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Fantasy Tainted Blood - Characters

OOC
Here
Lore
Here

Nero Kunivas

Xehanort's Nobody
Roleplay Availability
Roleplay Type(s)
Here are the sign ups for Tainted Blood! You will find the template for character sheets here as well as the rules you must agree to in order to play once the main thread is ready.

Character Sheet:

Name:
Age:
Gender:
Race/Species:
Appearance:
Affiliation(Xurian Empire, Freelance etc.):
Tanzynite Stims(If applicable):
Tanzynite Tonics(If applicable):
Magic(If applicable, but if so, list whether it’s Magic, Sorcery, Theurgy, Divine Invocation or Druid. If none, list it in Other Abilities):
Other Abilities:
Personality:
Bio/History:
Other Notes(Likes/dislikes, theme music, etc.):


Rules (Read these first before making a sheet.)

1: Play nice and play fair. If you have any concerns regarding the behaviour of another player, be it in or out of RP, please relay them to me via PM.
2: No one-line posts. At minimum I expect at least a paragraph for a post, anything you choose to write beyond that is your call.
3: As the GM, I reserve the right to request that you make changes to a post you’ve made if it is necessary for any reason.
4: Please try to post at least once a week (subject to change). If you cannot post for any reason, please let me know! If the plot has to move on without you, I will offer to temporarily take control of your character to keep them moving with the story and aid in easing your return.
5: If you need to take a leave of absence at all, let us all know. You don’t need to say why, just tell us that it’s happening to begin with. If you repeatedly disappear unexpectedly and without reason, I am willing to welcome you back but if the habit continues I may have to ask you to sit this RP out until such a time as you can be more reliable.
6: No godmodding/metagaming. Out of character knowledge cannot be applied to your in-character interactions. When performing actions whether they’re in or out of combat, do not have them auto-succeed, though exceptions can apply to the latter.
7: No auto-hitting. Though similar to the prior rule, it bears repeating for combat specifically. Any attack must be stated as an attempt, not a hit.
8: Barring very certain exceptions, no mass slaughter, i.e; no killing of hundreds or thousands of enemies in one fell swoop. You may have large scale attacks of course, but if you want to take down an army, you’ve got to work for it.
9: No derailment of the plot or the forward momentum created by myself and other players, i.e do not take focus off of a main story event with an unrelated side plot of your own making. That is not to say you cannot add to the plot, if anything, I encourage it, but when story beats are occurring, I ask that you please respect them.
10: When engaging in PvP (Player versus Player), please refer to the specific PvP Engagement Rules and follow them accordingly to ensure fairness and fun.
11: When making a character sheet, please fill out all fields as they apply before submission. Provide a decent bit of backstory but don’t go overboard, leave some gaps to be filled out later, then type “Ave Imperium!” at the end of your sheet to prove you have read the rules in full. (Exclamation point and all.)


PvP Rules of Engagement:

1:
First and foremost, please speak with the player(s) you’re engaging with in question to work out how the fight will proceed and what the outcome may be, then proceed with the fight itself in-game as arranged.
2: You may perform multiple actions in a turn, but be reasonable. As an example; you may perform a few attacking actions and a defensive/evasive action or two, or vice versa, but you cannot maintain a constant offensive alongside a persistent defense, you must balance it out as a real combatant would. And you will take some hits. No one is invincible or perfectly evasive/defensive.
3: For particularly important and/or large battles, I will be the arbiter of how events will proceed, especially so if plot-centric characters are involved. Feel free to bounce ideas off me and discuss the outcome when I’m present to ensure fairness and fun. But once the discussion is over, I will decide the final outcome based on my own views and your suggestions. This will be a very rare occurrence.
4: Though it is always a possibility, try to lean away from character death as the result of a fight, especially early on in the RP. Unless it is the outcome both players are decided on, or me in the case of larger fights, or if it’s important to the plot or if you simply wish to move on from the character(s) in question, do your best to avoid killing each other. This rule will become less and less applicable as the RP progresses, but one thing will always apply: Seek consent from the other player before killing their character.
5:
If it may work better for those involved, players for a fight may opt into a Dice-based system to work out how fights will go.
6: If a result simply cannot be worked out, all players involved should approach me to arbitrate the fight in your stead. This is a last resort and for the sake of progress, you must accept my verdict in this scenario, no exceptions.
 
