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folclor

Resident Cripple
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Name:


Gender:


Age:


Year: (1-4)


Bound: (Y/N)


Universe:


Abilities:


Personality:


Backstory:


Appearance:
 
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Username: Lunaria Silver


Character Name: Ivela Zoldyck


Age: 17


Station: 4th Year


Universe: Hunter x Hunter


Race: Human (Conjurer Nen Type-Specialist)


Gender: Female


Personality: Ivela is calm and logical, and can be rather cold. She does get annoyed easily, and she has to stop herself or she will try and kill somebody. She is not very practiced with socialization, and she doesn't always make friends easily. She has a habit of being unintentionally rude to people. She is a bit of a brat, and gets jealous very easily. In the end, though, she just wants somebody to care for her. She is not above betraying her 'friends' if it would save herself.


Languages Spoken: English


Backstory: Being raised in a family of assassins, she was never a normal girl. Her parents trained her relentlessly, and were happy with her progress. Her potential was great. She always completed her contracts with ease, and never disobeyed her parents. The only way she disobeyed her parents was by asking her Grandfather to train her in Nen usage. He did, and she got much stronger, even becoming a specialist Nen User. She was a shoe in for head of the family. She had the attention of her older siblings, her parents, and her grandfather. She misinterpreted that as affection, and she deluded herself into believing she was content. That all changed when her younger brother, Killua, was born. He was born with even more potential for Nen than she had ever had. That's not to say she wasn't powerful, but her brother had even more potential than her father. It was amazing. From the moment he was born, Ivela became old news. Killua was decided to be the next head of the family. It wasn't fair...she was older than him. Suddenly, she never received any praise. She was no longer <em>special</em>. She was forgotten. She knew that these emotions were not for an assassin to have. An assassin must be void of all feelings. A Zoldyck cares only for the good of the family, and Killua was good for the family. She suppressed her feelings, kept up her training, no matter how painful the training may have been. She grew stronger. But so did her 2 year old brother. Even toddlers were trained. After suppressing her feelings for so long, she could no longer stand it. She tried to kill her younger brother, something that she regrets. He was family. He was only a child. She stopped herself just before she did, feeling a warmth for her brother that she had never really felt for anyone. It was her younger brother. She was supposed to protect him. Unfortunately, her parents came in at that moment. They decided that the standard torture she had become accustomed to was not a suitable punishment. An assassin who gives into their own selfish desires did not belong in their world, though they were proud of her for going after what she wanted with ruthlessness befitting an assassin. That is the only reason she is still alive. They found a Nen Exorcist who banished her from their world.


She spent her time at the academy silently, making an effort to seem average in every subject except for meditation, which she excelled in. It wasn't until her third year that she began to show any sign of her abilities, as she attempted to break free of her family's rules. Long story short she went right back to them.


Later, for reasons Ivela could not begin to understand, Akita, the school counselor, caused her to believe that she was a being that existed only in the academy, but specialized in the knowledge of the world that was, in fact, where she came from.


Abilities: As a conjurer nen type, she can conjure items with her nen aura. She can destroy the items she conjures.

Musical Discord -Black musical notes float into the air before shifting into daggers that launch themselves at her opponents.
Symphonic Sheets -Sheets of music are summoned, though they are stronger than regular paper of course. They are flexible, and she usually uses them as a shield. (Or sometimes as a bag to carry things in.)
Requiem Bars -Music bars appear in the air, which are solid. She can run on them, so that she can go up into the air, or she can use them as cages, something she does rather often.
Astral Sight -The user can watch and listen to any person in the world, so long as they know their name and what their face looks like. They can do so without detection, or being there.
Angel of Music


Ivela summons a life size golden angel with music notes covering her wings. She can use it to attack her enemy for her. It is solid. Once it gets a hold of somebody it forces Zetsu, the suppression of aura. (Only relevant to other nen users.)
Angelic Armory


Ivela summons the Angel of Music. She holds up her finger and a golden music note floats above it. Depending on the note, the Angel shifts into a different golden weapon with an angel decorating it somewhere. This ability can only be used when Ivela senses a hostile presense. The weapon can only disappear or be changed when all visible threats are gone.


The weapon used depends upon Ivela's subconcious analysis of the situation.


Whole Note- Scythe- Grim Song- Scythe slices everything within an 8 foot radius in half.


Dotted Half Note- Longsword- Song of Judgement- Each slash affects the target differently depending on Ivela's opinion of them.


Half Note- 4 Fans- Aria of Grace- Fans float around blocking attacks.


Dotted Quarter Note- Dagger- Mute- While this Dagger is inserted into a target they lose the ability to speak.


Quarter Note- Violin- Merciless Tune- Razor sharp music notes fly out towards the target in fast sucession.


Whole Rest- Cane- Literally just a stick.
Noxious Angel


The Angel of Music turns a sickly green. When it touches an open wound on a target a paralytic poison enters their bloodstream. Since she isn-t naturally a transmuter, it is relatively weak. A physically weak person unused to poisons will be paralyzed for 15 minutes.
Pestilence


Not nen. Plants around Ivela turn brown and die as she steals their aura and adds it to her own. She has not yet figured out how to steal the aura of humans.

Weapons Used: She uses her nen attacks, and, if it comes down to it, she will use the bow from her violin to beat people in the face. She uses Shu to give the wooden Violin bow the exact same strength as a metal sword.


Alignment: Lawful Neutral


Bound: Yes


Appearance:


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Name: Reagan Deimos


Age: 17


Gender: Female


Year: 2


Bound: Yes


Universe: Magic: The Gathering


Race: Human Planeswalker


Personality: Insatiably curious and clever, with a friendly streak. Reagan is known to oogle new pieces of machines or spells and try to figure out how it all works together. She is also known for being absent-minded and eccentric, with a tendency to tunnel-vision and do things that sound fun at the time.


Languages Spoken: English, Goblin


Alignment: Chaotic Good


Backstory: Reagan's life started average. Born on the plane of Vyrn near one of the mage-rings, she grew up normally until age 8, when she rather accidentally shocked her mother during a temper tantrum. Her mother did survive, but that incident would cause Reagan's life to spiral out of control. She was taken under the wing of a lightning mage, who taught her how to harness her gift. To his shock, Reagan was tearing through lessons at a rapid pace and learning spells that were difficult for older lightning mages.


Unfortunately, this had a serious side effect on Reagan's body. She began storing mana like a capacitor, with her stores getting larger as she trained more. When she generated too much mana, electricity began to arc off of her body, shocking anyone who came near until she could discharge some mana to get the effect to stop. At the age of 12, she began working on a prototype that would store her excess energy so that she wouldn't have to worry about accidentally hurting anyone. She also made it a jetpack because why not. This prototype would blow up in her face. Literally.


The accident ignited her Planeswalker spark and she was flung to the crowded streets of Ravnica. After looking around for a while, she began working under an Izzet artificer named Roland. With his help, she was able to create her Elec-Wing Mk.II backpack. Roland assured her that this one would not explode. She thanked him for the help, left the guild, and began traveling. During her travels, she realized that like her, the backpack has a limited capacity. She found out in Tarkir during a talk where she had been holding all that energy in. Now, at the age of 16, she has received a strange letter telling her to report to an Academy for Rejected Souls. Equipped with clothes, extra capacitors for her backpack, and some food, she tried to planeswalk to this Academy.


During her first year in the Academy, she managed to become the apprentice of HK-50-01 and received Witcher training and enhancements.


