back of her canines, whose pressure can suck in the blood when she bites into someone. She can also remove things other than blood given a sufficiently weakened target and due preparation. the longer she goes without blood, the more violent and wild she'll become.

*Enhanced body: She possesses a body that is considerably more physically adept than any might think, and largely enhanced senses of smell, hearing, skin sensitivity and tasting, though a diminuished sight. While the senses can be quite powerful, it is important to note that these increases can't "be turned off", so things like garlic overstimulate her sense of smell, causing great difficulty in even being around garlic. The skin is so sensitive in fact, that contact with the sun will cause the body to turn to ash, at least in the exposed parts. Fortunately, for her the process is considerably slower than for truer vampires.

*Regeneration: She has a powerful regeneration capacity. However, in some aspects, the regeneration completely overwhelms the body, preventing any aging whatsoever.

*Bat Shapeshifting: She has the power to take the form of a bat.

-Rational Magic: (especializations: )
She is able to use rational magic, tapping into the principles of creation to cast spells. The main principles she is able to tap into are the principle of continuity, inheritance and making. She can use these with minimal chants at worst. The principles of independence and renewal are the ones she's worst at.

Skills/Talents:
*Dancing: Once meant to be a noblewoman, she was taught how to dance from an early age, and she never quite abandon the pratice even after it became irrelevant.

*Ancient History Knowledge: Being as old as she is, she has vivid recollections of a time period many currently can only dream of having lived in.

*Multilingual: Again, she had a lot of time to learn.

*Visualization: She has a very strong capacity to visualize even abstract concepts and understand sensations that are vague or simply unclear and accepting strange realities. This is the big cause as to why she can use rational magic as opposed to the simple primal magic most monster uses (though she is still bound by that magic nonetheless).

*Monster Identification and Combating: Having essentially been the sidekick of a monster hunter, she's quite experienced with identifying and dealing with their targets.

Weaknesses:
*Like most vampires, her powers are reverses by being pierced by pure silver.
*As already mentioned, too sensitive
*Her painting forces her to obey whoever owns it

Items:
*An ancient magical sword, made from metal mixed with dracula fangs as it was forged
*Debris from the genie lab
*Leather bags, pouches...
*Umbrella (black)
*Stuffed animals
*Blood vials
*A mostly ruined wooden horse toy
*A few coins
*A few strawberries

Favorites:
*Color: White
*Food: Cheesecake
*Blood Source: Atractive wealthy men
*Season: Winter
*Hobby: Dancing
*Dance type: A solo version of Salsa

Voice:
She has about the voice you'd expect. It's a soft but loud voice with a medium-high pitch you'd find in any child that looks as young as she does. There may be a bit of an elevation to them, as if she's trying to speak from above downwards at all times, and usually her tone become louder and more high-pitched the closer to the center of a sentence she is.

Theme Song:


Other:


 
Magician Index
Regina Lucia

Yearbook Photo:
002 (2).jpg


    • Magic Name
      Gratia Memor 579

      Aliases/Titles
      Ressurectio Templi

      Magician Status
      Level 3 - Roman Catholic Church Affiliated

      Age
      19

      Gender
      Female

      Occupation
      Treasure/Relic Hunter (considers herself a priestess in training)




 


  • Kojinu Koganiku
    f995ca266a0bcbf68ef49520b502732c.jpg

    Nickname/Alias: Paws/Siren Impostor
    Age: 19
    Species: Ghoul
    Rank/Class: S-
    Gender: Female
    Sexuality: Anything goes
    Height: 5 foot 9
    Appearance: The dog ears on the picture are from a bandellet that was attached to her head by her kakuja mixing with it. It was never taken off, and it is painful to attempt, so she doesnt bother trying. She often dons an investigator's coat over her clothes. For a mask she used a solid simple medieval helmet with a bone sticker on top and an opening for her mouth. It comes off easily, but it's not hard to re-attach either. Occasionally she wears a dog collar for comfort when she goes to sleep, and beneath her clothes are several leftover scraps of metal still emerging from her time in conditioning.
    Her ukaku kagune has the appearance of semi-transparent obsidian clusters of crystal in the vague shape of small feathered wings, whose end closer to the back is connected by a mass of meat to the accumulation of tubes that is the center of her kagune. Beneath it appears two to four long worms with open maws, like a moving tunnel within which one can see twisted blades similar to the obsidian of the ukaku, this ofrming the rinkaku.

    Personality: Kojinu is, unsurprisingly perhaps, quite animalistic. Years upon years of conditioning and training led her into a reduced intelectual state in most aspects of life, often even struggling with communication and having purposely induced into several dog-like behaviors for the purpose of testing the waters and showing how far they could go to the higher-ups. She also has a certain obsession with eating, having been starved a lot in the past. She s resourceful and quick-witted, taking advantage of every resource and oportunity in a strangely efficient manner. Despite issue sof communication, she tries her best to be polite, obedient and strangely calm, but her solutions to problems tend to display a universal display of violence.
    There's an insctintive cunning to her, signs of a manipulative, envious, cautious nature. However, she doesn't hesitate to jump into combat and put her life on the line if needed be. She is energetic, and perhaps unexpectedly has a certain foundness for small adorable fluffy animals and trying out clothes. On the other hand, she truly despises those with a lot of wealth prejudice and easy lives, and may even act somewhat sadistically towards those people out of spite. Normally, though, she is rather meek towards those she means no harm, with a low but excitable voice, and showing hostility to strangers instead, maybe even growling.

    Likes: +Being petted
    +Nimbling on quinques
    +Eating
    +Animals, especially dogs
    +Food

    Dislikes: -Baths
    -The Rich
    -Overly open spaces

    Fears: -Instruments used during her conditioning
    -the sight of male body erogenous parts
    -children, the younger the more frightening

    Bio: Kojinu was the first born of the notorious Koganiku family's third branch. As such, while she was quite shouldering the responsability for the whole family, there was still quite a bit of anxiety for her to fit within the standards of a first born of this family, which had been selectively in and outbreeding specifically to mantain their prized set of hybrid kagune. Being born male, and with a hybrid kagune, it appeared as if he was right on the path to success, that is, until his actual kagune manifested at last. As it appeared that the Koganiku family's prided armored koukaku was nowhere to be found in Kojinu's arsenal. The result was Kojinu's henceforth shunning for the disappointment he had become for the rest of the family. He wasn't particularly mistreated, but the favoritism he had one received was quickly passed along to his sibling which might still come to manifest the "correct" combination of kagunes. For this reason, Kojinu was left behind as bait for the investigators during an attack. A promising young investigator, Saimin Sora, who had been seeking a way to stand out within the CCG, found a flash of inspiration in the helpless ghoul child, and requested to her mentor , a senior special investigator, to capture "it" alive. The investigator consented to this and even pulled some strings to allow her to attempt her experiment: to subdue a ghoul into becoming a loyal "Pet" of the CCG.
    Thus began Kojinu's conditioning training. The attempts and proceedures were many, but with the additional freedom given to the CCG, it was easy to allow them to be performed on a ghoul, including starvation, torture, and the usage of drugs and surgery upon Kojinu, going so far as alter his hormonal development permanently, making him into a girl (which possibly affected the later development of the exact effects of their ukaku). Within two years of conditioning and an additional three years of conditioning coupled with training, Kojinu was ready to be shown to the higher-ups. That time, and a few others from then on, she was put through an autentic dog display show, even being made bark and made to have spare matches with investigators and civlians alike, putting up some fight at least against all of them, but also losing even to civilians due to their conditioning. It was determined that Kojinu would be considered a living quinque to be used by the promoted special investigator Saimin Sora.
    For the next few years, Kojinu was thoroughly used by the investigator to capture and dispose of many ghouls. Infiltration missions would have been an obvious choice, but unfortunately Kojinu was too damaged for that kind of mission, so determining ghouls from human, and pure straihgt-foward combat or ambushes was all Kojinu was allowed. And their reward was simply food, usually the remains of the ghouls after their kagune had been extracted for quinque production. Eventually she began developing her kakuja, and received conditioning for that as well. Not long after it was condiered viable for combat, the investigators in Saimin's squad ended facing an enemy way out of their league and perished. Kojinu, who had been given orders to attack a different group of ghouls, returned to find her master dead, alongside a group of investigators and ghouls. For almost a week, she simply sat there and killed anyone that dared approach, waiting for her new orders, but eventually, the hunger became even stronger than her implanted loyalty, resulting in her devouring the corpses she had been watching for that week.
    Now released, Kojinu found that she still couldn't go after any investigators. However, she feared for her life now that she had eaten her "owner". That's when it struck her: What if she had ghouls and investigators attack each other, and then she could eat the spoils? She went through the corpses, and used the attire of an investigaor in conjuction with her kagune's abilities to disguise herself as a human being. She never would have passed a detection test, but she could fool even experienced noses. If a group of ghouls or CCG looked like they were barely winning, she would ambush them from behind. Otherwise, she'd just let the battles unfold after leading the investigators to certain places, an eat their corpses. Her plan has recently began to fall apart as the CCG grew aware of the so-called "Siren Impostor", a ghoul disguised as an investigator that lead others to their demise.

    Strengths: *Strong bites and powerful acid can eat through ordinarily things too hard to consume, such as the woven metal in quinques.
    *Limited camouflage from her ukaku which affects smell as well.
    *Vastly increased speed due to being an ukaku user
    *Slightly increased regeneration from being a rinkaku user
    *Great variety of effective weaponry makes her powerful and adaptable in combat
    *The kakuja form augments many of her usually less-efective capabilities and increases her close fighting style, making it a fitting trump card
    *Because her learning was focused on the conditioning done by the CCG special investigator on her, she is capable of bizarre lengths of strategic thinking compared to one might assume from her behavior
    *Her ukaku's "feathers" contain acid. If broken, the acid doesn't just evaporate, as it isn't actually part of the kagune, though it's nature is influenced by RC cells.
    *Having been trained, post and during her conditioning, by the CCG, she's received combat training .
    *Great control of her kagune
    *Great sense of smell even for a ghoul

    Weaknesses: *Her ukaku isn't normally large enough to hide her whole body, at best it can hide her starting from the upper torso, so the camouflage is only effective if she has an alternative way of hiding the rest of her body. Also, it doesn't mask sound.
    *While she definitely has a very strong regeneration, easily restoring several limbs, it's a very slow one as well. In other words, while she is beyond the shadow of a doubt capable of regrowing an arm, it may take days to do so.
    *Her combat style may be versatile, but it's not sustainable because all of her options have some form of offensive orientation. Even the camouflage is pointless once her position is found, thus lacking in defensive capabilities.
    *As a rinkaku user and ukaku user, it's natural for her stamina to drop impressively quickly in a fight.
    *Both the rinkaku and Ukaku are knwon to be rather fragile types of kagune
    *Using the kakuja causes a significant drop of her intelligence, making her actions henceforth become dominated by either whatever orders she was given by her "trainer" or by her hunger. It may also be hard to trigger the kakuja form without one of these as the cause.
    *Her speed is lost when she goes kakuja
    *Because her learning was mostly focused on the conditioning of the CCG done to her, she ain't the sharpest tool in the shed when it comes to most out-of-combat and even some in-combat situations. For instance, communcation issues.
    *Because of her conditioning, she has a harder time attacking investigators.
    *Because of her conditioning, her body responds to certain commands words regardless of her own will.
    *She has certain issues with her memory, mostly regarding matters of her life before being caught by the CCG, but her short term memory has suffered damage as well, so you might have to explain her your plan multiple times.
    *weakened sight

    Kagune/Quinque: Paw's main strength is perhaps the variety of options they have in terms of kagune. They possess a hybrid ukaku and rinkaku kagune breeded by selection within their family, but due to their time in the CCQ they have also developed a kakuja and acquired certain low-tier quinques.
    Paw's hybrid kagune initially manifests as a mass of tubicular CRC cells accumulated on their back. The tubes will then either condense or grow to supply either of the kagune types, which in other words means that while the kagune are still distinct they have a shared form of origin.

    *Ukaku- From her mother's side, has a a kagune that hardens into glass-like feathers on their back. Though not visible to the naked eye, these have tiny tendrils which absorb nearby molecules and alter the chemicals inside the "feathers" (which are based on her stomach acid), altering the color and scent of the kagune, which creates a camouflage effect. To a certain extent, the tendrils can also be used to grapple certain things that come into direct contact witht the kagune.