Name: Jesse Rexx
Age: 29yrs
Gender: Male
Race/Species: Necromatic Andriod (Zombie Cyborg.)
Appearance:
EE3C342D-5089-4D05-939C-36C538C95DF6.jpeg
At about 5ft 11in and weighing 185lbs With bright blue eyes and dark hair. While not particularly handsome, Jesse is pretty far from an ugly man.
Affiliation: Freelance Smuggler/Hitman
Tanzynite Stims(If applicable): N/A (Dont seem to work on him.)
Tanzynite Tonics(If applicable): N/A (Dont seem to work on him.)
Magic: N/A
Other Abilities:
Necromatic Andriod Physiology: Since discovering he was not fully human, Jesse has found that his Body is now capable of a multitude of things he was never able to do. The following list encompasses the full extent of his bodies capabilities including that which he cannot currently utilize.

*= not currently active.

Sensory Augmentation- Jesse’s eyes function well in low light, his ears are sensitive enough to hear whispers clearly through a wall, and his sense of smell seems to be able to detect faint hazardous chemicals in the air, including a few that are considered odorless.

Target Acquisition- Jesse’s excellent sensory processors are linked to his brain in the same way his motor skills and hand eye coordination are. As such the Delay between him seeing a target and firing upon it is minimized to its physical limitations, mental hesitation are not factored in. Furthermore Jesse can calculate trajectory, wind speed, Coriolis effect, and target motion in a matter of moments allowing him to fire remarkably accurately even at a distance.

Superhuman Strength- While his entire body is not cybernetic, the parts that are greatly bolster his capabilities. His legs, spine, right arm, and parts of his skull are all mechanical and the interlocking systems allow him to heft several hundred pounds with little effort, and even deadlift up to a ton without much strain. However the most commonly used application of his strength is to punch people, usually resulting in fatal damage or unconsciousness to unfortified targets. He has on more than one occasion punched through a Brick wall and knocked the man leaning against it out.

Superhuman Durability/Stamina- Jesse’s body can take a hell of a punishing, falling great distances, small arms fire, sprinting for hours, or just being forced into multiple hours of Guerrilla tactics, he is a man that can certainly Fight all night long. Furthermore he seems to be able to go multiple days without sleep, however the longer he remains awake the more often he will make errors.

*Hidden weaponry (Twin Rifle) - Built into the Top section of his mechanical forarm is a deadly double barreled rifle. It fires Ballistic rounds comparable to a .308 hunting round, yet with a hardened metal core and flight stabilization features allowing it to punch through armored targets from vast distances. While it is fully automatic he typically holds only around six shots per barrel, it can be fed by a ammo belt to remove this limitation, but doing so limits mobility.

*Hidden Weaponry (Molecular Edge)- Built into the lower half of his forearm is a deadly Molecular edged blade, which is remarkably sharp, enough so that gently brushing against it can shave steaks off a soft target. The force with which this blade can be swung thanks to the mechanical arm is however its scariest feature. The kind of armor an individual person wears will rarely if ever be able to stop this blade, indicated by the fact that he can drive the blade to its hilt into a heavily armored vehicle or building. That said a stab is not a slash and it will not cut very deeply into hard targets/or vehicles.

*Jump Thrusters- Built into his shoes and Shoulder blades, are powerful ion thrusters that can allow Jesse to leap upwards of 300 meters Upwards, and 900 meters lengthwise. He can do so while carrying a person or orher objects, but his jump height is lowered by 100 meters for every 200 pounds of materal, and his jump length is lowered by 300 meters per every 200 lbs. if he is carrying 600Lbs+ of equipment or individuals his thrusters will not have the lift required to carry him and the target.

*Repulsion Nova- The same generators that fuel his thrusters can also fuel a skintight ion shell and then push that shell outwards to about 3meters in all directions. The result is a omnidirectional pushing force that can send a 200lb man sprawling and skidding across the pavement. This can be used to detonate small spaces if the force is sufficient to destroy the construction materials.

*Auto hack/Interface- Being part andriod allows Jesse’s brain to understand code at a rate that a normal human could never compete with. As such he is able to speak and read binary at a rate which other machines can understand. This is arguably his most terrifying ability to be discovered.