Abilities

  •     -Electrokenesis: Reagan can manipulate lightning and electricity and generates it on her own. 
  •     -Blink: Reagan has the ability to teleport short to medium distances quickly and instantly.
  •     -Counterspell: Can dispell/counter most forms of magic
  •     -Planeswalking: Reagan can access other worlds, or planes, by basically walking to them through the aether that seperates the worlds.
  •     -Increased Intelligence: Reagan always has a book on hand to read, and knows a decent amount of things that most would consider above her pay grade.
  •     -Elec. Wing Mk. II: The backpack stores excess mana in a capacitor to be used later. It also has wing-like extentions that Reagan can channel electricity through, which can allow her to fly for short periods. It is composed primarilly of Mizzium alloy.
  •     -Enhanced strength, stamina, endurance, speed, and senses as a consequence of Witcher mutations.
  •     -Summoned a small electric wyvern she named Sparky.



Weapons Used: Reagan uses daggers, the occasional sword, and her lightning magic for self-defense. She has also recently armed herself with a collapsible sword of her own design.


Extra:

  • -Reagan cannot planeswalk since entering the Academy. Just don't bring it up.
  • -Reagan is a coward and usually flees from a fight unless she is cornered.
  • -Reagan carries two filled capacitors and three empty ones
  • -Reagan is terrified of snakes.
  • -When she gets irritated, sparks fly off her body of their own accord.

Appearance: Reagan is a slim girl standing at 5'6" with mid-length brown hair and green eyes. She usually wears red and blue robes associated with the Izzet. Said robes are made up of a long-sleeved shirt, pants, and an overcoat. Thanks to her induction as a Witcher, she has cat-like eyes.
 
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Name: Aaron of Zartine


Gender: Male


Species: Hybrid (Ancestry being Fae-Dragon-Univerian-Light Elf)


Age: 16


Year: 1


Bound: No


Universe: Original


Abilities: 


(Besides flight none of these are particularly strong as of yet.)


Flight


Can fly for a maximum time of 2 hours in ideal weather conditions.


Shadow Realm Travel


Can slip into the shadow realm to greatly reduce travel time, and lurk out of sight.


Light Magic


Healing Spells, spells to create light, curse breaking, banishing spells, etc. Most proficient in healing spells and spells to create light. (Due to clumsyness.)


Water Magic


Complete control of water, ability to draw strength from water, ability to hold breath underwater for 10 minutes.


Balance Magic


The most powerful branch of magic in his Universe, although it is so greatly diluted it can do little more than give him the ability to disguise himself. The only other thing it can do is allow him to store items in a sort of locker.


Personality: He's a very kind boy who spends most of his time trying to figure out how best to ensure the happiness of others. He loves to meet new people, although he doesn't usually end up being able to hold a conversation with them for very long as he is a tad bit awkward.


Backstory: His great grandmother was a fae, his great grandfather the avatar of a shadow dragon. Their son, (his granfather,) was a hybrid of those two speices who married a Univerian, whose child then married a Light Elf, making Aaron the strange, mixed abomination that he is. Due to his mixed heritage, Aaron's powers soon flew out of his control, causing his mother and father to seek out the help of the Grand Coven of the Society. (Witches/Wizards.) They placed heavy enchantments on a bracelet which greatly reduced his powers, therefore causing them to stop warring with each other. Thus his life went on calmly. He had control of his abilities, and life went on. Due to his limited magic, he trained mostly in flight as a way to make up for his magical shortcomings. One day, however, everything changed.


While he was taking off for his daily flight, his bracelet was pulled off by a curious little kid. Everything happened in an instant. There was an incredibly bright flash and Aaron disappeared, leaving the corpse of a child who had been drowned despite being on land. 


Aaron was unaware of what he had done. All he knew was that he was suddenly in a pitch black world that he immediately recognized as the shadow realm. It was cold. It was empty. It felt wrong. He had always been able to enter it, even with his reduced powers, but he had never been so far in. Quite frankly, he was terrified. He found the first exit he could, and ended up in China. That was a shock. He was so shocked that, though it was nighttime there, it was suddenly as bright as the day in the small area he stood. Sinks within a 50 yard radius began to overflow.


Quickly deciding he wanted to go home, he managed to slip back into the shadow realm and, after wandering for hours, made it back to the place where he had lost his bracelet. The child's body was already gone, and his mother and father were standing there. He watched the bay water begin to rise up into an enormous wave before his mother slipped the bracelet back onto his wrist.


The water dropped back down abruptly as there was a barely audible crack. He glanced down at his wrist and found that the silver bracelet had a series of cracks on it, but was not yet broken.


Something told him to reach into hus pocket, and he did. In it he found some letter inviting him to join ARS.


Appearance:


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He uses Balance Magic to hide his wins by storing them in his "locker."
 
Name: Brask'hal'azhura , core name Khala


Gender: Female 


Age: 18


Year:


Bound:


Universe: Star Wars (Legends Canon)  


Abilities: While she is more effective at tactics and strategy , Khala has a proficiency with a wide array of weapons and tools. She has a high level of physical and mental conditioning , a result of her training under both the Chiss and Academy for Rejected Souls leadership. As a Chiss , her metabolism is naturally higher than that of the average human , granting her more endurance as well. As a result of being raised nearly entirely on Csilla , Khala operates as efficiently in freezing or near-freezing conditions as she does temerpate ones. 


Personality: First and foremost , Brask'hal'azhura (like most of her species) is cold to those she doesn't consider a 'friend' - which she only now can be considered to have. Also like most of her species , Khala displays a veiled racism against non-Chiss - and a small bit of arrogance at the supposed superiority of her species. She is exceedingly 'by the book' and proper , following every rule to the letter. However , orders she sees as truly detrimental she will not hesitate to dispute. She's he's rather apathetic towards what her peers think of her , but she does work to please her superiors. Being a fledgling strategist , Khala tends to analyze situations to find the most efficient course of action no matter what the situation may be. 


Backstory: Born on the Chiss home world of Csilla , Brask'hal'azhura developed as a warrior of the Chiss Ascendancy during the early stages Great Galactic War. She didn't have any siblings - though the family Brask was a large one - and grew to find familial attachment to be a violation of the ethics she was taught. At an early age , Khala proved to be adept at strategy over physical might , gaining the family title of Azhura (for a Strategist/admiral). Upon turning 14 she enlisted into the Chiss Expansionary Defence Force , one of her proudest moments. Unfortunately , she discovered that the ethics the overall CEDF and the ethics she found most efficient conflicting. Khala espoused the preemptive strike as a means of preventing a war before it began , whereas CEDF high command operated under the mandate of striking only after an enemy attacked first. Finding her methodology 'unfitting' for a leader , she was given most of her CEDF training in the arts of a stealth operative. Despite the training , these superiors decided against sending her into the war in which they had allied with the Sith , one of a large series of disagreements between Khala and CEDF high command. The conflict with her superiors ended with her being 'rejected' from her universe to an academy for similar beings. Following the orders given to her , she arrived there as soon as the year began and found herself singled out for binding within her second year. Still masterless in her fourth year , the young woman still looks to her superiors as trustworthy on most matters  - though there are a very select group of other students she's growing to trust. 


Appearance:View attachment 154237


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View attachment 154238


(body type - she wears the standard school uniform , not those Jedi robes. She doesn't look like that either). 


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(training/combat armor. No , she can't use a lightsaber. And once again she doesn't look like that) 
 
Name: Isabel Pasillas A.K.A. Sable


Year: 1


Bound: No


Universe: Rebel Crusaders



Age: 16



Gender: Female
 


Abilities: Sable has the ability to absorb any object into her skin in the form of a tattoo. The only limits are that they must be able to fit and they must not be an animal or person. Current tattoos: A machete on her back, throwing knives around her calves, two daggers on each forearm, a Glock-18 on each thigh, and two roses on her shoulders. Much of the rest of her body has been left blank for the time being.