    *Rinkaku- From her father's side, she possesses a malleable worm-shaped kagune. It takes the appearance of a long red tube, and wihin it are several curved blades. While this rinkaku's regenerative potential isn't exactly on the top seats, it makes good use of the almost liquid properties of this kagune type allowing it to quickly shift the position of it's own cells, effectively turning it's insides into a blender. It can also temporarily turn itself inside out, making it's inner blades into outter spikes.

    *Kakuja- Over the years of working as a hunting dog for the CGG, Paws was often fed other ghouls. In time, she came to develop an almost full-fledged kakuja. When in kakuja form, a large shell develops in her forehead, and beneath it several canine maws piled on one another downward, ending in a tendril-like beard. The head splits into three heads, just like the original, and each form a collar of bone and blades around the end of their neck. The body expands being covered with flesh the color of the ground, reaching a size of five times her original size. It grows several new arms with a mostly skin and bones appearance, and deep dark claws on it's fingers, but their lower torso and legs take on a dog-like body, with several of her rinkaku lining up over the torso and even serving as tails. The ukaku grows into actual wings, but they wouldn't be able to do much other than serving as a cloak or a short glider. More importantly, the whol kagune is made from the material as the initial mass, meaning it can at any point differenciate itself into either of the hybrid kagune's forms. In addition to that, the regeneration speeds increases vastly at the expense of the actual movement speed of the user, as does the potency of their stomach acid, which they now can spit out, due to the toad-jaw-like cluster that forms on her stomach, allowing her to spit it's contents selectively but with great range and force or simply regurgitate it. Her blood attains acidic properties as well.which can even damage quinques that penetrate.
    She has enough control that she may be able to grow just the half-kakuja form despite having a fully developed kakuja. This half-kakuja grows the extra arms, and just one of the maws. It increass the number of rinkaku tentacles as well, and only the kagune parts attain acidic properties.

    *Low-tier quinques: For obvious reasons, she never had access to real quinques, however she often hid certain quinque as potential food. All of these were quinque so minor the CCG wouldn't have noticed them being gone. The most powerful in their possession, is a pair of daggers which release minor shocks of eletricity when stricking against CRC.

    Misc. Abilities: *Like most ukaku users, ordinarily she is rather fast

    *She has an unnusually strong stomach acid and teeth, a sort of almost self-adaptive mechanism to allow her to cope with the low amounts of food she had. She is one of the few ghouls capable of even eating quinques (including the metal, though she can't digest the metal) and while naturally still affected by it, this lessens the harm of eating human food.

    *She has an unnusually strong sense of smell, even among ghouls, but her sight is a not as good




    code in the original RP created by @Particle, background edited by @Inconstant
 
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Muon Yuki

previewfile_873416742.jpg

    • Aliases/Titles: N/A
      Species: Hybrid (Human / Sorcerer)
      Age: 20
      Gender: Female
      Role: Meister (Spear or Wire Specialist, Minor Knife Training)
      DWMA Rank: One-Star Elite
      Wealth Status: Stupid Rich
      Height | Weight: 5 foot 7, 112 ibs (50,8 kg)
      Soul: She has a pretty normal-looking soul for the most part. It's a round soul with a sea green hue, and a few yellow crystal clusters here and there, held to the soul by white and black bandages.

 

Quotes
"Like all behavior, fighting is an art. Like any art, it is only as good as the choreography of it´s making, only as fast as the vision of the maker and only as perfect as the silent focus of the artist."

Name
Sukerono Ken Justicia (her peers call her "Justicia" or "Suke")


Appearance
  • tumblr_o3v3d3vweb1u9ia8fo1_540-png.193880




  • Age
    17

    Gender
    female

    Species
    Human

    Occupation/Class
    Student

    Wealth Status
    Rich


    Personality
    Justicia is an extremely strict person with a deep focus on beauty and form. In her ambitions she always demands more and more of herself, placing an idealistic pedestal that constantly demands her to keep herself as her own ideal: a fine warrior in her own right with what could be called a "perfect body". She takes every care to keep her beauty and is never truly satisfied with it, nor with her form in battle, which she religiously pratices everyday. Her routine is sacred to her, even going out of her way to keep it in a common display of stubbornness. Like her self-righteous attitude that leads her into a crusade to help others and protect the weak and innocent against tyrannical and petty corruption alike, through battles and rule impositons alike. However, she has no shortage of wits even if she has low adaptability. She is extremely perceptive, being able to almost look through some opponents, and the same diligent attitude that she took to perfect the art of perfect studying is applied in strategizing for every move she can predict. She is intelligent, passionate but virtually 100% logical and rational, and has a deep crave for order of all kinds, that and ultimate beauty being her great ideals.


    Likes
    fine arts, silence, rules, maths, chess, beauty treatments, flowers, unity


    Dislikes
    corruption, fighting, her body, her form, the behavior of most people, laziness, jokes


    Fears
    Drugs, Mice

 
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Note: LDAHU206 started out as a bit of a joke character, and still kind of is? He is intentionally extremely overpowered and effectively invincible. If he goes into a combat RP, unless you figure out his specific weakness, expect to get curb-stomped.


Name
LD4AHU206


Appearance

68747470733a2f2f73332e616d617a6f6e6177732e636f6d2f776174747061642d6d656469612d736572766963652f53746f7279496d6167652f426676622d5562413955743143513d3d2d3631323636323132312e313534373037356134366364666364313333383735363537343834342e6a7067


  • Gender
    None, male voice

    Species
    Metaphysical entity

    Personality
    LD4AHU206 is an entity created for a purpose- to be a villain. And the villain's purpose, of course, is to defeat the heroes, the protagonists. As the drive of LD4AHU206's whole existence, this creates an obsession to fulfill this role, taking on every behavior it believes to match its duties. LD4AHU206 acts prideful and takes time to gloat or to concoct complicated plans to defeat heroes in a dramatic or ironic fashion. it likes to humiliate them or make them despair, but most of all, it kills them. It responds to challenges, but only those that will allow it to fight at full capability, and insists beings ought to fulfill the roles they were created for. Despite this, at times it can't help but question what it is doing, as things grow monotonous.

 
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    • Tsukiko Kaisomi
      Nicknames:
      Tsuki; Suki; Seaweed Girl

      Age:
      12

      Gender:
      Female

      Species:
      Ghost- Imementi

      Occupation:
      N/A


      Likes:
      👻The Moon
      👻Sports
      👻Walks
      👻Medieval Europe (especially knights)
      👻The Marvels of the Modern World
      👻Cucumber
      👻Pranks

      Dislikes:
      💀"Normal"
      💀Being Alone
      💀Being Ignored
      💀Being Told What to Do
      💀Dark Enclosed Spaces

      Fears:
      ☠️Being Trapped
      ☠️People with Visible Dehydration or Malnutrition
      ☠️Large Birds

      Personality:

      While she generally has a bit of an attitude, Tsuki does have a sense of inborn curiosity to her that, much any of her passions, can get her easily excited and energetic. She's the kind of person who hates to comform to anything, who despises "normal", and can seemingly always find something to complain about. Though this can sometimes make her a bit of a hypocrite, she will adamantly defend her positions and is truly capable of taking a role of a decision maker due to her quick wit and organizational skills. However, what she has in the ability to plan, improvise and organize, she lacks in experience and tact. Even for someone with her curiosity there's only so much she can learn about in a quick succession and mistakes, be it through lack of knowledge or pure distraction are inevitable: In fact, given how easily bored she is by diving into a topic for too long, this is pretty much certain.

      She's the kind of person who likes making friends and absolutely despises being alone. Loneliness caries a sense of dread to her, yet even if she wasn't unable to directly communicate with most people, she'd probably still struggle to make new connections, as she is unable to understand how self-absorbed and needy she's allowed herself to become after years of almost religious pampering from her village, she takes people giving her what she wants as almost common sense, especially when it comes to her gluttony. This doesn't mean she doesn't care about others though, but her understanding of caring about others is more of an impulse she can't explain than an idea she consciously or actively has. She's someone who likes longer food both because it will take longer to eat and it feels like she is eating more, but also because it's easier to split and share. If one does manage to tolerate her behavior though, she can become extremely clingy (and then deny it).

      She may be too stubborn to allow herself to be cheerful, but she is someone who genuinely enjoys playing around, the occasional prank and spending her energy in outside activities, especially now that she doesn't tire nearly as much. She is an entusiast of exploring and trying things out, thus reversely hating confinement. That said she will stay put and behave under threat rather easily. She's the kind of person who retracts into herself and stops trying to actively persue things when they seem impossible.


      Backstory:
      Tsukiko was born in a remote, isolationist village. Her village was founded right next to the fallen corpse of a titanic fallen ethereal, which had been partially buried underground. The inhabitants had become great magic users, as they learned to twist the magic on the land for agriculture, the development of cures and magical items, etc... However, both because of the feud that innitially led to the separation, and the arrogance born from their continuously increasing magical capacity (as a result of being continually bathed in the magic being released by the titan's corpse) they grew highly isolationist, concealing and protecting the village from any outsiders, or in the failure to do so, trapping those outsiders in the village either by tying them down with bribes or a marriage, or by force.

      Matching her name, Tsukiko was always a very nocturnal child and absolutely adored the moonlight. She would often sneak out alongside her younger sister Usagi, soon as they were both able to run. It was all but extremely common for children to be taught magic from an early age in their village, rituals of protection, fortune and growing crops. Unlike her sister though, Tsukiko had little curiosity for magic. She didn't hate magic, but she had a much more fervant inclination to play and explore what her own two hands and feet could do out there, she was fascinated with tales of sailors and knights who used not just magic but their own bodies in their struggles and adventures, she wanted to try all kinds of things and hated being conventional. Of the magic she learned, lockpicking was the first did of her own accord.

      A problem was soon to be discovered in the village. It had been in the know-how for some time, that the village's birth rate had been steadily declining the past couple of decades. However, none could have expected it's sudden and utter stop. No woman would get pregnant. Any child already in the belly breathed their last breath before their first. Most people were too prideful to leave the village or allow couples with no members from the village to stay there. Tsukiko and Usagi would soon be seen as something entirely different from what they were before, they weren't just some children, they were the village's last children.

      Adults around them started becoming overprotective. They weren't allowed to play, and any magic they used was strictly supervised and non-harmful. Their good was tested for them, the best medicine saved for them. Children who dared trying to make fun of them would end up with a beating, and the least said about uncooperative adults the better. Everyone watching over, this form of atmosphere, their mother couldn't take it anymore, and Usagi was falling sick and starting to have issues too, she was too young for this kind of thing. In a rare time alone, Tsukiko's mother ended up blurting it out, and Tsukiko told her to run. She put a note on her mother's pocket, then at the first opportunity, used her magic to escape. While the villagers were in a frenzy looking for her, Tsukiko's mother escaped with her sister.

      The escape was successful, but Tsukiko herself ended up being caught. With her sister gone, the villagers were more desperate than ever. They placed in a large storage room, and enchanted the walls with all kinds of protective and sealing magic, so as to avoid her even attempting to escape again. Tsukiko was given books she could read on the one spot with light, she was given food and sheets to sleep, and water to drink, occasionally someone would bring her toy. While at first people would try to talk to her, someone expressed pity for her at a meeting, and in a panic over the possiblity of a repeat of the previous time, talking to Tsukiko became forbidden.

      In the meantime, the titanic ethereal's corpse continued to emmanate more and more magic. People were attempting to solve their issue, but the magic was starting to become too powerful: attempts at healing or rejuvenation were forcing people into pre-conception, attempts to make women fertile were creating monsters, even the simple magical agriculture they had been doing for centuries was starting to produce unexpected results like mutated food.

      Then, one day, it all stopped.

      A brief moment without magic.

      Then, a flash of light.

      In a second, all life in the area was gone, destroyed in an unprecedented magical phenomenon, a burst of energy powerful enough to cull a good part of the forest and open craters into the ground and the mountains. The only thing that survived was the villagers homes, which had for centuries been enchanted with extreme protective magic. Though even those ended up in ruins, if still mostly in place, there was one place that didn't even budge: the storage room were Tsukiko was.