Personality: Jesse is a hard man to get along with if you have a moral compass. However he is nothing if not predictable, he wants money, he wants guns, he wants power, and we all know what they say about power, its just knowledge. However thats nearly every person, regardless of if they admit it or not. Jesse does not want these things for vanity or personal gain. He intends to find the people who turned him into a walking existential crisis. He seeks money to bribe people for information, He seeks information to find those who mutilated him, and he seeks Weapons to ensure they never do it to another person. Unfortunately he does not know who to trust, and his paranoia runs deep, he hardly sleeps kept awake at night by a mixture of rage and horror. Even those who have worked with him in the past fear he may soon go off “the deep end” if he doesnt get answers…others fear those answers are just as likely to push him over the edge.

Bio/History: Jesse doesnt exactly remember much about his life. He woke up on a slab of cold metal, in a small space he thought was a grave until he heard the whistle and roar of the pilot lights. He had awoken just in time to experience being cremated, or rather thats what wouldve went down if he hadn’t freaked out and started kicking, punching, and pushing on everything he could. Eventually all his kicking loosened the chute in the back of the crematory chamber, which triggered the tilting of the metal slab, as he slid down the chute he could feel the heat of the fires as they began to fill the chamber. Finding himself in a underground tank filled with ash and dozens of other chutes he began to wander around the dark room until he found a maintenance hatch and he found himself on the outskirts of the Xurian Empire.
~~~
That was three years ago and since then Jesse has been one heck of a wanted man. What started as him just being a bouncer at a club eventually turned into him being muscle for Under the table Tonic and Stim dealing, which eventually branched into him dealing himself. However his talents in athleticism, Awareness, and Combat, all of which seemed to come naturally to him, meant that eventually he would come to run his own small operation. He was never a criminal boss or anything, but anyone worth their salt in the underworld knew that he was the guy to talk to when you absolutely needed something brought in that would be considered impossible. He even wound up in a few shootouts between himself and the Xurian authorities. He was living life on a whole different level than the average citizen, but alas all things catch up with you eventually, no matter how fast you run.
~~~
One day a massive shipment of cut Tonic came in that needed to be distributed to many dealers. The Authorities knew it was coming in, and Jesse knew that they knew. Yet he was bold, he knew full well how talented he was and figured it would be just like the other scenario’s. Things did not go according to plan, he snuck into the docks to get the confiscated crate and found it to be a trap, not only did they know he was coming, but they knew exactly from where, someone had betrayed him. Still he was not going to go down like a coward, drawing his weapons he engaged in a gunfight intending for his death to come on his own terms, however what came was a paradigm shift for the ages. Jesse was hit, directly in the side of his head, he felt the heat of the impact, but heard a metal ding and a distinct lack of blood, at first he thought nothing of it until as he ran he saw his reflection in a puddle on the ground and froze…Metal, black metal was under the skin that had been shaved off of his head. So shocked by this realization was he that he didnt even resist anymore when he was slammed on his face and arrested.
~~~
For two weeks he sat in a cell simply thinking. Until eventually he came to a realization, he was going to find out exactly nothing sitting here in a cell. So he waited for his inevitable transfer going over his plan a dozen times in his head. When the time came he moved quickly and without hesitation. Driving one guards head into the wall with enough force to crack his helmet, beating the other down to a gibbering mess before sprinting down the hall with two more chasing him. A fifth man put himself between Jesse and his target the window leading out the 70 story building. That poor guard swung his handgun around onto to find jesse quickly snatching it from him with his cybernetic arm and tucking mid run into a cannonball before kicking the man into the window. The man attempted to slap a cuff on Jesse’s wrist as he stumbled backwards half turning to catch himself. However Jesse caught the chain, wrapped it around the mans neck and leapt through the now opened window. Using the gun he had taken from the guard he fired up at the others even as he fell.
~~~
The landing was hard even though they didnt go all the way to the streets below, landing on an adjacent building and using the man he rode down on as a cushion to land on did little to mitigate the fall. However it seemed he didn’t need a-lot of mitigation. Fleeing the rooftop he went to one of his safe houses and began to set in motion his plans. One by one he would target and rob his old underground connections, hopefully to eventually find the one who sold him out, yet that is just his first plan. More pressing is finding out who it was that made him into a mechanical monstrosity and Why. While he is now wanted as a fugitive and murderer within the empire, efforts to track him have yielded poor results and have only served to make more people nervous, as his last scene location was raiding a Military Depot and absconding with a literal truckload of guns, ammo, armor, and explosives.
Other Notes:
Ave imperium!
04710174-B5CF-41F8-A0FF-B60933C9EFAC.jpeg
Jesse is a known violent criminal, and a well known monster of a marksman, he would have ample Wanted posters, and a pretty big reward for his capture.