She is also a skilled mechanic, a decent fighter, and a hell of a shot.  Just don't make her read.


Personality: Isabel is hot-blooded and confrontational. If she finds a problem with something she will work to fix it. She has a skewed sense of justice and ethics, but she actively tries to right perceived wrongs. She's down to earth, a hard worker, friendly and sometimes moody. 


Backstory: An orphan for as long as she can remember, Isabel grew up in a run down part of Freedom. As soon as she was old enough to fight, she joined one of the street gangs. The gang did a lot of criminal activities, stealing money and cars, selling drugs, and having turf wars with the other gangs. But it was all just for survival, so they could all afford food and a place to live. She ran with the Scorps for a long time, learning how to fight, con, hotwire cars, and survive on the streets. It was all going well until their leader was killed by a girl with powers named Vicky. Then the gang started getting worse, people weren't just robbed, they were killed and tortured. The gang started to war more often with other gangs and the fights were getting bloodier and deadlier. Vicky was even having them take on cops in all out gun fights. It was around this time that Isabel gained her abilities. She confronted Vicky, prepared to defeat her when suddenly she found herself in the Academy.  She doesn't get all this magic and other universes.  But it beats living on the streets.


Appearance: Isabel is a fairly small girl, only 5'3'' and very thin. Her muscles, however, are very toned. She is covered in tattoos that are all distinct shades of grey and black. Most of her tattoos are of weapons. However, she has a few that stand out from the tools of death. One in particular is of a paper rolled around a pen over her heart. The only place that she does not have tattoos on is her face. Because of this, her body seems to be a lot darker in color than her face is. She usually wears a black tank top and short shorts.punk_girl_by_anghellic67-d6sco8v.jpg
 
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Name:  James


Gender:  Male 


Age:  16


Year:  2


Bound:  Yes


Universe:  The Belgariad


Abilities:


James's chief ability is his Will, a strange, magic-like force that allows one to warp reality to their whims.  However... James isn't exactly skilled with his Will as of yet, given there are no other Will users in his school.  Still, he is able to use it to copy the effects of certain spells, most of them taught by Imalia Eros, whom he is technically still apprenticed to.  Most of his "spells" revolve around the use of illusions and summoning, but he is capable of more direct offensive magic as well, and his full spell list is far too long to put in this Character Sheet, although there is a limit to how much he can do.  Outside of true spells, James tends to stick to the core abilities of creating shield barriers, shooting bolts of kinetic force, and levitating objects.  In addition to his magic, James has picked up a few other skills and tricks from Nishira, Imalia, and on various missions, such as:

  • Pale Luna:  A magical steed that James can summon by whistling.  Pale Luna appears to be an undead celestial unicorn (I.E. it has wings) with a white coat, and luminescent blue eyes.  Pale Luna's appearrance changes based on how she is treated by her master, with her looking more "alive" with good treatment, and becoming more skeletal with poor treatment.  As of now, it's impossible to tell that she isn't a living creature.
  • The Sword of Riva and the Orb of Aldur:  The Sword of Riva, which has the Orb of Aldur set in it's pommel, is a greatsword forged from the metal of a fallen star (actually a meteor containing an Osmium/Platinum alloy).  The sword itself has no special abilities, save for it's extraordinary weight.  Measuring just over 6ft long, and weighing in at around 43lbs, it is too heavy to wield unaided.  The Orb of Aldur is a gemstone the size of a child's heart, infused with the power of Aldur, the god of knowledge, wisdom, and Will.  In addition to boosting the Will of anyone who picks it up, it also carries the weight of the sword, perfectly balancing it for anyone who holds it to use one-handed.  The Orb also wreaths the Sword in an aura of blue flames, and incinerates anyone who would use it's power irresponsibly (think like Thor's hammer, except you either lift it or burst into flames).  It must be stated that though the Orb destroys those who would use it irresponsibly, that doesn't neccessarily mean it is a good artifact.   The Orb is sentient, though not on the level of a human, and at times James has been known to hold conversations with the Orb for extended periods of time.
  • Summoner of Worlds:  Following several mind-warrping experiments on him, Nishira granted James the ability to reach through the barriers between worlds to bring in weapons, objects, and at times even whole landscapes from other planes of exsitence.  He has not had this power for long, and still doesn't understand how exactly it works.
  • Grafts:  The same experiments that gave James his Summoner abilities also warped James's body.  Nishira used this opportunity to graft the body parts of a copper dragon onto James's body.  With corrosion-proof copper scales covering his body (though only really noticeable on his torso), an unblinking draconic eye replacing his right eye, and a large, four fingered talon replacing his left arm, it's safe to say that James barely looks human anymore.  Though these are the most obvious changes, James has several others, such as extra-strong muscles and tendons, tissue from a dragon's heart implanted in his chest, a self-repairing heart that can restart itself if it stops beating, and of course, the ability to spew acid from his mouth like a copper dragon.  As a side effect of these changes, James must eat a copper dragon's diet, and now most of his meals consist primarily of toxic reptiles, insects, and plants.
  • Bag of Holding:  James carries around a large bag of holding, which stores objects in an airless pocket dimention until he needs them.



Personality:


When James arrived at the Academy, he was a very timid boy, afraid to speak to other students.  Long amounts of time spent learning magic from Imalia and many brainwashing sessions from Nishira have all but destroyed that personality.  Over the summer, James's mind and body were twisted and warped by Nishira through experiments and even torture, until he became completely loyal to her.


Since his breaking, James has become one of Nishira's "Teacher's Assistants", students who are given free reign to take disciplinary actions against other students.  While he acts generally polite to his fellow students, at this point he has become little more than Nishira's puppet, to be sent to watch his fellow students and keep them in line.  At this point, perhaps the only two who can get James to open up are Why'nn, and his teacher Imalia.


Though he does appreciate the power granted to him by the grafts (and he knows better than to complain), James doesn't like them in his day-to-day life.  He frequently hides his changes under illusions, and since he has learned a spell for minor shapeshifting, he's begun to spend more and more of his free time in the form of a wolf.


Backstory:


Before he came to the Academy, James was the prince of the Island nation of Riva.  Following an incident where he was goaded into using his still developing and barely controled powers to burn down a foreign university, he was put on trail, and after Riva's political enemies bribed the jury he was sentenced to death.  It was while waiting for his execution that James was brought to the academy.


At the academy James quickly became apprenticed to Imalia Eros, who began teaching him magic and rune etching, and he began to make friends.  After a few months, James and a few other students were sent back to his homeworld to steal the Sword of Riva and the Orb of Aldur.  They succeeded, but when they returned Nishira began to torture James.  Though the Orb aided him in resisting, eventuall his mind broke, and Nishira molded the peices back together into the shape she desired.  Now, Imalia and Why'nn are perhaps the only two that can get James to doubt Nishira.


Appearance:


When using magic to give himself a normal appearance, James is pale, with long brownish-blonde hair.  When the illusions fall away, his torso and the lower part of his neck are covered in thick copper scales, along with both his arms.  His left arm and hand have been removed, and replaced with that of a copper dragon's.  Both with and without the illusions James has a symbol of a seven pointed star on his chest, which represents his binding.


When James changed to the form of a wolf, he has golden fur.  Though he isn't a fully grown wolf, he isn't fully a pup eitherr, and at times might still act like a pup ffor various rreasons.  Eveen in this forrm, his chest still has the seven pointed scar.


(Sorry, couldn't find a picture of what James would look like now.)
 