      Everything was gone, and so there was no one to watch or attempt to prevent Akiko's escape anymore. She, however, didn't know the difference. The seals were still in place, and with the charge of magic, they would be for a long time. But now, there was no one to open the doors from the outside. No one to bring her clothes to last the winter, not even food or drink. Between the cloud and the dust covering the only windows, there wasn't even light anymore. All Tsukiko could do was sit there, waiting, wondering why nobody was coming.

      Many decades passed, Tsukiko waiting in that room. She didn't even realize she had long since starved to death, those memories repressed by the shock of death. She also didn't realize the magic she was receiving from a source she couldn't phantom. To her it was no different from when she was alive, being supplied by the magic well.
      She finally felt the magic of the seals weakening enough that she could escape. She wandered around the village, confused about what happened and where everyone was.

      Some time later, strangers started coming to the village, entering people's homes, destroying things, talking about "rennovating the ruins". She tried to tell them they couldn't, but they just ignored her. If they were going to mean like that, then she was going to do something about it! They were still her dear village, her dear family, there was no right for these people to come and wreck the place!

      Skills/Talents:
      *Knowleadgeable about agriculture and medieval European culture.
      *Able to pick up on the presence of magic



      Magic Known:
      Type-magical creature: Being that she is an ethereal, not a human, she possesses natural magic in accordance with her species, thus allowing her to use that magic without rituals. However, unlike humans who can learn the kind of magic they please if they are so capable, she is unable to learn magic she didn't know before her death and isn't provided by her species as a magical creature.

      *Fortune Inducement: She is able to induce good or bad fortune upon people with her magic. She has little control over this, and it tends to be mostly affected by her mood. When she wants to direct it more precisely, she tends to use a ritual, not out of necessity, but as an aid.

      *Phasing: She is invisible and able to pass through objects. Does not work against objects with magic, unless those objects have only very small traces of magic. She can temporarily turn people or object she is holding invisible as well.

      *Contact Telekinesis: Able to use telekinesis upon objects she's been in contact with in the last 3s. It's not a strong effect, she can essentially make a car float slightly if she is holding the car, for instance, or so it looks to an outside observer.

      *Fear Inducement-replication: She can use magic that replicates the fear of her dying moments, a burst of light, the chill of winter, total darkness...However, one particular feature of her fear inducement is that it is able to contain magic, as if frightening the magic itself into being pocketed who knows where, replicating the magical seals that prevented her escape. However, using this particular type of magic tends to have backlash for any large-scale endeavors, forcing her to relive those times as she attempts to use it.

      Type- Ritual Magic (from when she was still human)

      *Growth Magic (plants, basic agriculture): Used for agriculture. Requires wooden sticks, some polen from giant bees and a making rising dome with one's hands around the place where one wants the plant to grow. Causes a seed of existing plant to grow. Cannot be used to grow a plant taller than oneself.

      *Lockpicking magic: three thin metal strings, some writing with the word "open" and the first 10 numbers in the language of the maker of what one wants to unlock and some spit are required. Dip the tip of the string with the spit and pierce the paper with it, then insert the string onto the lock and whisper "open quickly".

      *Water Magic (minor production): Requires a container that can be pointed to, and while doing so stating "I beseech for water, oh mother". Can create up to a small puddle of water. Cannot be used more than once every hour.

      *Fortune Magic (charm): The method for producing a single good luck charm for the day. Results vary. Redundant with her magic as a ghost, but she knows it nonetheless.


      Items:
      Lunar Headpin- the one possession of hers that's actually stayed with her.

      Theme Song:



      Favorites:
      Food: Sushi with Cucumber
      Color: Red


      Other:



 
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thumb-178809-png.593947
Puella Ludum
  • Info:
    Age: 16
    Gender: Female
    Species: Lupine

    Levels:
    Total Level: 140
    Class Level: 95
    Species Level: 45

    Stats:
    Armor: 238
    Strength: 128 (+50%)
    Stamina: 143 (+25%)
    Agility: 70 (+25%)
    Speed: 108 (+20%)
    Charisma: 208 (+4%)
    Intelligence: 69
    Endurance: 125 (+10%)
    Magical Resistance: 77 (+30%)
    Composure: 14 (-30%)
    Luck: 0 (-80%)
    Damage: +35
    Mana: (+25%/+7%)
    A.S. : +15%

    Personality: Puella is a jovial girl with a strong sense of adventure. She is competitive and loves a challenge, but more than anything else she loves new experiences, be it a new view, making a new friend, or even learning from her own defeat. While this doesn't mean she doesn't give her all to her battles, she has a tendency to see battles as a game, even if she is fighting "the fate of the world" against a horde of demons or dueling for her honor, in the end of the day she's the kind to strive for a satisfying battle rather than the certainty of victory, and thus can be just as satisfied in loss as in victory (well, maybe a little less).

    Hearing this one might come to expect some battle-hardened veteran or badass mercenary, but the fact is that Puella just doesn't like thinking of "the hard stuff" which "coincidentally" happens to include most stuff. The fact of the matter is that she's a bit of a clutz and pragmatic though she may be, start trying to have a conversation with her with too many abstract concepts or big words and it may get her head spinning fairly quickly, if she even tries to keep up with the conversation at all.

    While she's not incapable of strategizing, her strategies tend to be short-term plans to deal with immediate situations or simple strategies that may account for her opponent's strenghts and weaknesses, if she's managed to learn them at all, but which don't account for her opponent's potential strategy or counter-strategy. She's the kind to fight more by instinct, especially since she has to rely on her ability to do the fighting, while she essentially takes a back seat to the RPG-ish battle instincts instilled onto her body.

    This ability may not be something she utterly, but it is something she sees quite a number of inconveniences on. Her current goal is to level up quickly so that she can reach the chef class and attain a sense of taste.

  • [ Hero Aspirant ] ; [ Slums Girl ] ; [ Matricidal ] ; [ Exalted ] ; [ Thousand Water Flea Slayer ] ; [ Blacksmith's Protege ] ; [ Bear Hunter ] ; [ Fly Squasher ] ; [ Exterminator ] ; [ Infant Warrior ] ; [ Exiled ] ; [ Dragon Eater ] ; [ Black Dragon Eater ] ; [ Demon Eater ] ; [ Bug Eater ] ; [ Goblin Eater ] ; [ Iron Teeth ] ; [ Bear Brawl Champion ] ; [ Wanted ] ; [ Non-Monster Evolution (2nd) ] ; [ Deadly Chef ] ; [ Smiling Assassin ] ; [ Klutz Cub ] ; [ Rogue Trope ] ; [ Lost Hero ]

render-game-warriess-girl-png.593946
Skills
Skill Color--->Corresponding Source
White Skills-->No class
Black Skills--->Monster skills​

Heroic
Passive- Born with the [ Paladin ] advanced class. You gain XP with a 20% increase.
RPG View
Allows access to the menu and to view one's bars
Wildheart - Tundra
Passive Racial Skilll- 10% increase in all physical stats. Bonus increased to 20% in snowy or icy areas.
Lone Wolf / Pack Hunter
Racial Skill- The user possesses two passives which they can toggle between depending on whether they are in a group.

Lone Wolf: Increases attack speed and damage dealt by 20%. Increases aggression from user, with a chance of inflicting [ Fear ] on low level opponents, causing them to flee. All damage in the vicinity of the user is reduced by 10%, with that 10% being dealt to the immediate surroundings.

Pack Hunter: Increases user subservience and ability to follow a plan. 10% increased intelligence. Able to trade a given amount of one stat with an ally for the same amount in another stat.
Weapon Mastery
Passive- Mastery over the wielding of particular weapons. Extra damage dealt with the weapon, increased chance of critical strikes. Able to use unfamiliar weapons of its kind without issue and to ignore negative effects from [ Oversized ] and [ Undersized ]. Can change weapon damage type between [ Blunt ], [ Piercing ] and [ Slicing ]. Able to use skills through the weapon.

Current weapon masteries: [ Dagger ] ; [ Sword ]; [ Natural Weapon ]; [ Spear ]; [ Bow ]; [ Trap ] ; [ Chain ]
Apprentice Cooking 8
Passive- Able to more accurately assess the health condition of food. Able to cook the meat of [Lesser] monsters.
Summon [ Medium ] Holy Beast 7
Cost: 15-20% Mana​
Summons one [ Medium ] holy beast or two [ Lesser ] holy beasts.
Radiance 8
Cost: 2.5% Mana​
Creates a burst of light to blind enemies. Deals high damage against demons and undead.
Divine Protection- Corruption
Passive- User has [ Resistance ] to demonic and undead originated [ Psychic ] damage and mind control effects. Cannot be raised as an undead. Cannot learn demonic or undead skills. [ Mild ] [ Resistance ] to [ Corrosive ] damage.
Healing Aura 4
Cost: 15% Mana​
Creates a wave of holy energy around one's body meant to heal up to [ Medium ] tier wounds (restores up to 33% HP). Can be used on targets other than self, but cannot be used on more than one target at a time. Cannot be used with [ Protection Aura ].
Protection Aura 6
Cost: 10% Mana​
Creates a fractal barrier of light over the user's body shielding them from a given amount of damage. [ Major Resistance ] against [ Fire ], [ Shadow ], [ Death ] and [ Necrotic ] type attacks and damage. Cannot be used with [Healing Aura].
Holy Forge 3
Cost: 2-8% Mana​
Creates weapons of pure light and have the permanent attachment of the [ Holy Weapon Blessing ] from the [ Paladin ] class, which increases the weapon's damage against demons and undead.

Able to give temporary [ Holy Weapon Blessing ] to non-magical or [ Rare ] and below tier weapons.
Track - Scent 1
Passive- Through scent, one is able to track the position of enemies and allies around them, and if they are close enough, even their body's exact position. Are also able to perfectly identify plants and animals through scent, as well as forest-dwelling monster of rarity class [ Rare ] or less.
Wildshot 5
Cost: 2.5% Mana​
Shoots an arrow full of verdant energy that grows thorns when it pierces or otherwise comes into contact with the enemy's body.
Forest Walk
Passive- Allows extremely nimble and swift motion in woods, forests and similar terrain. Criteria of substitute terrain includes any "rough" surface at an elevated height that may work as a substitute for trees. In appropriate terrain, reduces time of [ Root ] and [ Prone ] effects by 50%.
Motion Healthiness
Passive- Immune to motion sickness and other movement-based disorientation. Can ignore restrictions of combat and actions while moving.
Berserk
Passive- Upon taking fatal damage, does not remain still during the unconscious state between [ Old Life ] and [ New Life ], but rampages without a mind using the [ Berserk ] buff: All stats multiplied by 1.5, skills that not [ Monster ] skills locked, except this one.
Savagery
Cost: 3% Mana​
Size, constitution and strength increased by 35%, intelligence and composure reduced by 65% for 10 seconds.
Monstrous Absorption 5
Passive- Upon defeating an enemy there is a chance to learn a skill from the defeated enemy. Chance is increased against monster-type enemies.
Defeating monster-type enemies allows for the gaining of separate XP used to level up one's body like a monster. Possibility of species evolution unlocked.
Monster Weapon Mastery
Passive- 100% chance to acquire [ Natural Weapon ] skill from defeated monsters with "monstrous absorption". These weapons can be manifested upon using the skill. [ Mastery ] gained in [ Natural Weapon ] as well as [ Sword ], [ Spear ], [ Bow ], [ Trap ] and [ Chain ]. [ Basic Profiency ] gained in other weapons.