01F9F617-9A2F-4892-A8A2-CBACDEBF7786.jpeg
The metal arm is actually black colored under the false skin that hides it. This is the Molecular edge.

D9173FB2-C6E6-4CAE-AC3E-3BD263EBFEB7.jpeg
Likewise the yellow is not the accurate color, but this is the Twin rifle.

F912FB37-85C3-4456-A6E1-A0A30D85DAF5.jpeg
0C637CFE-8451-4F99-A95A-CD393342B87F.jpeg
Its not just the Guns, explosives, and Robot bits that make jesse a threat. He is a remarkably talented fighter in both ranged and melee combat, almost as if he has decades of combat training. He is not above using coercion or favors to get what he wants, and has even taken a new hobby of targeting criminals who maliciously ruin others lives, seemingly oblivious to the hypocrisy of such an action.
 
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Name: Eclaire de Wynter
Age: 331
Gender: Female
Race/Species: Mammadia (Cait-Al)
Appearance:
2022-09-03_21-53-33-938_OkamiAzure (2).png
Affiliation(Xurian Empire, Freelance etc.):
General of the 13th Xurian Legion
Tanzynite Stims(If applicable): N/A
Tanzynite Tonics(If applicable): N/A
Magic(If applicable, but if so, list whether it’s Magic, Sorcery, Theurgy, Divine Invocation or Druid. If none, list it in Other Abilities):
Sorcery, with a focus on Lightning based abilities. Usually these are used to increase speed and reaction time, as well as some long range strikes.
Other Abilities:
Soul Ability -Magic Armory

Personality:
Cheerful and caring, she is a stark contrast to many generals within the Xurian Military. She strives to be fair and just to all. Her disposition is naive, about most things - she is definitely a dreamer, her eyes filled and looking up, to the stars. She is, if anything, someone who wants to be a hero, and to save other people.

Bio/History:.
Eclaire barely remembers her father. She was raised by her mother, a Temperance Succubus, until she finally left home. Journeying for a time, she encountered a corrupt wizard. Caught in the crossfire between this Wizard and a contingent from the XIIIth Xurian Legion, she was wounded in the ensuring scuffle and went down hard. She didn't know exactly what happened, but in the end she awoke in the capital of the Xurian Empire. It was here that she met Alana Korben, and her journey began. Joining the Xurian Army. Alana Korben became her mentor...and it was a long, hard road. She struggled. She trained, she learned. Eclaire did her best to become worthy of Alana's time, attention. She saw Alana as a big sister. She loved her.
But then came Duran Hollows.
She can't remember everything. Snippets. Shouts. Even those are hazy. But Alana was gone, and she walked away. Her memories...fuzzy, hazy. She couldn't remember. It frustrated her, not knowing how her mentor, her surrogate big sister, died. She felt alone.
She forged on.
Eclaire continued her journey. She continued, she kept going. Eventually, after the retirement of Alana's former lieutenant, who had been promoted to General of the XIIIth after her death, Eclaire was named General. She now led the XIIIth Legion. Through this, she was invited to many events, galas, parties. She was given status. And that is where she met Priscilla.

Priscilla was a politician within the Empire. Tasked with public relations, she smoothed over many issues people had with the Empire. And they hit it off. She was beautiful. Tall, with dark hair and such eyes. They were honest. But she was critical of Korben, of the Empire. It's policies, it's issues. As they grew close, as Priscilla grew closer to Eclaire, honesty and trust grew. Eclaire's belief in Xuris may be shaky, but she still is loyal to the Empire. To the brother of her mentor, her friend. But even then...cracks in the rose-tinted glasses of the Empire that saved her in the midst of a battle have begun to form.

Other Notes(Likes/dislikes, theme music, etc.):
Arc 1:


Ave Imperium!
 