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Name: Trino Meesra


Gender: Male


Age: 17


Year: 1


Bound: Big ol no


Universe: Elder Scrolls


Abilities:


School of Magic-Alteration

  • Oakflesh- Makes the Caster's skin as strong as oak, heavily mitigates damage and prevents bleeding for one minute.
  • Candlelight- Summons a hovering light for 60 seconds
  • Equilibrium- Convert health into magicka.



School of Magic- Restoration

  • Steadfast Ward-Allows the caster to project a magical shield out of their hand, will absorb magical attacks and deflect physical attacks for as long as the caster can wield it, constantly drains MP.
  • Healing- Slowly heals wounds on self.
  • Healing Hands- Slowly heals wounds on others.
  • Turn Lesser Undead- Causes weak undead to flee for 30 seconds.



School of Magic-Destruction

  • Flames- A gout of constant flame shoots from the caster's hand, can be combined with the other hand to make an explosive fireball.
  • Lightning Rune- Casts a rune on a nearby surface, targets that pass over or by the rune get electrocuted





Personality: Trino is a kind, social Argonian. He likes to talk to strangers and make new friends, other people interest him a great deal. He likes to work in teams to solve problems. Trino gets easily attached to people and tries to be everyone's friend, this causes him to get upset if someone doesn't like him. He laughs a lot and tries to make others laugh too. Trino is positive and loves spreading positivity no matter what, the glass is always half full. He tries not to be annoying or in anyone's face, but he hates it when there is an awkward silence so he'll just start saying whatever comes to mind. He doesn't like hanging around overly negative people, they bring him down and make him want to argue. Trino can also be a bit sneaky, practical jokes are one of his specialties. He is impressed by people that are kind and powerful, or people with great wisdom and strength, but are humble. He tries to respect everyone, but sometimes people lose that respect from him due to their actions.


Backstory:


Trino was discovered in Winterhold as a baby Argonian, just a wee lizard. In the middle of the night, a screaming baby appeared on the doorstep of the Frozen Hearth Inn. The inn keeper took the child inside and scanned the area for anyone who might have left him there. Nobody could be seen in the dense blizzards that frequent Winterhold. The innkeeper felt obligated of take care of the child, so he raised Trino with his wife as their own son. They were in their 50's and their children had already grown up and gone about their own lives elsewhere in Skyrim; it was kind of nice for them to have someone to take care of as kin again. Trino's parents always told him that he was the quietest baby they veer had, he even giggled more than he cried.


Realizing that Winterhold lacked other children to play with or a school to learn from, Trino's adopted parents convinced some of the students at the Winterhold College of Magic to teach him basic reading and writing for a little bit of money. Considering that college students are always broke, it wasn't hard to find him a teacher. From his earliest school age, Trino was fascinated by magic and loved to watch the college students perform it. He had dreams about being able to use magic himself one day. By the time he was 8 everyone at the College knew him as the friendly little lizard boy that ran around at waist height. The college students told him that everyone can study magic, but only certain people have magicka reserves, which allow them to use magic. When he got old enough to read magic texts, he tried his hardest to cast spells, but it never worked out for him. He never gave up hope, though, and one day when his teacher blew his own hand off in a destruction magic accident, Trino went into panic overdrive and cast a healing spell on him in order to keep him alive until an experienced restoration mage could arrive.


From that day onward, the college accepted him a student in the school of restoration magic. He made plenty of friends in the college and his restoration professor absolutely loved having him as a student. His early teenage years were filled with adventures into previously cleared tombs and ancient ruins that held evidence of nordic ancestors using magic. Trino also loved learning about history and all of the magical secrets that could be learned from previous generations. He spent many hours a day in the school library reading about ancient mages and powerful enchanted objects. One day when he and his excavation team were exploring a recently discovered ruin, he came across a little green gemstone on a pedestal. Behind it were carvings depicting a woman with glowing hands touching the stone, different lines arced away from the stone, each line lead to a small carving of what appeared to be stars and different planets. He knew that he should call over his professors, but his curiosity overwhelmed him and he cast the healing spell "Healing Hands" on the gemstone, because it caused his hands to glow like the woman in the picture.


The last thing he remembered was a really bright flash, and then he woke up on some grass in a sunny courtyard of some sort of huge building surrounding him.


Appearance:


untitled_by_nafrin-d6zaz5n.jpg
 
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Name: Why'nn Canthet


Gender: Female


Age: 15


Year: 2


Bound: Yes


Universe: Forgotten Realms


Abilities:


-Bleeding Touch (Sp): As a melee touch attack, you can cause a living creature to take 1d6 points of damage per round. This effect persists for a number of rounds equal to 1/2 your cleric level (minimum 1) or until stopped with a DC 15 Heal check or any spell or effect that heals damage. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


-Gentle Rest (Sp): Your touch can fill a creature with lethargy, causing a living creature to become staggered for 1 round as a melee touch attack. If you touch a staggered living creature, that creature falls asleep for 1 round instead. Undead creatures touched are staggered for a number of rounds equal to your Wisdom modifier. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.


-Right eye

  • Charming Eye: This eye has a golden iris and an hour-glass-shaped pupil like a goat's. The grafted creature gains the ability to see perfectly in darkness of any kind, even magical darkness. In addition, the grafted creature gains a charming gaze attack. Anyone within 30 feet of the grafted creature that meets its eyes must make a Will saving throw (DC 14) or be charmed for one day per total Hit Dice of the grafted creature. The save DC against this effect reflects a +2 bonus because only one of the grafted creature's eyes can make the attack. The grafted creature is immune to its own gaze attack.

-Left eye

  • Fearsome Eye: This eye is bright red in color and has a black iris. The grafted creature gains the ability to continuously see invisibility as the spell from a 20th-level caster. In addition, the grafted creature gains a fear gaze attack. Anyone within 30 feet of the grafted creature that meets its eyes must make a Will saving throw (DC 14) or be paralyzed with fear for 1d4 rounds. The save DC against this effect reflects a +2 bonus because only one of the grafted creature's eyes can make the attack. The grafted creature is immune to its own gaze attack.
  • Glaring Eye: The pupil of a dragon's eye has been grown into your own. As a result, you gain the keen senses and the wakefulness of a dragon.  A glaring eye is the same color as the eye of the dragon it was grown from and has a slitted pupil like that of a crocodile. It has no lid and cannot close.  Activation: A glaring eye is always active once the graft is installed. It requires no action on your part to activate or deactivate.  Effect: You gain blindsense out to a distance of 30 feet and a +2 bonus on Search and Spot checks. You also gain immunity to magic sleep effects.

-Vampiric Fangs: This set of sharp teeth replaces the creature's existing teeth. The grafted creature gains the ability to drain blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution damage each round. On each such successful drain attack, the grafted creature gains 5 temporary hit points that last for up to 1 hour.


-Flexible Spine: This invasive graft replaces the creature's spine, including the spinal cord, with a much more flexible and efficient set of nerves and vertebrae. The graft grants a +4 racial bonus on initiative checks, Balance checks, Escape Artist checks, and Tumble checks.


-Healing Blood: This unique graft consists of a total transfusion of blood. The creature's original blood supply is drained completely and replaced with a similar fluid that grants the grafted creature fast healing 2.


-Rudimentary Eye Spots: This graft consists of several patches of light-sensitive skin placed on the back of the grafted creature's neck and the back of each hand. These patches improve the grafted creature's vision, granting it a +4 bonus on Spot checks. In addition, the creature can no longer be flanked.