Able to switch between equipped and non-equipped [ Weapon ] items mid fight with great speed.
Acid Splash 5
Cost: 5% Mana​
Blurts out a small dose of a highly corrosive acid.
Vine 8
Cost: 5% Mana​
Extends one's vines to strike and attempt to entangle the enemy. 20% chance to [ Root ] target. 20% chance to [ Disarm ] target.
Flea Leap 3
Cost: 0.5% Mana-minute​
While active, the user can jump on water
Water Shoot 4
Cost: 0.2% Mana​
Shoots a small jet of water
Greater Claw 9
Cost: 0.2% Mana​
Uses one's claws to cut the enemy with great force.
Charge 7
Cost: 0.05% Mana​
Charges at an enemy with great speed to headbut them.
Goblin Rage 1
Cost: 50% Mana​
Causes one to lose control of themselves and attack recklessly with a minimal increase in stats.
[ Lesser ] Regeneration
Passive- Restores a minimal amount of (additional) HP over time.
Tail Swing 3
Cost: 0.05% Mana​
Swings one's tail at the enemy with great force.
Bite 7
Cost: 0.05% Mana​
Bites the enemy with great force.
[ Medium ] Dark Flame Breath 2
Cost: 8% Mana​
Shoots a jet of black flames.
Glide 6
Cost: 0.5% Mana- minute​
Uses one's draconic wings to float or glide slightly above the ground, up to half one's height.


now, a brief explanation of how the class and skill systems work for this character.
Puella is able to acquire classes, which can be levelled up to 10 each. A given class gives her a set of skills, which can also be leveled up to 10, though these are leveled by repeated use rather than an overall progression of her body.

There are two main categories of classes: base classes, and advanced classes. The main way to learn advanced classes is by evolving (turning into) or merging (combining into) 10th level classes into the desired advanced class. Sometimes, other requirements must be met as well, like the weapons meister requiring [mastery] with at least 1 weapon and [ advanced proficiency ] with four more. because the first level of an advanced class is automatically granted, it does not count for the total class level.

While normally impossible, Puella has access to the monster evolution system as well thanks to her [ Hybrid ] class. This allows her to further evolve her body, even becoming a new species after accumulating enough levels on her body.

One begins with 22 stat points, and gains 5 each level. More stats can be obtained through race bonuses, class skills and equipment.

Skills level up individually with pratice, regardless of the class level. They like the classes can go up to level 10.


  • Titles:
    [ Hero Aspirant ] ; [ Slums Girl ] ; [ Matricidal ] ; [ Exalted ] ; [ Thousand Water Flea Slayer ] ; [ Blacksmith's Protege ] ; [ Bear Hunter ] ; [ Fly Squasher ] ; [ Exterminator ] ; [ Infant Warrior ] ; [ Exiled ] ; [ Dragon Eater ] ; [ Black Dragon Eater ] ; [ Demon Eater ] ; [ Bug Eater ] ; [ Goblin Eater ] ; [ Iron Teeth ] ; [ Bear Brawl Champion ] ; [ Wanted ] ; [ Non-Monster Evolution (2nd) ] ; [ Deadly Chef ] ; [ Smiling Assassin ] ; [ Klutz Cub ] ; [ Rogue Trope ] ; [ Lost Hero ]

    Classes:
    [ Exalted 5 (Paladin 10) ]
    [ Monstrous Weapon Eater 6 (Weapon Meister 10 (Crafter 5 + Warrior 10) + Hybrid 10) ]
    [ Ranger 2 (Scout 10 (Thief 10) + Hunter 10 ]
    [ Cooking Apprentice 8 ]
    [ Berserker 3 ]


    Stats:
    Info:
    Age: 16
    Gender: Female
    Species: Lupine

    Levels:
    Total Level: 140
    Class Level: 95
    Species Level: 45

    Stats:
    Armor: 238
    Strength: 128 (+50%)
    Stamina: 143 (+25%)
    Agility: 70 (+25%)
    Speed: 108 (+20%)
    Charisma: 208 (+4%)
    Intelligence: 69
    Endurance: 125 (+10%)
    Magical Resistance: 77 (+30%)
    Composure: 14 (-30%)
    Luck: 0 (-80%)
    Damage: +35
    Mana: (+25%/+7%)
    A.S. : +15%

    Equipment:
    Common
    Rare
    Treasure
    Legendary
    Mythic
    Holy

    Armor
    [ Third-Eye Tiara ]
    -+1 Armor; +20 Intelligence; +5 Charisma ; +10% Maximum Mana ; +2% Mana Regeneration
    [ Destroyer's Reinforced Gauntlets ]
    -+50 Armor ; +15% attack speed ; + 15% strength ; +15 Damage ; +10% Magic Resistance; -10% Composure;
    [ Destroyer's Reinforced Chestplate ]
    -+100 Armor ; +15% Strength; +15% Stamina; +4% Charisma ; +10 Damage +10% Magic Resistance; -10% Composure;
    [ Destroyer's Reinforced Trousers ]
    -+70 Armor; +15% Agility; +10% Speed ; +10% Strength ; +10 Damage +10% Magic Resistance; -10% Composure;
    [ Nostalgic Scarf ]
    -+2 Armor; +5 Speed; +10 Charisma
    [ Charlatan's Circus Belt ]
    -+10 Armor; -80% Luck; +15 Speed; +15 Stamina; +20 Charisma; +15% Max Mana ; +5% Mana Regeneration
    [ Greater Leather Boots ]
    -+4 Armor ; +8 Speed
    [ Jet-Black Panties ]
    -+1 Armor ; +40 Charisma

    Weapons
    [ Nylonian Knife ] x30
    -(Melee / Ranged ; Type- Dagger) ; 5-10 Damage / 20-25 Damage
    [ Chavelier's Greatsword ]
    -(Melee ; Type- Holy Sword ) ; 40 Damage ; Effect: +100% Damage against Demons and Undead; Effect: Heals user on hit for 5% damage

    Unequipped
    [ Crystaline Longsword ] x2
    -(Melee ; Type- One Hand Sword ) ; 15-20 Damage ; Effect: Does not loose durability
    [ Stolen Goblet ]
    [ Lost Halberd ]
    - (Melee ; Type- Spear ) ; 10-15 Damage ;
    [ Haunting Chains ] x2
    -(Melee ; Type-Chains ) ; 5-10 Damage ; Effect: 30% Chance to [ Root ] target on Hit for 10 seconds ; Effect: 5% Chance to [ Stun ] target on hit for 5 seconds ; Effect: Able to pull user or [ Root ] or [ Stun ] afflicted targets, one towards the other.
    [ Giant's Axhammer ]
    -(Melee ; Oversized ; Type-Axe and Hammer) ; 20-25 Damage; 10-15 Area Damage;
    [ Common Elven Arrows ] x15
    -(Ranged; Requires Bow ; Type- Arrows ) ; 2-8 Damage;
    [ Lightning Bow ]
    -(Ranged; Requires Arrows; Type- Bow) ; +13-17 Damage (for Arrows); +10 Agility ; Effect: Arrows deal lightning damage. 5% chance to [ Stun ] on hit for 5 seconds.
    [ Lance of the Burning Heart ]
    -(Melee/Ranged; Type- Spear) ; 10-15/20-25 damage; +10% Attack Speed; Effect: 10% Chance to Inflict [ Burn ] status on hit.
    [ Lance of the Frozen Heart ]
    -(Melee/Ranged; Type- Spear) ; 10-15/20-25 damage; Effect: Inflicts [ Chill ] status on hit. ; Effect: 10% chance to [ Root ] on hit for 5 seconds.
    [ Extra Bags ] x3
    [ Rations ] x20
    [ 10m Rope ] x2
    [ Lost Ring ]
    [ Tent ]
    [ [ Lesser ] Health Potion ] x5
    - Restores 10% health
    [ [ Lesser ] Mana Potion ] x7
    - Restores 10% mana
    [ [ Lesser ] Stamina Potion ]
    - Restores 10% Stamina
    [ [ Minor ] Health Potion ]
    - Restores 15% health
    [ [ Greater ] Mana Potion ]
    - Restores 40% mana
    [ Broken Horn ] x68
    [ Lost Scales ] x32
    [ Twisted Tusks ] x40
    [ Torn Rags ] x1043
    [ Metal Shatters ] x852
    [ Black Dragon Scales ] x4
    [ Black Dragon's Eye ]

 
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  • Kamenyo Jotamashi


    • Username:
      Kamenyo Jotamashi

      Age:
      Millenia (Looks under ten in her base form)

      Gender:
      Female

      Karma:
      -260 (???? Evil)

      Affliation:
      Blackened Purity

      Level Distribution:
      Total Level: 130

      Race Level: 60
      *Doppelganger 15
      *Greater Doppelganger 10
      *Slime 1
      *Ghost 15
      *White Lady 10
      *Ectoplasm Slime 4
      *Jewel Roach 5

      Job Level: 70
      *Summoner 15
      *Pied Piper 10
      *Beast Tamer 1
      *High Tamer 10
      *Shapeshifter 10
      *Illusionist 7
      *Dark Sage 10
      *Shaman 3
      *Maid 3
      *Actor 1

      Lore:
      Kamenyo's lore is pretty much a fanfic fantasy crafted by Kyoh after they acquired the castle. She was the youngest maid, ripped straight from a common village and her beloved family there, and made to work at the castle. One day, the princess suddenly falsely accused her of a crime which their chef had actually committed, but she was covering for him because they were sleeping together. Kamenyo was severely punished many times over, and the incidents kept repeating themselves, until she was set for execution, but on that day, she discovered irrefutable proof of her innocence, but none listened to her and she was cast to and eaten alive by an acidic slime. Her soul, however, ended up combining with the slime and inhabiting it's body, causing it to attempt to escape. It's death marked the release of her soul, now powered by all the people that had been eaten, absorbing their power into herself. She haunted her own castle floor until she chased away all the royals and their servants, but captured the princess and her chef in particular and punished them accordingly. Her masks represent all the people eaten by the slime.

      Some time later, a brave and mighty being would come to visit the palace and relieve her of her sorrow. This person was her older brother now, who took her under his wing, figuratively and literally.


 
Wip Goblin Slaying.gif

Tayak.png


Crax'rxirc


  • Nicknames/Titles:

    Role:
    NPC - Guardian of the Brewing Forest in The Castle of Caria

    Age:
    700

    Gender:
    male

    Karma:
    470 (Extreme Evil)

    Affliation:
    Castle of Caria Guild

    Level Distribution:
    Total Level: 100

    Race Level: (17)
    *Mantiscorp 13
    *Venomshade 4

    Job Level: (83)
    *Poison Maker 11
    *Alchemist 11
    *Assassin 15
    *Insect Master 5
    *Illusionist 15
    *Elementalist (Ice) 10
    *Beast Tamer 10
    *High Tamer 1
    *Merchant 5


    Likes:
    +Manipulating people
    +Experimenting
    +Learning
    +Ice / Cold
    +Money
    +Merchants
    +The Creators

    Dislikes:
    -Royalty/Nobles/Aristocrats
    -Direct Fighting
    -Loud or High-Pitched Noises

    Fears:
    *Death
    *Being outsmarted by someone who isn't one of the creators



 
  • Tori Senbonohana

    187377458cae94143481705f80d4ad8c.jpg


    • Aliases/Titles: Mommy-Tori ; Heir to __ (former)

      Species: Human

      Age: 22

      Gender: Female

      Occupation: Adventurer



    .​
 

  • 1
    Name
    Kneckt

    Aliases/Titles
    The Scavenger (former); Michael Cricket

    Age
    45

    Gender
    Male

    Species
    Mantid

    Occupation
    General Goods Shop Owner; Alchemist (secretly)

    Height
    7 foot 3

    Weight
    90ibs




    2
    Personality
    In his life, one word has consistently defined Kneckt: Ruthless. There is little in the way in shame for him, be it cutting open a creature's bowels or a manner of speech, he will only really get flustered in failure while in competition with someone, as he is quite the competitive sort once he gets into it. You will also not easily find mercy with him, and he values efficiency and gains above any sort of decency. He is quite willing and prone to manipulating or fighting dirty, and is certainly cunning and adaptable enough to make it work and adjust his tactics to any situation, which makes it quite paradoxical that he actually strives to maintain his word. Reliability is, after all, an important facet of a merchant's reputation moreso than any good manners, and so Kneckt strives to display himself in such a way.

    This is also partly why he is such a hard worker, though the fact that his greed is quite palpable cannot be discounted as a motivation either. He would do a lot of things and sink very low for a sufficient amount of money. That said, it's not as though money is the sole object of his greed, not by far. What he seeks is to gain, and money is hardly the only form to gain: Items of power, new samples to study, and given how intensely curious he is, even prized knowledge can be a valuable trade. Knowledge is also fundamental not only for his line of work, but also for a good life in general in his eyes, a life he definitely does not want to waste. He is quite willing to be patient and strategize, using unorthodox ideas without any waste (he is quite the resourceful kind). Also helping his stratagems is his incredibly capacity to concentrate / to focus, and his quick learning speed.