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Name: Bellona Arox
Age: 27yrs
Gender: Female
Race/Species: Human
Appearance:
CF9EB07F-08A8-4BEE-B92A-EC8DC001457C.jpeg
Affiliation: Terrian Federation
Tanzynite Stims(If applicable): Atlas Will
Tanzynite Tonics(If applicable): Tough Gal
Magic:
Arox Theurgy- The Arox Noble family have for Multiple dozens of generations been spellswords with a focus on the magical Aspects of Healing, Protection, Holy smiting, Light, and Mending. They are experts at slaying creatures with an evil or infernal nature and often times would remain on battlefields after the fighting was done to heal the fallen, and mend weapons, armor, and structures. Though their spell list is too long for her to have mastered them all, Bellona has a well rounded spell reserve to pull from these spells are

Luminous Remedy- A beam of healing light that can stabilize bleeding targets, heal minor wounds, treat (Not cure) the symptoms of illnesses, dull pain, and even splint broken bones. While this can certainly help a person get out of a sticky situation it is NOT a substitute for medical care and will only make it easier to survive injuries.

Warriors Ward- A magic shield spawned over Bellona’s forearm. Its hardness and texture are consistent with steel, meaning it can he broken, however unlike steel it will be able to repair damage so long as it isn’t completely shattered.

Mending Touch- One of her only contact spells, upon touching an inanimate object bellona can imbue it with magic and repair damage done to the object. Magical items are much harder to repair but not impossible, bellona will have to match the items magical energy level before she can spend magic to repair it.

Shining Strike- A powerful offensive spell that imbues a selected weapon or limb with holy energy and adds it to the weapons normal damage. This added power is more effective against evil aligned beings, and is doubled against Daemons.

Other Abilities:
Silksteel Gown/Armor- A silk gown with ornate but light armor can, with the power word “Harden” being uttered, morph the silk into a steel suit of armor if broken the armor will revert to the silk garments with rips where the armor broke and will be unable to morph again until repaired.

Blade of Arox- a blade with an infusion of holy magic to allow it to passively boost any smite spell applied to it. Furthermore its far more famous ability is that they can morph into whatever weapon the wielder wishes. Usually a knight will focus on two or three weapons, Bellona has four. She has a dagger form for her blade, the most common form as she conceals it on the inner part of her left thigh. She has a rapier form for when she needs quick nimble strikes or for some reason cant rely on her armor and instead needs to remain mobile. She has a spear which she uses against big creatures and when she needs distance plus power. And finally a Knights Longsword which she uses when she is evenly matched or fighting foes of the same size.

Personality: If Ambition and perseverance were gasoline and Fire, then Bellona is the woman who would burn the world. She is an eternal optimist and the last woman on earth who would surrender or give up. She has a strong sense of justice but is far from ignorant to the struggles of those who live at the bottom of societies ladder. She has a big problem with elites, leaders, and wealthy people who lord over others and act as if their crap doesn’t stink. Having been on both sides of the economic spectrum bellona has a unique perspective she hopes to bring to the nobles of the Terrain Federation. While her current goals are to help spread peace, she does eventually intend on retiring into the matriarchal position in her family, mainly as a means to prevent others from having to bear the burden she has had to.