-Silthilar Heart: This complex graft adds several augmentations to the grafted creature's heart and cardiovascular system. If the grafted creature drops below 1 hit point but not below -10 hit points, the graft immediately generates a pulse of magic healing that cures 4d8+20 points of damage. A silthilar heart can generate this healing only once every 24 hours.


-Silthilar Tendons: This graft replaces the creature's tendons, making the creature more adroit and coordinated. The grafted tendons improve the creature's Dexterity score by 2 points.


-Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, energy drain, or nonlethal damage. Undead are immune to damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive damage.


Personality:


Since her brainwashing, Why'nn has become a very strong-willed girl.  She is as determined as she ever was, as loyal, but no longer holds the shades of self-doubt, of internalized worthlessness.  While she can be somewhat flirtatious, she keeps her sights set on one boy in particular.


Backstory: 


In 1358DR Szass Tam began a series of experiments in a stronghold deep within the Sunrise Mountains. The creations that stemmed from these experiments were horrid. However, most used slaves or the corpses of those already deceased. One used red wizards of necromancy.


5 powerful women were chosen to copulate and conceive with undead creatures. Unfortunately for them (fortunately for the world at large), all five died during pregnancy and their fetuses did not survive. Another 5 were chosen in 1360DR. This time, they conceived human children but were charged with necrotic energy throughout their pregnancies. The children born from this were decrepit and ill and did not survive a day.


The same experiment was run in 1362DR. Another 5 were chosen. This time the mothers were only charged with necrotic energy in their last month of pregnancy. All five birthed healthy children. Szass Tam ordered the children taken from their mothers. Each was fused with a powerful undead creature and a lesser one to stabilize the merging.


Wight, vampire, wraith, lich, and visage. These mergings drastically affected the babes. Each had also been merged with a common ghoul, causing all five to crave the flesh of humans. Deeming them too much work for little reward, the order of necromancy gave each child to a different, yet possibly important, ally.


The wraith went to the church of Velsharoon, the vampire was kept by its mother (as it was the easiest to control), the wight was given to the church of Bane, the lich was killed, and the visage was given to Mistress Zaltya Canthet, head cleric of the church of Jergal in Bezantur.


Why'nn was given to the undead clergy as Zaltya cared nothing for raising children. They didn't particularly care for her one way or the other, but they made sure she was kept alive. As she grew, she endeared herself to them as she was curious and seemed to live for knowledge. One lich, Emila, more or less adopted Why'nn as her own.  As the girl knew no other humans her friends were the spiders. She survived on rats beyond what the liches managed to remember to give her.


Why'nn was 6 when Zaltya came to visit her. In the process, the head cleric stepped on and killed a spider. Out of rage, Why'nn charged and pushed the elderly woman, screaming words she did not know she had within her. A gash appeared where Why'nn touched the older cleric.


Instead of being angered, Zaltya was overjoyed. From that point on Why'nn became Zaltya's apprentice. As her appearance was unsightly to most she had to keep most of her head bound in bandages when she was around other humans. Zaltya also took her around the Monks of the Long Death and had her sit in on many a questioning, including one of a necropolis born.


Why'nn was 8 when she took her first life. The girl on the table was only a little younger than Why'nn but, as Why'nn had never formed attachments to any living beings she felt no pain, guilt, or moral quandary at the death. However, it did give her the opportunity for something absolutely wonderful. She could assume the girl's face. So she did, meaning she no longer had to hide her face.


At this point she thrived. She learned much from the monks and from the undead clergy. That was until she turned 14 and lashed out at Zaltya. With her growing mastery of herself and the prayers she had learned she did not feel she had to bow to the old woman any longer. She was beaten savagely for this insolence.


This began two weeks of pain and punishment. With little to eat, barely any sleep, and harsh physical punishments, Why'nn was forced to train until the resistance was either suppressed or beaten out of her.  And then, even at the end of all of this, the girl was told she could not stay.  Not only that she could not stay, but the gods themselves instructed her mistress to cast her out of Faerun.  So she was.


The girl was taken into the deepest bowels of the catacombs and sent through a portal, ending up in a world she knew little to nothing about.  Here she was faced with all kinds of people and creatures she did not know of, could not understand.  She fought with almost every teacher she encountered, earning her several long stays in the infirmary.  Well, that was until Delrick took the girl as his apprentice.  Everything changed then.  She didn't trust him at first, but eventually came to love him as a father.


After opening up, she found herself at the center of a diverse friend group and made other familial connections.  It was only later, when the headmistress decided she needed to be changed, that she truly began to fight against the lich.  She fought the mental manipulations, the brainwashing, but eventually she broke.  Not much molding was needed to correct what the lich wanted to change.  Why'nn was loyal to her friends, to those she considered family... she just needed to find loyalty to her new goddess.  Well, that and forget all about her previous life.


Appearance:


Height stunted from early years without proper nutrition or light, Why'nn only stands at 5'1".  While she used to be painfully thin, she has put on a healthy amount of weight since she first arrived.  Though her grafts do change her appearance, she, with the inherent power of the visage within her, can shift her look how she wishes.  She always chooses an eye color close to her "Father's."


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Character Name: Grim Shell


Gender: Male


Age: 18


Year:  Fourth Year


Bound: Yes


Universe: Redwall, race: [SIZE= 13.65px]Otter[/SIZE]


Abilities: Expert with most medieval weapons, but has a knack for learning most anything quickly. He has no magical or supernatural powers, though directed magical/supernatural powers have no affect on him. Such as abjuration, enchantment, evocation, and transmutation magics would not work on him, but conjugation, divination, illusion, and necromancy magics would. He recently completed training and augmentation as A Witcher, gaining all abilities associated there in.  Which include:


Sterility 


Cat-like eyes: They grant very acute nightvision - witchers can constrict their pupils to see in blinding light or open them to see in near pitch darkness. This nightvision can be further enhanced with the cat potion, but in general, it is good enough by itself to not require further enhancement.


Tremendous resistance to disease (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.


Exceptionally increased strength, speed, reflexes, and endurance: Far beyond any normal or well-trained being, that allows them to swiftly end fights with minimal effort, and perform physical feats non-witchers couldn't hope to match. A witcher's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Witchers have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing heruculean strength, that would otherwise kill others with a single blow.  


Versatile combat magic: Having the ability to perform simple yet incredibly versatile combat magic in the form of signs. They also develop a sixth sense that allows them to "feel" things around them, be it items of importance or people's immediate intentions. This explains their uncanny ability to track and hunt people and monsters.


Accelerated healing: granting quick recovery from injuries.


Incredibly long lifespan and prolonged youth 


Personality: Generally happy care free, with a darker side when riled.


Backstory: Grim was always rambunctious, but when he was going through the rite of the warrior for his Holt, they were attacked by a roving band of vermin. Though everyone fought, it was to no avail, the Holt was wiped out and burnt to the ground. Grim had managed to survive and declared a blood pact against all vermin and set to kill every last one. He'd been making gruesome progress when he was stopped by a badger lord and his company of hares. They sat with him to try and talk sense into him, but he would hear none of it. It was when he began to reach for his weapons that it happened, the world swirled and shifted, he moved to get away, but the world went black and he awoke at the doors to the school.


Weapons Used: He prefers a pair of hand axes, but has recently taken a liking to ranged weapons liked those of modern day earth. 


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One axe is black the other is treated and inlaid with alchemical silver. He uses these in preference to the standard witcher swords as he finds the swords to cumbersome for his style of combat. 


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The pistols he currently carries, to supplement his ranged combat for those tougher then normal monsters and give him a leg up in a fight with more mundane opponents.