    Even so, Kneckt doesn't like to live constrained. He has been imprisoned multiple times, and lived brainwashed for some time as well, naturally he would quite come to love being able to do as he pleases, how he pleases and when he pleases. It is perhaps the one thing he wishes to protect moreso than even his own life.



    3
    Likes
    +Freedom
    +Money
    +Music with a good Rhythym / String Music
    +Ambar
    +Knowledge

    Dislikes
    -High Pitched Sounds
    -Wasting any Good Material
    -Love Potions
    -Standing Out

    Fears
    *His mind becoming trapped by the genemancers again
    *Drowning




    4
    Backstory
    There once was a knight in the kingdom of Shiverhowl, though the main reason was for the title was the simple lack of a richer vocabulary from the people that happened to come across him in the woods. He definitely left an impression upon those who passed by, though more often than not rather than the admiration many aspired to inspire upon others, this ones instead induced disgust at the way he went through every pile of dirt, every abandoned ruin, every corpse he came across, and he took whatever he thought valuable- and there wasn't much he didn't find valuable. Armor, clothes, money... those went without saying. But skin and hair can useful in craftsmanship. Flesh is edible. Bones can be weaponized. Even organs were useful as bait. The stench, the shameless behavior, the paranoid gaze the "knight" threw at any who passed him by... It is no wonder he ended up being known as the infamous "Scavenger". One day, however, sightings of this man simply stopped. Some equipment believed to have belonged to him was found nearly the eviscerated corpse of an ogre. Something had happened to him, but most believed whatever it was, he had it coming. There was no point investigating what may have happened to such as disgusting man... such a disgusting creature.

    As it happens, at the time the kingdom was at war was a race of insectoid creatures known as the mantid. They were all connected in hives, each psychically controlled by a queen, and made to dedicate their entire purpose what was assigned for them by the queen and her assistants, a process which involved assessing a hiveling's talents early in their development. They relied on their queen's guidance, but wouldn't think twice before leaping to their own deaths for a loaf of bread if she commanded it, and they would do unspeakable things with ruthless efficiency. Among these practices was one performed by the queen's advisors, the genemancers, the "awakening" process: Mantid would capture prominent but vulnerable members of other species and bring them to the hive, where the genemancers would encase them in magical pots of amber while their bodies were gradually transformed into new mantid.

    Such was the fate of the scavenger, captured despite his best efforts to defend himself, he did find himself captured in the end, and turned into one of the mantid. With most of his memories gone or doctored and his mind taken over by the mantid queen's commands, the scavenger continued to do what he did best, scavenge parts and developing useful things out them. This time, however, he had a mantid's resources and even further increased ruthlessness. Where before he would go to many depths simply to create relatively mundane and safe things, this time collateral damage wasn't a concern either, and he'd gladly make a vampiric plague if he believed it useful and efficient for the hive. Good results led the queen to further bolster his creativity by allowing him more individuality, without ever severing his connection to her of course. As an anomaly in mantid culture, he was even given a name after a while, Kneckt, around the time he created kzkxidta, a pair of shapeshifting weapons containing an essence of light and dark. He would later come to be gifted two amber blades as well, more traditional for a mantid.

    That said, none of this meant he was any less expendable. He was forced to come up with a quick plan to save the mantid queen during a raid, and the solution he came up with was to force the intruders to leave to protect the fortress that was under mantid siege. To this end, he would carry experimental large-scale weaponry himself towards that fortress, while announcing it to the foes so they would come after him. This plan succeeded, but Kneckt was knocked out of the sky and the ensuing explosion and gases did a number on the human forces of the fortress even despite the weapon not being deployed that close to it.

    Kneckt ended up being found and nursed back to health by a kind elf boy, but now there was a strange feeling: It turned out he had damaged his antennae beyond repair, causing his connection to the mantid queen to be cut off. At the same time, the injuries had caused an insufficient amount of the fluids that normally kept the mantid dependent on that control (which he would come to call braina), allowing Kneckt to not only fully regain his freedom and sense of self, if temporarily in his view, it also gave him insights into how he was being controlled. By this point, he already knew just his damaged antennae would be enough for him to be considered a pariah and a traitor to the mantid hive, thus there was none who would welcome him. Even the kind boy who rescued Kneckt was not without his ulterior motives, and he wanted to ask about his brother who had disappeared not long ago. By the description, Kneckt was able to recall the brother's fate as one of the ones taken by the genemancers. Should the queen's plan not have changed, however, Kneckt was aware of where the brother might be, and now he knew a way to at least free his mind as well. In order to accomplish this, the boy and his friends stroke a deal with Kneckt, and helped him recover and then sneak out of the castle.

    The group went to the location and soon found themselves ambushing a genemancer, with Kneckt using braina to get him to spill out how to reverse the process of the awakening. However, it worked too well, and Kneckt learned more than he hoped: he learned the swarm was being tricked by the genemancers who had long since let the queen die in her mind and were merely using her to control the swarm. Furthermore, he also learned that he himself, used to be human. This came as a great shock to Kneckt, who continued to procure ingredients to reverse the process with the young boy's brother, while at the same he had to ruminate about his past and present selves. His one comfort was being able to focus entirely on his work, giving him a growing love for alchemy, tannery etc... on top of what he already had.

    This quest for strange ingredients caught the attention of a certain lady who aspired to become a knight. Believing this was the return of the infamous Scavenger, she sought to get him to train her if no one else would. While she was surprised to find Kneckt and the group of children, she did still end up concluding that he was the former Scavenger. Wishing to know of whom he was, Kneckt agreed to assist the lady in her training (even if he wasn't exactly an exemplar of chivalry) in return for her telling him about his former identity. He learned he was the heir to a noble of a desecrated territory, taken over by anarchy after a rebellion. His blood combined a long line of mighty hunters and a more recent line of expert magicians, though a series of scandals of immoral behavior from both eventually spilled the cup that sparked the rebellion.

    In time, Kneckt managed to mostly cure the boy's brother, he parted ways with the rest of the group. Kneckt had come to terms with who he was now versus who he used to be, acknowledging that either way there was nothing to take back even if he could. He should simply count his blessings in having found freedom from the queen's- no, the genemancer's clutches. He would continue to travel, learn about all sorts of things, and of course making a living for himself that would make a king jealous. The first step for that, in his mind, was to start a business. As he had already accumulated plenty of experience with it, Kneckt decided to become an alchemist in the neighbouring kingdom.

    Fortunately for him, many of his products turned out to be quite a success, but that said, by far and away the most successful of them was the love potion, whose secret ingredient was braina. This way Kneckt could keep the substance out of his body while still finding a use for it. At one point, however, a noble lady who had bought a batch of his potions took her own life after overdosing in one against Kneckt's instructions. The potions and alchemy in general took blame for the incident, with Kneckt being found and arrested by the king's forces. While imprisoned, Kneckt was often visited by that kingdom's princess, who loved to share tales with Kneckt. She even tried to delay and alleviate his sentence with little success. In the end, however, Kneckt was able to use his scavenged goodies to escape on the day of his execution, and a bounty was put on his head. Furthermore, alchemy was forever banned in that kingdom, a ban which would soon spread to nearby countries as well.

    Kneckt then disguised himself and took on a new identity, while starting his own general goods store. He would hunt worldholes, collect artifacts and many exotic plants, and with those he would produce various items to sell.



    5
    Skills/Talents
    *Knowledgeable on various fields, including biology, anatomy, botany and medicine, especially as pertaining to worldholes.
    *Has some experience as a merchant and with swordfighting
    *A master at extracting various body and plant parts, such as by skinning, unrooting plants without too much damage to them, etc...
    *Excellent Alchemist
    Alchemy in Euphorium is a process by which one distills and extracts the essence of beings and plants, and uses the properties of those essences to create products- namely potions- which display or induce those properties.

    Natural Abilities
    *Mantid have an incredible capacity for concentration/focus, though at the price of a degree of tunnel vision when they do.
    *Kneckt is capable of flight
    *Somewhat tough exoskeleton and claws, but a squishy not really tough inner body.
    *Mantid bodies possess a fluid that Kneckt has called Braina, and it runs side by side with their blood. Braina is capable of putting mantid in a more suggestible state, making them incredibly receptive to the queen's psionic commands. With some treatment, braina can also be used on other creatures if ingested, and depending on the kind of treatment a different kind of suggestion may be implanted as a result.




    6
    Items

    Kzkxidta- Two shapeshifting swords one made from light and one made from shadow. Attempting to wield one without the other will lead to one being gradually consumed by the blade, but wielding either or both also subjects one to their "judgement". The dark side will erode one and destroy them should it be wielded by a host with positive intentions, such as protecting someone or fulfilling one's duty, while the light side will burn away those who wield it with negative intentions such as vengeance or a thirst for power. This makes them perfect for a mantid to wield, as they tend to act simply as a matter of course without considering an intent, and the weapons themselves are powerful since because they aren't fully material they can self-repair, become partially intangible, and as aforementioned they can shapeshift and are particularly effective against beings of certain "alignments". Kneckt uses them with feelings of curiosity and self-defense.

    Ambar Blades- as the name indicates, a pair of blades forged from ambar given to Knekt by the mantid queen (or so he used to think), as a sign of his status as a soon-to-be paragon of the mantid. Ambar is greatly resilient and light material, making it excellent as a quick strike weapon, but mantid have also learned how to tie ambar to a number of magics. In Kneckt's case, the blades can become imbued with any kind of poison or toxin he possesses.

    Magicomium- An indestructible magical tome containing a moldable pocket dimension within. With the appropriate spell, the open tome will pull one into it or back out again, this being the entrance to Kneckt's true shop. When not used for the pocket dimension, the magicomium has a plethora of information about a vast array of things, as it steals information from anyone that touches it.



    7
    Extras





The mantid are a race of humanoid insects possessing the expected exoskeleton-covered body with a golden-orange due, 2-4 pairs of arms and four antennae. About half the mantid are born with wings that allow them to hover rather high, but none of their bodies bodes well in water. They don't tend to have long life-spans, with non-queen mantid seldom reaching the age of 40 (though a queen can live for centuries). Depending on their stage of development, a mantid' height relative to a human being will vary. Human children dwarf mantid children, but are quickly surpassed because mantid grow up extremely quickly, two years being already a late bloomer for an adult mantid, and those are considerably taller (on average) than the average human. The reason why mantid can afford to grow so fast is because one's ability to think isn't a requirement for a mantid to become an adult: the mantid need only be capable of performing their functions and follow the commands given by the queen.

A certain fluid within a mantid's body stimulates it to make them extremely susceptible to the order's given by the queen psionically communicated from her to the mantid's antennae. The mantid then become euphoric as they follow the given orders, and their entire focus is put into following those orders. Being constantly barraged by such orders is what gives the mantid, even those that happen to free themselves from the queen, a capacity for hyperfocus, and that capacity leads to each mantid finding their own specialty within the hive and those aren't good enough to specialize, become soldiers or workers- disposable. This goes to the point where should a mantid queen be killed, most of the hive will simply become unable to take any actions, or just continue to do the last job they were assigned until they starve to death.

Only two kinds of mantid get the luxury of being pratically independent from the queen. The first are the paragons. Paragons are mantid of such talent, that the queen allowed them more and more freedom in order to be less of a hydrance to their skills. After a paragon has sufficiently proven themselves, they will be given two ambar blades as a sign of the queen's favor, and that they will soon be themselves ritually stored in ambar. Doing so will keep the mantid preserved through the ritual's magic, in stasis, until the time comes when the paragon's skills are needed. Paragons are the only mantid with names, which are often given to them based on what distinguished them as mantid heroes.

The second kind of free mantid are the genemancers. These spellcasters use a primal transformation magic and apply it for several effects, the most common of which is unaging the queen's body and serving as advisors for the queen. For this reason, they are the most valued members of mantid society after the queen, and are given freedoom of thought in order to better serve as advisors. it's also the genemancers who transform ambar-preserved humanoids into more mantid, though this is usually only done during warfare, as it's a very inneficient way for mantid to reproduce compared to other available methods.