Bio/History:
Decades ago a tragic fall of a great hero would occur within the Arox family, and in their attempt to distance themselves from the tragedy, a young woman was exiled from the family, after all she had married a monster and her presence would serve only to tie the family to the horror that was the Ragnar massacre. This woman would take her two children with her, and in spite of a life of struggle and disdain, they would find love. Of those two children only one would have children of their own, the young Anita Arox, who would be forced by necessity into a career that would in turn eventually have her give birth to Bellona Arox, a young girl born with a powerful tie to the “light” magic of the Arox family. While most parents would be filled with joy at the birth of such a gifted child, bellona was not lucky enough to have circumstances like that. Her gift inspired fear due to the fact that her grandfather, the infamous murderer Ragnar, was the last person to have such a gift. As such Bellona’s natural talent was seen as a curse, and unfortunately for her the people around her were not shy about telling her as much.
~~~
The rowdy young girl often found herself in trouble, more often than not having to run from the local kids who saw her the same way their parents did, as the spawn of a monster. She was lucky enough to find at least one person who saw her differently. Brogand an ex-knight turned cutthroat after accidentally vomiting on his lords lap. Brogand saw the girls bold attitude and lack of fear and decided that she would he worth teaching, plus she seemed to have his eyes and jawline, annnd he did visit her mom often prior to her birth. Foe the next few years her days consisted if running errands for her mom while she entertained guests, and then training with Brogand to learn how to fight. Eventually when her magical talent began to grow with age Brogand was inspired to call in a favor and have One of his old Sage buddies come show her the ropes. Needless to say Bellona was a Natural at learning the arts of a Sage.
~~~
Eventually Bellona would creep into adulthood, and her talents in both magic and bladework had grown with her. Thinking herself ready she began to pursue a goal she had since she was a little girl. Revenge. She had heard her mother crying at night about being unable to receive help from her family. And Bellona felt the Arox family had slighted them with their decision. So she figured she would prove that she could beat them at their own game. She began targeting criminals and bringing them to justice and helping those suffering in impoverished areas of the City. Eventually she would get her chance to stick it to the Arox, when the family head was visiting an area stricken with plague that she was fighting she publicly issued him a challenge. One that he accepted but only on the condition that their duel was not public, and took place in the Arox family manor.