Appearance: He stands about 67 inches, with a lean build averaging 178 lbs. Due to the Trial of Grasses he has stark white streaks that run from the corners of his eyes, over his head to fade into the fur behind his ears. The fur on his chin going down to and past his waist is also stark white. 








Edited June 14 by
 
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Name: Gareth Reed


Age: 17


Year: 2


Bound: Yes


Universe: Boku no Hero Academia


Race: Human (with Quirk)


Gender: Male


Personality: Gareth, to most, seems like a very sedentary boy, rarely moving from his chosen location. He'll crack jokes, talk about current events, and generally tries to put everyone at ease. Woe betide whoever runs into him alone in a dark alley, however. When Gareth is ready to kill, his features twist into a devilish grin as he starts spouting about how he just loves the sound of screams and cutting flesh. Gareth loves causing pain and fear, enjoying every second of it.


Backstory: During his childhood, Gareth was never what one would consider 'normal'. He was the kid who played with fire, and ripped the legs off spiders. His Quirk manifested later on than his classmates, specifically, when some of the children started to bully him and beat on him. When he started using his quirk, well... children can be so cruel, can't they?


Gareth's parents caught wind of his particular brand of fun, and started objecting, then disappeared mysteriously. He was sent to live with his grandparents, which worked out well for the most part. Around this time at age 12, he started getting a strange itch to kill again. The first time was so exhilarating. The screams, the broken bones, the taste of blood. He needed more. He couldn't really kill anyone at first. Too many people around, too many heroes patrolling. But then he began to learn the better days, and started his killing anew with nothing but a knife and determination.


Eventually, this brought him to a technically inclined individual who crafted his current weapon under threat of death. And then he killed them anyways to see how blood tasted when he'd been keeping them terrified for days on end.


He continued killing out of sight from heroes and the authorities, racking up a total of 25 kills. On his 25th kill, after scaring the poor bastard half to death, he found a letter on his person for the Academy of Rejected Souls, addressed to himself.


During his time at the Academy, he spent the first two months living up to his appearance and being normal for a change. However, as one would expect, that broke away quickly. He began attacking students, managing to kill one, before being bound on the spot. The headmistress had also given him a few upgrades to help with his combat ability.


Appearance: Standing at 5'11" and weighing 175 lbs. Gareth seems like the picture of average. He has short brown hair, blue eyes, and wears a collared jacket, t-shirt, and pants. He currently maintains a very lean body, due to all the murder he pursues on a causal basis.


Abilities:

  • Enhanced Speed, Reflexes, and Agility
  • Quirk-Delayed Impact: Can delay the damage his attacks do. Currently limited to storing up to 25 hits for a maximum of 30 seconds. If he tries to push the time limit, the damage transfers to him instead. With training, can increase the number of hits stored and the delay.
  • Permanent Spiderclimb, enabling him to walk on walls and ceilings without effort
  • Charming eye, which lets him see perfectly in any kind of darkness and charm opponents
  • Fearsome eye, which allows him to see the invisible, and terrify opponents
  • Rudimentary Eye Spots, enhancing his perception abilities
  • Silthar tendons, muscles, and bones, further increasing his speed, strength, and endurance.
  • Scythe combatant and decent marksman
  • Really good at leaving a room undetected. Not a supernatural ability, just very few people notice him when he leaves a room. 

Weapons:

  • A transforming scythe with a hard-light blade that changes into a fully automatic rifle. The hard-light blade is red, because he's an edgelord.
  • Knives. So shiny...  

Extra:

  • Gareth has a habit of killing his prey with his scythe instead of using his rifle.
  • Gareth likes to taste the blood from his kills, the fresher the better. He even makes comments on the taste.
  • Gareth really likes his scythe. It's his favorite murder weapon. God help anyone who touches, takes, or tampers with it.
  • He likes to throw his weapon at targets, which often confuses them. It becomes less confusing when he catches and transforms the weapon into a scythe.
  • In combat, he likes to throw his enemies off guard by talking throughout the fight. He'll hit on them, talk about the weather, anything to get under their skin or put them off balance.
  • He despises people who steal his kill. IT IS HIS DAMNIT! HE WORKED FOR IT! NOT YOU!
  • Gareth is a fan of music in general, having a hard time find a song he doesn't like. Particular favorite genres include Death Metal, Pirate Metal, and movie symphonic. 
 
Name: Valian Hallowsworn


Gender: Male


Age: 17


Year: 4


Bound: No


Universe: Original


Abilities: Extreme speed, super strength, the ability to make illusions, enhanced senses, and a chiropteran 


Personality: Chevalier: Unerringly loyal to his Queen (Lillith), light-hearted, arrogant in his abilities versus the mortals around him.  Valian: A bit desperate, careful, less cheerful than he used to be.


Backstory: He was born to a father and mother who were very caring and had the same abilities he inherited. However, once his village found out the entire family had to go into hiding. His father found out about the academy and sent Valian there to train.  In his third year of schooling there, he was forced into becoming a Chevalier for the chiropteran Queen, Lillith.


Appearance:


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Name: Eva Verlaine


Gender: Female


Age: 15


Year: 1


Bound: N


Universe: Star Wars (Old Republic Era)


Abilities: 

  • Can draw upon both sides of the Force (known).
  • Can draw upon the dark magic of Nishira's realm (unknown). 
  • Redacted.
  • Hyper-boosted speed, jump and reactions, short-range prescience and sensitivity to life forms and energy signatures. 
  • Force Scream (powerful), Force Lightning (minor).



Personality: Generally protective of those she sees as her own, a fervent believer in her cause and in fighting for the greater good, no matter the cost. Sometimes good people need to do bad things. to prevent a greater evil from being done. Outside of life and death struggles, Eva has darkened in the last couple of years and keeps tight control of a cruelty and anger she feels vaguely self-conscious about, but traces yet remain of the inspiring young Jedi determined to protect the innocent and stand as an example. Of course, that was all before the trauma of recent events numbed her with shock. How she'll fare when she comes out of that is anyone's guess.


Backstory: Born in 3984 BBY, Eva was born the fourth child of the prestigious Corellian trading family, the Verlaine. While her brothers and sisters would go on to be masters of commerce, prestigious government figures (and one famous singer), she went through the standard testing at the age of three and was selected for training by the Corellian Jedi Enclave. As a Corellian, she enjoyed a closer relationship with her birth family than most young Jedi, visiting them on every feast-day and for three consecutive days over Harvest Festival. At the age of nine, Eva was one of twenty two Corellian younglings transferred to the Jedi Temple at Coruscant as part of a cross-fertilization intended to promote the cause of unity within the Order. Eva found this huge culture shock from the familial atmosphere of her homeworld; the Jedi did not care about family ties, and actively discouraged them. The Jedi insisted she maintain her serenity, study and train constantly, even during the Festival! Eva knew better than to show her emotions, but she still wept silently into her pillow at night, clasping a Jedcred in her fingers as though that thin metal token were her family.


A year passed, and Initiate Verlaine began to find her serenity. She missed her family, but no longer pined for them. She devoted herself to her training, yet could often be found standing just within the entrance to the Temple, gazing wistfully outside at the world-city that never slept. It was one such morning when she saw a Jedi transport land, fresh from the Colonies Sector. Aboard were fresh recruits, including one twelve-year-old Fercada. The Masters felt Eva's loneliness, and that the hardship of the Arkanian Offshoot's upbringing could be soothed by a friendship with the gently-raised Corellian. They assigned each of the newcomers a buddy to introduce them to Temple life, and sure enough the two were drawn together even after the end of those first months. Those next years were among the happiest of both girls' lives, and though both made other friends each was the first the other went to when a Master chose them as Padawan.  Fercada had her austere Chandrilan Jedi Master (known for his personal discipline even more than for his gift with a lightsaber), and Eva had Master Jek Ratch. They each stayed at Coruscant for the next year, but as a Jedi Watchman the older Twi'lek would not leave his post for long. 