There are two other kinds of magic some mantid possess, and these are psionic magic (magic that can create and manipulate psionic waves) and ambar magic. The later is particularly important for the mantid, because so much of mantid culture and society is based around ambar. They build their homes and weapons with it. They mix it into a drink and consume it. They use it for decoration. They use it ritually. And the magic to manipulate it can too be used as a weapon. A mantid discovered to have talent with ambar magic is usually immediately assigned to working on ambar refinement. Ambar itself is a mixture of tree sap and a few other ingridients, with the best ambar containing even traces of gold, the being magically refined into the final product.
 
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  • Name: Gesin Truthdale
    Aliases/Titles:
    Species: Human, quasi-lich
    Age: 107
    Gender: Male
185a9a72f6928e1f7bd11880a20ea05d.png










  • Name: Gesin Truthdale
    Aliases/Titles:
    Species: Human, quasi-lich
    Age: 107
    Gender: Male


185a9a72f6928e1f7bd11880a20ea05d.png



mmmm
 
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Send New Email
New Email Received
Kenshi Kanata
Letter of Application
  • Aliases/Titles:


    Age:
    15

    Gender:
    Male

    Photo:
    wp2288720.jpg



 
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  • 600px-Mars-male-symbol-pseudo-3D-blue.svg.png
    1200px-Venus-female-symbol-pseudo-3D-pink.svg.png
      • Himitsu Otokorashi

        Aliases/Titles:

        Gender: Male

        Age: 32

        Occupation: Paranormal Investigator

        Wealth Status: Rich
      e9eacc4e0d482cdd2c66ad620673ee29.jpg
 
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Wip Vampire Loading Donuts Shinbou.gif

  • Ita Aeternum​

    • "xxx
      "

      Aliases/Titles: Avatar of Fornus, Guardian of the Temple of Fornus, Tyrant of Mount Anchor

      Species: Werewolf

      Age: 478

      Gender: Female


    konachan-com-68409-inubashiri_momiji-shameimaru_aya-touhou.png
 
  • mmm
    green sword.jpeg

    Epistímonas Auriel


    • Aliases/Titles: Epis,

      Species: (Cursed) Highblade

      Age: Over a thousand

      Gender: Male

 
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  • ii iii ii iii iii iii iii iii




    • Henry Applethief
      .


      .
      Sophie


      Lupa
      .


      .
      Georgius


      Ryuga
      .


      .
      Edward


      Chisana
      .



 
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  • Aurora Castillo
    Lvl 2 Arcane Cleric / Level 1 Rogue



    • Race: Fairy Reborn
      Age/Gender: 9 21 Year Old Girl
      Height/Weight: 4 foot 6 (138 cm) / 49.5 lb (22.4 Kg)
      Languages: Common, Sylvan, Celestial
      More Appearance Details: Aurora's new body is small and childlike, with twintailed long blonde hair and green eyes. Held by a ribbon around her chest, she wears a short overcoat over a white leather dress which is loose enough not to disturb the small insect-like wings on her back which allow her to fly even while wearing them, and she carries around a staff with a crystal at the tip. When light shines on her skin, there appears to be a tiny tiny green glow on the surface, though this is easily missed.

      STR
      9
      Athletics: -1

      DEX
      16
      Acrobatics: +3|Sleight of Hand: +7|Stealth: +5

      CON
      13
      .

      INT
      12
      Arcana: +2|History: +2|Investigation: +4

      Nature: +4|Religion: +2

      WIS
      18
      Animal Handling: +4|Insight: +4|Medicine: +4

      Perception: +4|Survival: +6

      CHA
      14
      Deception: +2|Intimidation: +2

      Performance: +2 |Persuasion: +6



    tumblr_aa9115df94c2feef657e95184cd46720_c7833281_1280.jpg



    Proficiency Bonus: +2
    Hit Points: 21
    Hit Dice: 3d8
    Armor Class: 14
    Initiative: +3
    Speed: 30 ft
    Passive Perception: 14
    Spellcasting Ability: Wis
    Spellsave DC: 14
    Spell Attack Bonus: +6
    Channel Divinity Uses Left: 1/1


Spells
Cantrips: (7)
*Druidcraft (Strixhaven Initiate)
*Spare the Dying (Strixhaven Initiate)
*Guidance (Cleric)
*Thaumaturgy (Cleric)
*Word of Radiance (Cleric)
*Mending (Arcana Domain)
*Prestidigitation (Arcana Domain)

First Level:
*Command (Cheat Ability) [Always Prepared]
*Speak With Animals (Strixhaven Initiate) [Always Prepared] [Ritual]
*Detect Magic (Arcana Domain) [Always Prepared] [Ritual]
*Magic Missiles (Arcana Domain) [Always Prepared]
*Purify Food and Drink (Cleric) [Ritual]
*Shield of Faith (Cleric)
*Cure Wounds (Cleric)

Items
Equipped:
Leather Armor (10 GP)
Quarterstaff (2 SP)
Short-Sword (10 GP)
Sack x3 (3 CP)
Fine Clothes (15 GP)
Bedroll (1 GP)
Amulet (5 GP) [Holy Symbol]

Currency:
0 PP
22 GP
7 SP
7 CP

Carrying:
Shield (10 GP)
Dagger x2 (4 GP)
Waterskin (2 SP)
Herbalism Kit (5 GP)
Mess Kit (2 SP)
Torch x3 (3 CP)
Ink (10 GP)
Ink Pen (2 CP)
Rope-Hemp (1 GP)
Rations x10 (5 GP)
Tinderbox (5 SP)
Parchment x5 (-5 CP)

 
Last edited:
REFERENCE: Gizmo Courier (Shadowverse)
CREDIT: (Missing)
PLAYED BY: Idea Idea
SITRA
THE JOYFUL ESCAPEE
NAME
Sitra
GENDER
Female
RACE
Human
PRONOUNS
She/Her
SEXUALITY
Heterosexual
CLASS
Enchanter
HEIGHT
5 foot 5 (168 cm)
WEIGHT
61 kg
EYE COLOR
Blue
HAIR COLOUR
Hay-Colored
AGE
20
DESCRIPTION
Sitra is a fit yet slender-looking girl wearing what she finds to be comfortable clothing: An open vest over a simple top, baggy shorts with a stretch of cloth wrapped around a belt on her waist, a pair of large boots and fingerless gloves. Her favored hairstyle is an unkept ponytail, though the unkept part is a constant for her, and she is quite recognizable by those who've seen her by the enormous backpack she carries in additional to the more normally-sized though still fancy-looking satchel.
Personality
The first thing one would notice about Sitra is her optimism and how easily she gets excited about things. She can really be a bundle of joy, keeping a joyful attitude most of the time, or even being playful and frequently teasing the people around her if she feels comfortable with them and like she has an opening to tease them with, not that she has a good sense of what might or not be taking things a bit too far either way. This isn't something limited to just the playfulness though, as she's just not very prone to forethought in general and so can act quite harshly on impulse. She can be impatient and led astray by gut feeling, but this also means she keeps a flexible attitude especially as she doesn't judge anyone by the cover. She might react defensively to someone seeming like a threat, but this isn't her thinking they are a threat, it's more just a not-thought-out reaction and her actual attitude towards them will very much be molded by how they show themselves to be. That being said, she is stubborn enough that she will have a hard time quitting on a goal or "plan" before she has at least attempted it.

Her flexible mind is also quite a creative one, but it may be hampered by her lack of knowledge. Having lived in an isolated community for almost her whole life, a lot of her 'common sense' differs from most people's, and furthermore she seems to actively avoid going out of her way to learn about things, herself especially. Instead, she always feels like she has to be doing something or another, just keeping herself distracted as much as she can.

She's very fond of praise, and showing off her skills, perhaps an effort to prove she can be independent from the family she left behind. At the same time, her adoptive mother's absence left a gap in Sitra's heart, one she hopes to fill by finding a new family to belong to, one she herself will start.


Likes - [Praise] ; [Showing Off] ; [Teasing People] ; [Animals] ;
Dislikes - [Stuff That Drags On] ; [Stuff that Restricts Her Movement] ; [Tense or Gloom Atmospheres] ; [Talking About Herself] ;
Fears - [Finding Painful Truths] ; [Being Taken Back] ; [Undead]

Strengths - [Flexible Thinking] ; [Creative] ; [Determination and Positive Attitude That are Difficult to Knock Down] ; [Accepting and Understanding]
Weaknesses- [General Lack of Forethought] ; [Distorted Common Sense] ; [Doesn't go back on her commitments] ; [Bad Liar]
Background
Sitra was born in a remote village in the Corners of Dral, one with no claim to fame or importance other than an old legend about some powerful mage they supposedly helped vanquish. Sitra doesn't remember much of anything about her parents though, as the village was attacked by a sudden horde of undead, and they fled along with her. She was barely old enough to toddle, so she didn't get very far once both of her parents were face-down in the mud, a deep red spreading around them from the gashing wounds in their bodies. Fortunately for her though, in their panic the parents had wondered into the mysteriously barren region not far from the village, and stumbled upon the sealed hidden land of Titan's Cradle. In here, Sitra was found by one of the inhabitants, a woman named Lar'Ifey, who would come to become the little girl's adoptive mother after taking care of Sitra and finding what had happened to her parents.

Sitra was raised within the Titan's Cradle, though there were nearly no children around and even those that were there seemed simply... distant. She barely had any friends, and even among those few seldom was there one whose friendship she felt was actual friendship. Nonetheless, Sitra remained on her feet, taking comfort in her adoptive mother and in her goal of becoming one of the defenders of that land, one of the guards that patrolled the edges of the seal. This is, until she stumbled upon a terrible secret. When she ran, trying to explain what she saw in a panic, everyone there looked at her confused. Was it they didn't believe her? No. It turned out, they just knew about it. They just didn't care. It was "none of their business".

It didn't take long for Sitra to make her escape after that, stealing some artifacts whose locations she happened to know, and trying to get as far away as she could.
Abilities
Sitra has access to enchantment magic. Her form of enchantment is rudimentary though, applying quick enchantments with small effects and requiring an item as a medium to enchant. Furthermore, while she's barely got more than some basics of anything, she can wield spells of various elements and even a number of weak non-elemental spells, such as a minor strengthening spell or a spell to create a quick message the object speaks on a condition. She also received training to potentially becoming a guard for (place), thus was trained somewhat in the use of swords, spears and maces.

Strengths:
+Weapon Training- Couldn't hold a candle to a proper member of the Blades with years of experience, but she could very well hold her own against an inexperienced soldier fresh off completing their training, before accounting for her magic that is.
+Diverse Magic- She can use a range of spells from many different types. Even if their individual effects are weak, choosing the right spell for the right situation, or using several spells whose effects could build on each other, is where her skills could shine.
+Great Spatial Awareness- Her training in (place) imposed on her a need to become extra aware of her position among her surroundings and what they contain. She's adept at fight in uneven and unsteady terrain, using it to her advantage, and as a result has improved reflexes. It even helps her remain agile and not get caught in places despite carrying a massive backpack.

Weaknesses:
-Master of None- Sitra's biggest weakness is perhaps the fact that having a bit of everything means not having a lot of anything. Her spells, even in her focus of enchantment are mild at best and very basic for the most part. If she has to focus on weaponry a dedicated fighter will easily surpass her. Some enemies or obstacles could become insurmountable walls simply due to the fact that while she may have variety she lacks the anything of greater intensity.
-Lack of Knowledge- She isn't very knowledgeable about the world in general, and avidly avoids learning about stuff. Whatever her feelings about it, not understanding the first thing about your enemy is not generally a great strategy, especially if part of your strengths rely on being able to counter said enemy with the right choice of magic or weapon.

Equipment
Sword Maker - A relic Sitra stole from Titan's Cradle, which unknowst to her had been taken from an adventurer once held captive there. It is able to produce swords with nothing but a bit of heat (sunlight is enough) and the mana from the air around them. The swords have little effect by themselves, but they are highly compatible with magic, making them the perfect materials to enchant and for her to fight with. The backpack is also surprisingly light.