Initially she though he was afraid to lose face, yet it would become apparent that he was actually saving her from humiliation. The family head was not only able to match her best efforts but he did so casually until he stopped matching her and blatantly dominated the duel. Infuriated at her own failure she was ready to leave until the family head revealed to her that he agreed with her, the Arox had sinned against her mother, Uncle, and grandmother. He offered to take them back into the family, to pay their debts, restore the honor of their name, and clear any recorded ties they had to ragnar. Bellona nearly spit in his face, but she remembered her mother and swallowed her pride accepted his offer.
~~~
For another five years she would have her skills polished and honed by the Arox battle masters. Both in blade and in light she grew mighty under their tutelage, eventually rising up to defeat a dangerous drake on the outskirts of the city she had grown up on. This feat would catch the eye of some higher noble families, and with a few favors exchanged here and there Bellona was given the title of Diplomat, and paired with an actual diplomat, so that she could serve as a bodyguard in places where soldiers and weapons weren’t quite welcomed. she bow finds herself as part of a delegation from the terrian federation, to the Xurian empire.

Other Notes:
Ave Imperium!
A2CED9E4-9EF0-4534-AD55-642DC6962F56.jpeg
(Her Pre-Arox outfit)
Getting her start as a ruffian daughter of a harlot, trained by a dishonored knight, and a questionably motivated priest. No one wouldve guessed she would he where she is today.
C0061764-FBA7-4AEE-99C1-6DFD6683E77B.jpeg
(Her Longsword formed Blade of Arox, and the cloak turning from white to gold is a sign that she is using magic.)
However endless training, Some fire in her heart, genetic luck, and stubbornness managed to make her a knight.
92C74C98-6591-4CAD-967D-E5CD62260991.jpeg
(The drake she slew wasn’t the biggest out there, but it was mean, also the spear form of her Blade of Arox.)
Support from her loved ones, competition from her rivals, and a drive to be better than her situations would be what made her great.
AD4E9016-E6D0-4783-ADB4-2E17C26C29C4.jpeg
(Bellona with her Diplomat escort.)
Now she finds herself wrapped up in adventures to lands she not only has never been to, but that she never saw herself ever being able to reach.
 
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Name:
Riverstone

Age: 20

Gender:
Male

Race/Species:
Tal'Zeran

Appearance:
6'4, 223lbs
Riverstone has slick blue-gray scales, a very small sail on his tail. A patch of rough stone shaped scales is formed along his neck and back, creating a rough armor of keratin. He almost always is wearing some sort of light tactical body armor.

Affiliation:
Xurian Empire, Imperial Guardsmen

Tanzynite Stims:
Earth's Reply, Hell's Touch

Tanzynite Tonics:
Tough Guy, Iron Lungs

Magic:
Sorcery, Riverstone mainly uses water based spells in line with his Aether element, opting most often to use them in ways that can restrain his opponents. He uses these magics in tandem with his Tanzynite Stims to take down criminals efficiently, if not brutally.

Other Abilities:
Imperial Guardsmen training
Powerful tail capable of dealing blunt force trauma
Proficient in dual wielding tonfa style batons

Personality:
Riverstone is dedicated through and through to upholding the law in the Xurian Empire. After all, this glorious nation gave his family every opportunity they've ever had.

Bio/History:
Riverstone's family immigrated into the Xurian Empire when he was young, a host family aided their transfer into a land of opportunity they had not previously experienced.
During his childhood, he watched a rogue mage murder people in his neighborhood. The Guardsmen and the Mageseekers came down upon the offender in a blaze of flames and righteous fury.
To young Riverstone...this was a defining moment. He knew what he wanted to be, and he set about trying to gain the attention of the Empire, and fervently assaulted any ne'er-do-wells, bringing them to the Imperial Guardsmen, performing civilian arrests. As soon as he was able to, Riverstone signed up for volunteer duty in the service of the Xurian Empire.
Once he had proven himself there, he applied to the Sorcerer's Circle, hoping to be like the Mageseekers that inspired him so long ago.

Likes/Dislikes:
Grilled fish, fellow Imperial Guardsmen, upholding imperial justice/ Criminals

Theme Song:
"The River Dragon Has Come" by Nevermore

"Ave Imperium!"
 
Name: Vidente
Age: ----------------
Gender: --------------
Race/Species: Portent
Affiliation: --------------

Tanzynite Stims: "I dont Understand"
Tanzynite Tonics: "Why Drink what you can Learn?"

Magic:
Dream Walker Druid: Vidente warps in and out of the dream realm looking for lights of burning desire within the people of the empire and its surrounding area and enters the dreams of those exact people.

Sorcery (Darkness): Vidente can pull out the mental blocks within a person and turn them into an adversary for them to face. If they perish... that's it. But if they have the will to succeed in whatever challenge their block gives them. Then they may grow stronger as a result.

Other Abilities:

Ritual Writing: a creature of old faith and rituals. This portent can draw out ritual circles and the like to draw forth a greater challenge for its customers. Such challenges often debilitate and restrict the senses.

Unnatural Shapeshifting: Sometimes Vidente may challenge the lights it calls forth. Taking on an aspect of the customer's inner weakness.

Personality: "I make you a deal, one guaranteed to make your wishes come true, but you must do much for me in return. I only come to you in your rest for you need something from me and I you." An avid gambler in terms of mortal judgment, this seer dwells on their own thoughts for many moons, reaching for those who have desires burning like wild fires. Vidente wishes nothing more then to give these people what they could most want, but first the person would have to come to Vidente with their half of the deal and more.

Vidente is an oddity in themselves. They Speak to themselves and to others all at once. Their unintelligible ramblings hold many secrets for those who may hear them without discovery. They are an Intelligent, yet mentally dubious figure.

Bio/History: An Ancient Being of Dreams and Sleep. Vidente watches the people outside of its realm and hides from those unworthy, said realm lies deep within the darkest of woods near the edge of the Empire. It haunts those parts and reaches out to all who dream from within its cabin. Lit by moonlight on the outside and a flame from within.