When Eva left with her Master, Fercada was already beginning to chafe at the seeming unfairness of their selective treatment of the downtrodden of the galaxy. With the Force, the Galaxy's least were special, chosen - without it, even the Jedi seemed to care nothing for them. At the age of twelve, Eva was still remarkably sheltered but Master Ratch set about teaching her the true nature of the Galaxy. For years the two worked to bring lawbreakers to justice, to defend the Senators of the local systems from criminal and terrorist attack and to keep the peace. It was an adventurous life, and usually a satisfying one - yet the quiet recognition the duo often received for their deeds was not enough to silence the haunting images of the times they arrived too late. In her nineteenth year Eva Verlaine was put forward for the Jedi Trials, in which her courage, strength of heart and strength of purpose were all tested over eight grueling hours. Padawan Verlaine faced the worst of her fears and managed to cling to her serenity without giving in to anger or hate - and was Knighted. Master Ratch was there at the ceremony, filled with quiet pride. He told her to listen to the Force when her heart doubted, that it would guide her in times of trouble - and then he left just as quietly to return to his watchpost. Eva Verlaine meditated often, but felt no particular call to leave Coruscant at this time. Instead she toured the city's higher and lower classes and protected those in need wherever she could.


Then "need" came to her in 3964 BBY on the wings of birds of ill omen. Strange warriors known as Mandalorians were attacking Republic-held territories in the Outer Rim, and the charismatic young Knight who would be known as Revan came to the fore, outraged by the Jedi Council's refusal to get involved. As one tale of woe came after another, and the Mandalorians continued to advance against all the Republic could throw at them, Eva was one of the first to stand by his side. None of them would go to fight against the word of the Council, but that didn't keep many of them from speaking out against the ruling - in private, mostly. In a bid to find out more information to win the Council to their cause, Revan asked a band of his followers to join him in scouting the enemy lines. His cause won Eva's agreement (though in times of peace the prospect of exploring the galaxy might have tempted her). The band began their patrol, but soon after leaving Taris they were ambushed on Suurja and taken captive by the Mandalorians for experimentation. After their escape from Flashpoint Station, they rejoined Revan's movement but Verlaine seemed changed somehow. More focused. More determined.


At length the Council finally relented, allowing the Jedi who wished to join the fight to do so. Revan's genius quickly raised the Jedi to the fore of the fight, leading Republic soldiers and fighting directly against the invaders who threatened to destroy all that was held dear. Revan's victories were brilliant, but often bought at the cost of great sacrifice; deceptive retreat combined with savage assault. Courageous defense matched with ruthless counteroffensive once the odds tipped in their favour. Eva learned from the Mandalorians, as she learned from Revan. They all did, and while she would never be one of his generals she became one of his most effective junior officers. She fought at Dxun, Duro and Serrocco alongside her old friend Fercada - but where Fercada seemed increasingly filled with rage, Eva turned cold, ruthless... and sometimes cruel. At the final battle of the war Knight Verlaine and her unit were given direct orders from Revan to guard an old Academy on the surface of Malachor V; a place of knowledge and power that they must defend, whatever the cost. The Mandalorians descended on the system en masse, drawn by the Republic defense. The fighting was fierce and constant, and as ships blazed and died in the skies above, Basilisk wardroids fell to earth on pillars of fire. As the Mandalorian fleet concentrated in the inner system, Verlaine was driven back toward the great double-doors of the Trayus Academy. She saw the brave soldiers who had fought with her across half a hundred worlds die and she could do nothing - nothing - to save them. She retreated into the atrium, both brilliant sabres flashing while she fended off axe blow and blaster shot.


Then the world came apart around her.


A hundred thousand sentients died at Malachor V. More to be sure, there was no counting them then or after; the main strength of the Mandalorian fleets and half the Republic's host, all coming apart in an obscene twisting of reality that crushed those that fought on and near the planet. Everything and everyone died - except the Trayus Academy, and the ten left in its Atrium. Overwhelmed by the agony of tens of thousands pouring in through the Force, Eva flung back her head and let loose an unearthly shriek, a force scream. The deaths of so many became the death of those that beset her, leaving them scattered and dismembered about the chamber... but Eva knew nothing of it. Stunned by the deaths of so many, deafened (despite the ancient site's shielding) to the whispers of the Force, the wounded auburn-haired woman staggered to the seat at the far end of the hall and fell into it. She stared, freed from the dark influences of the war, her past and Malachor itself. She saw everything she had done, the horror of it all... and she froze, trapped in that moment as blood dripped slowly from her injuries.


The next thing she knew, she was laying on her back and staring up at glorious blue summer skies.


How long had she been here?


(And how would she react when she noticed she'd come through a little younger than she was? The Headmistress's enrollment requirements are not to be trifled with, and can take on their own life!)


Appearance:


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Name: Sasura Tek


Gender: Female


Age: 14


Year: 1


Bound: N


Universe: Star Wars (Old Republic Era)


Abilities: 

  • Knowledge of battlefield tactics
  • Command experience
  • Very light Force abilities (untrained)
  • Experience with a myriad of firearms and melee weapons
  • Highly trained unarmed combat



Personality: Sasura is restrained and reserved, often keeping her mouth closed and observing.  She only rarely speaks out of turn and falls easily in line if given a chain of command.  Fiercely loyal, any who earn her respect immediately earn her loyalty.  Her mind is strong and, despite the hardships she's suffered, her emotional state is fairly healthy.  In battle she's vicious and only takes prisoners if expressly ordered by her superiors.  Even then, she's not particularly happy about it.  Soldier through and through, she will put the needs of her superiors before her own.


Backstory: Sasura, a Thyrsian, was born to a family that prided their warriors.  However, when she was 4 or 5 (she doesn't remember), she and her entire family along with everyone she knew were taken as slaves by the Mandalorians.  As a child she was used as a scout but as she grew her role changed to pleasure slave.  She was prized more for her unusual color hair, white instead of the normal black, and how it contrasted her skin.  In fact, she tended to be her master's favorite.


It wasn't until she was 17 that she was rescued by a Force user named Fercada.  Her role rapidly changed as she was put into training to become a soldier.  She rose through the ranks at her Master's side.  At Malachor V she was supposed to go planetside but Fercada kept her back.  When the planet came apart something odd happened.  It was as if she and her master were drawn through some sort of void.  As she'd been away from the battle, she wasn't injured but she found herself laying in the grass, staring up at the sky.


Where was she?  She wasn't aware of the clock being turned back on her body.


Appearance:


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Name: Fercada 


Gender: Female 


Age: 16 


Year: 1


Bound: N


Universe: Star Wars (Old Republic Era/Legends Canon) 


Abilities: 

  • Strong affinity for the Dark Side of the Force. 
  • Skilled (yet formless) Lightsaber Duelist , particularly against multiple opponents.  
  • Master of the Force Choke and it's various forms. 
  • Enhanced resistance to low temperatures through use of Tapas

Personality: Fercada is extremely outspoken , often times to the point where she'll directly question or interrupt one of superior position. Rage-filled rants are a known commonality to anyone who has the patience to listen to her , largely about past events. She despises feeling repressed or owned in any fashion , reacting harshly to the perceived slavery. She has an intense hatred of those she considers evil , or those who have mistreated her in the past (such a such as Adascorp and the Jedi Order). However , this doesn't prevent an intense devotion to causes she considers 'just' , or (often unknowingly) moulding herself after it. The now-young Offshoot takes an intemsely manic joy in dealing out oft-bloody 'justice' , increasing depending on the 'crimes' of those she carries her crusades to. 