Upgraded General Conductor- A handle-like object through which magic flows exceptionally easy. It has few uses beyond being a small blunt object and a great conductor, but it is indeed quite useful as one. It is an improvement version of an ancient standard conductor for beginners, designed to be able to handle just about any kind of magic so long as it was around the basics-mid spells level. It is unable to use any advanced or near-advanced spells, but in return there is no issue of compatibility with using any type of low-tier spell.

MISC- The Clothes she is wearing, rope, food, spare firewood, some enchanted daggers, satchel with coins and some medicine.



Sitra is a fit yet slender-looking girl wearing what she finds to be comfortable clothing: An open vest over a simple top, baggy shorts with a stretch of cloth wrapped around a belt on her waist, a pair of large boots and fingerless gloves. Her favored hairstyle is an unkept ponytail, though the unkept part is a constant for her, and she is quite recognizable by those who've seen her by the enormous backpack she carries in additional to the more normally-sized though still fancy-looking satchel.
The first thing one would notice about Sitra is her optimism and how easily she gets excited about things. She can really be a bundle of joy, keeping a joyful attitude most of the time, or even being playful and frequently teasing the people around her if she feels comfortable with them and like she has an opening to tease them with, not that she has a good sense of what might or not be taking things a bit too far either way. This isn't something limited to just the playfulness though, as she's just not very prone to forethought in general and so can act quite harshly on impulse. She can be impatient and led astray by gut feeling, but this also means she keeps a flexible attitude especially as she doesn't judge anyone by the cover. She might react defensively to someone seeming like a threat, but this isn't her thinking they are a threat, it's more just a not-thought-out reaction and her actual attitude towards them will very much be molded by how they show themselves to be. That being said, she is stubborn enough that she will have a hard time quitting on a goal or "plan" before she has at least attempted it.

Her flexible mind is also quite a creative one, but it may be hampered by her lack of knowledge. Having lived in an isolated community for almost her whole life, a lot of her 'common sense' differs from most people's, and furthermore she seems to actively avoid going out of her way to learn about things, herself especially. Instead, she always feels like she has to be doing something or another, just keeping herself distracted as much as she can.

She's very fond of praise, and showing off her skills, perhaps an effort to prove she can be independent from the family she left behind. At the same time, her adoptive mother's absence left a gap in Sitra's heart, one she hopes to fill by finding a new family to belong to, one she herself will start.

Likes - [Praise] ; [Showing Off] ; [Teasing People] ; [Animals] ;
Dislikes - [Stuff That Drags On] ; [Stuff that Restricts Her Movement] ; [Tense or Gloom Atmospheres] ; [Talking About Herself] ;
Fears - [Finding Painful Truths] ; [Being Taken Back] ; [Undead]

Strengths - [Flexible Thinking] ; [Creative] ; [Determination and Positive Attitude That are Difficult to Knock Down] ; [Accepting and Understanding]
Weaknesses- [General Lack of Forethought] ; [Distorted Common Sense] ; [Doesn't go back on her commitments] ; [Bad Liar]
Sitra was born in a remote village in the Corners of Dral, one with no claim to fame or importance other than an old legend about some powerful mage they supposedly helped vanquish. Sitra doesn't remember much of anything about her parents though, as the village was attacked by a sudden horde of undead, and they fled along with her. She was barely old enough to toddle, so she didn't get very far once both of her parents were face-down in the mud, a deep red spreading around them from the gashing wounds in their bodies. Fortunately for her though, in their panic the parents had wondered into the mysteriously barren region not far from the village, and stumbled upon the sealed hidden land of Titan's Cradle. In here, Sitra was found by one of the inhabitants, a woman named Lar'Ifey, who would come to become the little girl's adoptive mother after taking care of Sitra and finding what had happened to her parents.

Sitra was raised within the Titan's Cradle, though there were nearly no children around and even those that were there seemed simply... distant. She barely had any friends, and even among those few seldom was there one whose friendship she felt was actual friendship. Nonetheless, Sitra remained on her feet, taking comfort in her adoptive mother and in her goal of becoming one of the defenders of that land, one of the guards that patrolled the edges of the seal. This is, until she stumbled upon a terrible secret. When she ran, trying to explain what she saw in a panic, everyone there looked at her confused. Was it they didn't believe her? No. It turned out, they just knew about it. They just didn't care. It was "none of their business".

It didn't take long for Sitra to make her escape after that, stealing some artifacts whose locations she happened to know, and trying to get as far away as she could.
Sitra has access to enchantment magic. Her form of enchantment is rudimentary though, applying quick enchantments with small effects and requiring an item as a medium to enchant. Furthermore, while she's barely got more than some basics of anything, she can wield spells of various elements and even a number of weak non-elemental spells, such as a minor strengthening spell or a spell to create a quick message the object speaks on a condition. She also received training to potentially becoming a guard for (place), thus was trained somewhat in the use of swords, spears and maces.

Strengths:
+Weapon Training- Couldn't hold a candle to a proper member of the Blades with years of experience, but she could very well hold her own against an inexperienced soldier fresh off completing their training, before accounting for her magic that is.
+Diverse Magic- She can use a range of spells from many different types. Even if their individual effects are weak, choosing the right spell for the right situation, or using several spells whose effects could build on each other, is where her skills could shine.
+Great Spatial Awareness- Her training in (place) imposed on her a need to become extra aware of her position among her surroundings and what they contain. She's adept at fight in uneven and unsteady terrain, using it to her advantage, and as a result has improved reflexes. It even helps her remain agile and not get caught in places despite carrying a massive backpack.

Weaknesses:
-Master of None- Sitra's biggest weakness is perhaps the fact that having a bit of everything means not having a lot of anything. Her spells, even in her focus of enchantment are mild at best and very basic for the most part. If she has to focus on weaponry a dedicated fighter will easily surpass her. Some enemies or obstacles could become insurmountable walls simply due to the fact that while she may have variety she lacks the anything of greater intensity.
-Lack of Knowledge- She isn't very knowledgeable about the world in general, and avidly avoids learning about stuff. Whatever her feelings about it, not understanding the first thing about your enemy is not generally a great strategy, especially if part of your strengths rely on being able to counter said enemy with the right choice of magic or weapon.
Sword Maker - A relic Sitra stole from Titan's Cradle, which unknowst to her had been taken from an adventurer once held captive there. It is able to produce swords with nothing but a bit of heat (sunlight is enough) and the mana from the air around them. The swords have little effect by themselves, but they are highly compatible with magic, making them the perfect materials to enchant and for her to fight with. The backpack is also surprisingly light.

Upgraded General Conductor- A handle-like object through which magic flows exceptionally easy. It has few uses beyond being a small blunt object and a great conductor, but it is indeed quite useful as one. It is an improvement version of an ancient standard conductor for beginners, designed to be able to handle just about any kind of magic so long as it was around the basics-mid spells level. It is unable to use any advanced or near-advanced spells, but in return there is no issue of compatibility with using any type of low-tier spell.

MISC- The Clothes she is wearing, rope, food, spare firewood, some enchanted daggers, satchel with coins and some medicine.
 



  • c5d8f1e385bdd4a80e56927534337c9a.jpg
    Skasaha.(Granblue.Fantasy).full.2771519.png




    • Cook Scathatch Crop.png
      Wildeberry's Inn

      Welcome! Want to come inside? Would you like room or just dinner? We welcome hard working adventurers like you in this inn, I can assure you we have the right sigils to give you a proper rest after a hard day! Come, come, have a look around!







 





























  • Hitorihime Kagami

    HD-wallpaper-anime-boy-fishing-jacket-blue-eyes-anime.jpg

    Nicknames/Titles:
    N/A

    Age
    16

    Gender:
    Male

    Occupation:
    Student

    Personality:
    Despite how diligent he is, and how serious he tries to be, Kagami has never had the best impulse control. For him once the floodgates are open he can just go into autopilot, and responding to flustering with an excessively aggressive demeanor and "colorful language", or on the opposite end of the spectrum, letting himself go with the flow to the point he finds himself in situations before he quite understands how or why he got there and lies come with ease to him. In order to combat this and become more respectable, Kagami gained the habit of going through life like someone reading an ikea assembly manual, always trying to figure some set of vague instructions or guidelines on what he should be doing and how he should be responding. This has indeed proven successful at least to the extent that he can follow what he thinks he is "supposed to do" quite consistently, and should he or someone else come up with a plan he is quite capable of going through the motions without hesitation, but on the other hand it is a habit that seriously hampers the flexibility of his thinking. If things deviate from the established norm or plan past a breaking point he will likely be too flustered to respond effectively.

    Nonetheless, he persists. Following his heart would only pain other people after all, and he has long since lost his ambitious side, conceding to the notion that he can't accomplish anything significant. Deep down he simply can't bring himself to validate his own merits, thus he has turned to externalizing said validation. He has a tendency to talk to himself when he thinks nobody is looking, saying things he doesn't mean as some manner of pep talk, and despite the fact he would never admit it, he deeply cares about what other people think of him. This results in something of a paradox, between the his inability from dealing with the spotlight (attention can easily fluster him and makes skyrockets how self-conscious he is, making him very easy to embarrass) and his desire for the admiration and appreciation of others. In the end, he tries not to stand out and act in the background as much as possible, but nonetheless he is very weak to positive attention such as praise.

    Kagami is also a very empathetic person. Since young he's been very sensitive to the way others express their feelings, and so he can easily end up hurting himself should he believe he has hurt another's feelings, either from guilt that he didn't do something he could, or out of distress that there's nothing he could do. It would be nice if at least making people happy was enough for him, but while he does feel a bit happy to help people be happy, he can't help a slight tinge of envy at times. Even so rarely can resist leaping into action if he can find some way of doing it discretely, and he has a hard time really asserting what he wants or thinks should be done due to the fear of how it may be perceived or how it may affect the feelings of those he would admonish, making him also a lot more patient and forgiving though also come across as far more naive. On the other hand, privately he is far more energetic and proactive, thus leading to a habit of putting things off until he can be alone to do them himself away from anyone's eye. Those who see both his naivete and how he can behave when he believes himself to be in private can see a perhaps endearing almost child-like side to Kagami.

    Likes / Dislikes / Fears:
    Fishing
    Music & Radio
    The Broadcast Club and Its Members
    Cysups
    His Sister
    A good plan or manual
    Praise
    Attention
    People around him feeling bad
    Chaotic or Unexpected Situations
    Vegetables
    The spotlight
    Something serious happening to his sister
    Someone finding his secret

    Talents/Skills:
    Housekeeping (Cooking & cleaning mostly)
    Sound Design
    Picking Up On People's Feelings
    Repairing some old robots
    Programming (kinda)


    Items:
    Basics (Phone, wallet...)
    Rudimentary Repair Tools
    A Packet of Sugar
    Round, a Cysup shaped like something of a beetle-orb thing. It is capable of flying to a limited extent, projects images and sounds, and is quite durable among Cysups. However, it's got a really low battery capacity and the internal mechanisms scratch the cameras with ease so it needs frequent fixing.




























    Cydestory


    6wW.gif









    Sofina the Strength (2).png

    Scientia ~|~ Essentia ~|~ Etiquette

    Gender
    Female

    Short-Term Goals
    Getting through highschool

    Long-Term Dreams
    Opening his own coffee shop


    Powers
    Common:
    Reality Code O-63: Decorum Codex - The Reality Code ability gives Scientia Essentia magical girls the ability to materialize their abstract concept into a physical material or object. In Cydestory's case, this ability creates a rule book containing 14 rules, written in a symbolic language only she can read. Small magical circles float above the open pages of the book, and they can be plucked out to be inserted in small or closed areas, or in objects, creating traps in which the rule is automatically followed. This happens in the affected area, or in a small radius around the object. The circles can be plucked back into the book by the user, can't be seen by anyone except them, and return to the book automatically if the transformation is ended.
    1. When another greets you, you shall greet them back.
    2. You shall not lie or break your promises.
    3. You shall not tread upon the garden.
    4. You shall speak only when spoken to.
    5. You shall leave things as you found them.
    6. You shall close your eyes to the other's shame.
    7. You shall comply with authorities.
    8. You shall remain calm.
    9. You shall eat what is served to you.
    10. You shall hold those tools properly at the tip of your fingers.
    11. Until it is done, you shall focus on your task.
    12. You shall sleep when night comes.
    13. You shall not dirty yourself.
    14. A gift shall be repaid with a gift.