Backstory: Fercada was born a slave in the gem-mines of Arkania in the year 3,986. As an Arkanian Offshoot , her rights were even lesser than those of Droids - and , since the organic beings didn't cost any real money , they were easier to replace. She was regularly whipped for failing to garner the desired quota , inappropriate speech , or something as simple as her overseers' pleasure. Twelve years later , the Jedi noticed her latent Force-Sensitivity - in fact , she had already unknowingly learned the ability of Tapas - and took her in for training. She met her lifelong friend , Eva Verlaine , upon her arrival to the Jedi Training Academy of Dantooine , and the subsequent two years were joyful beyond even her wildest desire. But the joyful years lasted only so long before she found herself repressed once more. When the Offshoot girl asked the Jedi Council about the her species' plight , she was quickly told that it wasn't the Jedi's responsibility what happened to them. Seeing the signs of rebellion in her , the Council quickly apprenticed her to a Chandrilan master known more for his cult-like devotion to the Jedi Council than his mastery of the seven Lightsaber Forms. Over the next 10 years she grew gradually more resentful of the Jedi and their Code  , fueled by Eva's departure and the coming of war. The various questions about Arkania's situation evolving from queries , to please , and finally into aggressive denouncements was both a symptom and a cause of the rift - and not being allowed off of Dantooine didn't alleviate any tensions. 


In 3,964 , the Mandalalorian Conquest of Vanquo plunged the Republic into the Mandalorian Wars. Fercada's displeasure with the Council's apathy found itself echoed in the growing Revanchist movement , led by two Jedi Knights only a handful of years older than she - a woman known only as the Revanchist and her staunch ally and friend Alek (who were later known as the Dark Lords Revan and Malak). She joined the movement within it's first month , one of the only Padawans to do so. Though she avoided capture at Suurja and the trial-by-fire that was Flashpoint Station , she quickly became among the most outspoken supporters and most viscous warriors. This proved enough for her to gain a small squad of her own , mostly made up of volunteers from world conquered during the earliest phases of the Neo-Crusader's conquest. The Offshoot and her inexperienced contingent accrued heavy casualties during the first two years of the war , and were defeated more often than not - Serroco , where she once again met her old friend Eva , was an infamous defeat for the entire Republic Millitary. Despite heavy losses , both the small band and the Republic Military as a whole weathered the onslaught and turned the tide at Duro.


In the penultimate year of the war - 3951 - a 25 year old Fercada found herself sent to the well-entrenched Mandalorian stronghold of Dxun. She and her squad was among the cobbled together task-Force that spearheaded the attack wave to finally crash through the gates of the Mandalorian Camp , slaughtering every Mandalorian she could find once inside. One of those , a Gold-armored Fieldmaster , happened to own slaves. After beheading the slave-holding warrior in a viscous duel , she looked to those she 'emancipated'.. and immediately saw one with snow-white hair named Sasura Tek. Immediately , the former slave felt drawn to the trembling Thyrsian girl , personally taking her from the decimated camp and overseeing the 17-year-old's training to be an elite Revanchist soldier. When she was rewarded with the rights to command a Platoon , she immediately made Sasura the lieutenant , a position second only to Fercada herself. Despite losing their main base and much of their hold on the Galaxy , the Mandalorians fought on for another year. During that time , the two former slaves' Platoon was upgraded to a Company. Shortly before the deciding battle of the war , Fercada was informed she was 'needed elsewhere' - but only her. No , her Platoon was to be added to the Ravager's boarding compliment. Furious , she demanded her Captain be held in reserve along with her. With both Revanchist Jedi and Captain waiting in reserve , there wasn't much to do. So it was that the Offshoot Jedi ranted for several hours on.. everything , really. It wasn't as if she had anything else to do - and why shouldn't her loyal Captain hear her Grievances? If anyone deserved to hear her life recounted , it was the Thyrsian she has rescued on Dxun.


But just as the Mass Shadow generator began pulling the massive fleets into the war-torn surface of Malachor V , Fercada and her snow-haired Captain were both pulled into some kind of vortex. When she next awoke , she was lying on a grass-covered ground , staring up at a pale blue sky. The furious Offshoot cared less of where she was as much as why she was even there , or what purpose it was supposed to accomplish - and she'd likely become more irate when she realized she was , physically , 16 years old. 


Appearance: IMG_0910.JPG
 
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Subject Name: Delilah Shaw


Subject Gender: Female


Subject Age: 15


Subject Year: 1


Subject Bound: N


Subject Universe: Classified


Subject Abilities: Delilah, having been stolen from her family, taken to a new universe, and experimented on, has gained the following abilities:


  • Flight: Subject has the capability of flying at supersonic speeds. However, subject always seems too unfocused and has not been able to fly at these supersonic speeds. The Subject has been clocked at a maximum speed of 350 miles per hour. With the proper training she could move thousands of miles in seconds.

  • Camouflage: She can change the appearance of her form (and her clothes) to bend the light waves around her to match with her surroundings,  making her almost—but not completely—invisible. Her chances of staying undetected are diminished if she is moving.

  • Shape-shifting: Subject can change her form on a cellular level,[SIZE=9.6px] [/SIZE]completely altering her physical appearance, including her organic clothing, allowing her to mimic other people or animals[SIZE=9.6px] [/SIZE]and other creatures.[SIZE=9.6px] [/SIZE]This ability is not restricted to humanoid forms; subject has been known to grow several extra arms,[SIZE=9.6px] [/SIZE]and to both survive and maneuver underwater, she grew gills and a mermaid tail.

  • Density Shifting: An advanced technique, density shifting enables the Subject to move through solid objects or become incredibly dense and difficult to damage. The Subject has, again, shown that her lack of focus and discipline is keeping this ability at bay. If she could master this ability, she would be quite the asset to the Client.

  • Telepathy: Another as yet to be tested ability. Subject’s body, due to our other successes, seems to be rejecting our attempts at implanting the telepathic ability. Suggest contact with the brother. Perhaps he can trigger this to work.

  • Limited Hand-to-Hand Training: Subject was given martial arts and other hand-to-hand combat training. Subject, once again, shows lack of ability to control herself. This is possibly due to the fact she regained the memories of her brother, Connor Shaw. Perhaps the brother could be used to manipulate her into focusing.



Subject Personality: Subject is hot-headed and sometimes reckless. Though she has a high mission success rate, she cannot complete her missions without causing massive amounts of destruction left in her wake. She is quick to anger and therefore easy to beat. Suggest strict discipline or further efforts to manipulate her mind into being more mature. Subject also seems to have unwavering loyalty to her brother. Will suggest Client use this to their advantage.


Subject Background: Delilah Shaw, henceforth known as “the Subject” was acquired when her brother encountered the entity that gave him his telepathy. It is unknown why the brother has forgotten his sister, but that could be due to the entity’s meld with the boy. The Subject proved to be a rather big issue as she was starting to gain quite a bit of attention about her brother, Connor Shaw, from news outlets and high ranking people within her hometown’s government.


This was promptly squashed and has since been forgotten. Subject was then taken to an alternate universe for experimentation. Her memories of the brother were blocked from her mind for a time, but when attempting to apply the Telepathic abilities to her, she regained her memories of him. This made her unstable, but she continued to cooperate with us. The Subject does not know that the place she is being sent to is where her brother is located. Client has specifically stated they do not wish her to know this information.


Subject Appearance:

Delilah.JPG
 

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