    Input Breakdown: Archive - Scientifica Essentia magical girls are given access to their own personal archiveling, a subsect of a great library of information that grasps into the true essence of things called the Archive. While a truly massive wealth of information is present and is imparted into these magical girls from the archive, much information is forbidden, or restricted. Each magical girl is able to lift or ease the restrictions when it comes to their own theme, however, but regardless they can't access the forbidden information. Understanding the mechanics of magical girl or monster abilities, and reading a certain ancient language are both within the purview of the archive's information, but as it is a storage of information it may not be able to provide info on an entirely new artificially created monster for instance. Furthermore, to obtain the information data needs to be fed to the archieveling for it to give an assessment, since the mere fact a spell produces fire for instance does very little to narrow down the possibilities within the archieve's information. Once it has made an assessment, however, the information is as though 'downloaded' into the magical girl's mind. Cydestory's theme gives her easier access to customs, expectations, and tentatively what people might want to see her do.

    Unique:
    Tea Party - Magically creates a pseudo-consciousness and infuses it into an object or animal. The more complex/advanced the pseudo-consciousness, and the more resistant the object, the more time and focus it requires. Resistance is determined by how receptive something normally is to stimuli. Small objects and computers are easy, a huge heavy block of stone would be considerably difficult. Pseudo-Consciousness range from only able to perform a single task in response to a specific stimuli, to something about as advanced as Siri, and in the most extreme cases, they can appear sentient, though (magical girl name) avoids this. Regardless of how advanced, a pseudo-consciousness is not inherently loyal by nature, so instilling loyalty requires a sweet-spot where the consciousness is not so simple as to be unable to process something as abstract as loyalty, but not to advanced as to escape its initial settings. An object infused with a pseudo-consciousness is animated and controlled by it, though aside from talking and having senses, most things it can do are the type of thing the object could do. A computer would be able to operate by itself but it couldn't move, a teddy bear could walk by itself but would still be pretty limited in what it can actually grab or hold. The pseudo-consciousnesses can be further edited in a programming-like panel (she needs to be near them and they need to be stationary for this work), or further switched around between objects or animals. Other than herself, sentient beings are not included in "animals" for purposes of this ability.

    Aura of Grace - (Magical Girl Name) is permanently surrounded by an aura that acts as a filter to the perception of those around her, except those sufficiently powerful as to be unaffected by such things, and people she specifically focuses on (requiring a personal connection which at least extends to having spoken to them once and knowing their name). Those seeing her through the filter will perceive her as incredibly beautiful and graceful independent of what she is doing or how in reality. This can either be a localized change of understanding or an actual replacement of what she is perceived to be doing. If she was drunkenly swearing at someone, for instance, her swearing might be taken as something refined and graceful - or the perception filter might replace what she said entirely for an equivalent the listener might find refined and graceful.

    Knight's Refinement - Uses matter with condensed magical energy and refines it into a core, requiring time and focus. The more magical energy in the object, the more powerful the "Guardian Knight" golem it creates will be, whereas its duration and durability depend on the time and focus spent on the refinement process.

    Other

    He collects and is very fond of a line of old robots called Cysups (catchy nickname for Cyber Supporters). These small helpful robots designed for a number of miscellaneous tasks were quickly outperformed by other competitors who got a grasp on the same type of advancements to AI and energy transmission that company did (after all, there wasn't a lack of monsters to study back then), and the Cysups often had weird designs and were pretty fragile for a robot of their kind. Nowadays their worth is mostly as a collector's item.

    His sister's magical girl name is Virtuosa, and Kagami will initially try to for Supporter, only to be told that name is already taken.

    Backstory

    It wouldn't be wrong to say Kagami's empathy runs in the family. Indeed, his parents were extraordinarily empathetic as well, giving him a very spoiled and almost sheltered upbringing, but also persistently giving him an example of being kind and caring for others, leading him to share that inclination. His educators as well were the sort of people who "never kept scores" and only handed participation prizes. Kagami never felt he lacked for anything in his childhood, but he also never felt he achieved anything nomatter if he tried or didn't. Meanwhile, his sister Shori was some who very actively got into contests and often won at least second or third place. Out of admiration, he began to imitate the side of her he saw most, this kind of understanding mediator. He had no difficulty making friends, and he would often help bring people together and try to resolve conflict between them. What he did not expect, however, was that many of them would come to prefer each other's company over his. It wasn't as though they didn't like hanging out with him, but they would always go to each other first, and if he didn't approach others himself, in time others wouldn't approach him either.

    One day, after a school play in which the children were made to crossdress and Kagami got a minor supporting role, he was too embarrassed to speak to his family and walked out by himself. He stumbled upon a pair of some kind of dirty object, which turned out to be magical girl devices. One of them immediately bonded with him upon contact, and the second to his sister, who had come looking for him and rushed to him when he saw the mysterious object start to move by itself. Though both of them had become magical girls, Shori knew that news of this would cause some kind of chaos. The two of them ran and hid until their transformations turned off and they agreed to never speak of Kagami's ability to transform into a magical girl. His device was hidden away, to be hopefully forgotten.

    However, people still saw the light, and other magical girls new: A magical girl was 'born' that day. As it was impossible to hide something happened, Shori took on the role of being that new magical girl, making an appearance and beginning to fulfill her duty as one. Meanwhile, Kagami himself would not break his promise, but part of him was upset he could not do those awesome things he saw his sister do, and still felt abandoned by the situation with his friends. He entered a bit of a chuuni phase, a cry for attention though he did not realize it himself and his parents indulged him but didn't particularly give him any more attention than usual. He kept ramping things up, until the day he had a fight with his sister near his birthday. In order to get in time to celebrate it with him, Shori rushed in her fight against the monsters, resulting in her getting more injured than usual, and outing her secret to the family. Seeing her hurt like that made Kagami come to his senses about how selfishly he had been acting, and wrap his head around why people had been increasingly treating him like he was weird. For his parents this was a turning point as well though, and over time, as they now knew why their daughter actually kept coming home injured, they couldn't bear the thought. They asked Shori to stop, but she told them she couldn't just stop. That's when they decided they couldn't take it anymore and they would move along with their two youngest siblings, though they would continue to send money and help if need be. Kagami refused to go with them as well though, being left in their house. He simply couldn't bear the thought that nobody would take care of the house and be there for his sister when she came back after she had been through so much.

    Kagami began to distance himself a bit from things, preferring to stand out less especially seeing how he had just come out of a chuuni phase. He liked to help people, but he began to take a far sneakier approach to it, leading some people to find him a bit suspicious, and that in turn meant he had to just back off from time to time. While he got along with some people, he didn't get to bond with people enough to really make friends, as the time not spent in class was usually spent going home to take care of the house and most clubs didn't give him the flexibility to do that. He began to take more of an interest in cooking as he was the one doing it at home, and found he actually had something of a knack for it. Others found out about this during home economics classes, and so he found himself invited for a trial stay at the cooking club. Most of the club was female though, and he was a boy who wasn't very used to that kind of attention. Some might say it was inevitable he would come to develop something of a crush on one of the girls... until she announced to the club that she had a boyfriend.

    Heartbroken, Kagami left the cooking club, and tried to find solace by spending time with his sister. However, as the battle against the monsters kept escalating, she could spend less and less time with him. They would schedule an afternoon together hanging out, and she would inevitably have to go. There were days he didn't see her at all, and other days he would let her vent about how hard she had it and then cheerfully praise this tiny fellow magical girl she met.

    Thus Kagami kept muddling through school, until the day a helpful upperclassman invited him to a club. She was the particularly perceptive type, and decided to give Kagami a hand by offering him a position in the Broadcast club. At first he mostly just hung out in there, but seeking to repay the kindness of the club members and the club president in particular, he began to look into fulfilling the role he felt they were missing, and eventually came to familiarize himself with sound design.


 

  • Lillybane Monhoot
    Lvl 2 Kau'Azur Cult Warlock/ Level 1 Artificer



    • Race: Human (Reborn)
      Age/Gender: 19 Female
      Height/Weight: foot ( cm) / lb ( Kg)
      Languages: Common, Elvish, Sylvan
      More Appearance Details: As a result of the blessing of the cult, her ears have grown elongated and her eyes changed into a more reptilian appearance.

      STR
      8
      Athletics: -1

      DEX
      14
      Acrobatics: +2|Sleight of Hand: +4|Stealth: +2

      CON
      11
      .

      INT
      20
      Arcana: +7|History: +5|Investigation: +5

      Nature: +5|Religion: +5

      WIS
      12
      Animal Handling: +3|Insight: +1|Medicine: +3

      Perception: +1|Survival: +1

      CHA
      14
      Deception: +4|Intimidation: +2

      Performance: +2 |Persuasion: +2



    30cdef4f9d16225be873bf8b69a8be33-jpg.1004736



    Proficiency Bonus: +2
    Hit Points: 18
    Hit Dice: 3d8
    Armor Class: 14
    Initiative: +1
    Speed: 30ft
    Passive Perception: 11
    Spellcasting Ability: Cha/Int
    Spellsave DC: 12 / 15
    Spell Attack Bonus: +4 / +7


Spells
Cantrips: (6)
*Guidance (Artificer)
*Mending (Artificer)
*Prestidigitation (Warlock)
*Toll the Dead (Warlock)
*Chill Touch (Strixhaven Initiate)
*Druidcraft (Strixhaven Initiate)

First Level: (10)
*Cure Wounds (Artificer)
*Detect Magic (Artificer)
*Inflict Wounds (Artificer)
*Disguise Self (Artificer)
*False Life (Artificer)
*Puppet (Warlock)
*Unseen Servant (Warlock) [Ritual]
*Speak With Animals (Beast Speech)
*Silent Image (Misty Visions)
*Find Familiar (Strixhaven Initiate) [Ritual]


Items
Equipped:
Hide (10 GP)
Broom Quarterstaff (2 SP)
Sack x5 (5 CP)
Traveller's Clothes (2 GP)
Chest (5 GP)

Currency:
0 PP
41 GP
40 SP
7 CP

Carrying:
Tinker's Tools (50 GP)
Weaver's Tools (1 GP)
Shield (10 GP)
Dagger x2 (4 GP)
Herbalism Kit (5 GP)
Candles x10 (1 SP)
Rope-Hemp (1 GP)
Tinderbox (5 SP)
Healer's Kit (5 GP)
Bullets (20) (6 GP)
Pepperbox (15 GP)
5ft string x2 (-8 CP)
Dolls x?

 
~If you want something done, do it yourself. If you want something done right, pay someone who does it better than you can.~


  • sample-85dca3bd66585acc9907b91c7635907e.jpg
    Irona Faarship

    Caravant's White Wolf



    Age: 20 (looks much younger than that)
    Gender: Female
    Sexuality: Straight, maybe. That kind of thing just has yet to really cross her mind.
    Social Status: Unknown, but generally considered a commoner, as she doesn't really reveal her status.
    Isekai or Novel Resident: Novel Resident
    Character Trope: Merchant NPC +A Dash of "Not Growing Up Sucks"
    Goals: Money
    Grace: Anemo




    • 9XiXFfMrU1XeB6soAOlZ8wnGrY3rvAF4hnuk4iDtpA0.jpg
      oy6sclqljli41.png


      Irona's pale blue eyes and violet hair contrast heavily with the white outfit she almost always wears. Even in game she only seemed to wear something different during certain game events, such as wearing a halloween costume or a swimsuit, but afterwards it was right back to the usual state of affairs, despite this outfit visibly consisting of clothes for a very cold climate, even if slightly decorated with a set of blue ribbons along the sleeves, a yellow sweater underneath, and a set of blue animal ears that moves with anemo magic as a joke. If not for that blue though, she might very well disappear in the snow as her skin is likewise very pale. However, perhaps one of the most notable aspects of her appearance is how young it looks, as she could easily be taken to be around 10 years old if one went by looks alone... and the occasional behavior and sweettooth.




*Note on the title: Caravant is a legend, a story about a man who received many treasures from messengers of god due to his witty good deeds, which he later hid them in many places for the worthy to find them, behind challenges to test if they were indeed worthy.


 

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