It only reaches out to those whose desire burns like a flame in the clouds of the dream realm. In their sleep they are offered a chance to seize their flame and make it their own. Vidente seeks to only empower those who have the will to empower themselves and are willing to push themselves away from their comfort zones.

Vidente has made many a deal over its years of living. It finds charm in the dreams of those who dream and the wishes of those who wish. It loves bright colors and sweet fruits. The joys of cooking excite the being. Vident takes part in deep meditation and prayer. Rarely sleeping only resting among the trees and within logs. Always returning to its cabin by Dusk and leaving at dawn. If one manages to draw close to the cabin faint music can be heard. Bad music. But practiced music.



Other Notes: Likes Oranges and other Brightly colored Fruits.



1662333539702.png
 
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Name: Kagura "Kaga" Sumeragi
Age: 20
Gender: Male
Race/Species: Tal'Zeran/Human Hybrid
Appearance:
2022-09-07_04-36-08-267_PhotoPhoenixGameplay (2).png
Affiliation(Xurian Empire, Freelance etc.):
Xurian Citizen
Tanzynite Stims(If applicable): N/A
Tanzynite Tonics(If applicable): Iron Lungs and Flipping Out
Magic(If applicable, but if so, list whether it’s Magic, Sorcery, Theurgy, Divine Invocation or Druid. If none, list it in Other Abilities):
Water-based Sorcery
Other Abilities:
Trained Dancer.
Personality:
Kagura is a soft-spoken, nervous, very gentle person. He has a bit of a nervous tic when meeting new people, which causes him to stutter. As he warms up to others, it gets better before eventually going away entirely. He has a soft spot for cute things and cute clothes, which causes self-confidence issues when placed against more traditional, masculine men. He is bad at hiding his emotions or feelings, sometimes staring for too long at a girl he finds attractive, or his nervous tic getting worse or not going away at all. Deep down, though, when Kaga feels like something is worth standing up for, he will - when the situation calls for it, you will be hard-pressed to find someone with a will as strong as Kagura Sumeragi's.

Bio/History:

Kagura has been orphaned for most of his life. Going between halfway houses after growing too old for the orphanage, all he knows is that his father was a Tel'Zaren. His mother passed away from overdosing on Tanzynite, growing drunk with the powers it gave until her body just could not keep up. It broke, it shattered, and Kagura was left alone. He did his best to survive the streets, his pretty face and soft demeanor giving him shelter more times than not - after all, when a small, soft-spoken boy knocks, asking to be let in from the cold, many can't find it in their hearts to deny him. He earned his keep by doing dishes and cleaning, until he finally found work. Hired as a maid (after his gender being mistaken multiple times, but he had grown used to it and paid it little mind - as well as lying about his age, as he was fifteen at the time) he worked hard for the wealthy family in the countryside, until his soft-features and true gender caught the eye of the youngest daughter, who was the same age as him. One thing led to another, and many times he found himself waking up with her. That, of course, led to gossip. The truth would always come out when servants gossiped, and out it came. Everything. Even if they had only kissed, and cuddled, who cared? Gossip was more powerful than truth in the ears of a proud man.
Kaga didn't stay to find out if his relationship with the daughter was that much of a travesty. He took what money he had, what clothes he had, and ran.

Kagura eventually reached the capital of the Xurian Empire. Using his money to get an apartment, he searched for work, until a woman stopped him. He had always had a thin, lithe frame. She was standing outside of a venue - something with beautiful girls dancing inside, from what he glimpsed. She liked his face - his hair. She asked about his experience. Just maidwork.
That was okay, she said. She took him to the back and showed him some dances, and asked him to replicate. If anything, he did good. She approved. But he could do better. He had seen some dancers taking fire and water and wind, dancing with it. He asked about that.

That was five years ago. Now, Kaga is a Water Dancer for the club called the Heaven's Door. He makes enough to get by. He doesn't really want, or need, much. A roof. A bed. Maybe some nice things, books. He stays on the right side of the law. The worst thing he does is use his sorcery for mundane acts - cleaning, mainly. Water magic was, after all, the most useful of all magics in the world for day to day life.

Course...anything can change, when the wheels of fate begin to turn.

Other Notes(Likes/dislikes, theme music, etc.):


Ave Imperium!
 
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Alice Heart
Alice.(Alice.in.Wonderland).full.2978278.jpg
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*

Age:
18

Gender:
Female

Race/Species:
Part elf, dwarf, and human

Appearance:
Her mother is half elf and dwarf and her father is human. Alice looks pretty human herself accept for her small pointed ears but her hair is mostly tends to cover them so their not always noticeable. And her height is 5'5".

Affiliation:
Freelance, Though she does support the God-King as of now.

Tanzynite Stims:
N/A

Tanzynite Tonics:
N/A

Magic:
Wizardry

Other Abilities:
None

Personality:
Cheerful and high-spirited, Alice is a playful, active, and generally positive girl that always finds something to be excited or passionate about. She carries a sense of knowing in her discussions with others, while always keeping an optimistic outlook on a situation. However, she is also slightly airheaded, and tends to make or say weird remarks befitting to the situation at hand. Alice loves butterflies, absolutely obsessed with them. Alice is also a bit of a daydreamer and will sometimes start losing focus during a conversation. She can be a bit of a odd person and others tend to think that of her but she doesn't really care what other people think, at least that's how she tends to come across.

Bio/History:
Alice was taken in by her grandmother and grandfather at the age of 8 due to incident that happened that caused her mother and father to think that Alice was starting to go mad or already had. Alice had been caught learning wizardry from her grandmother against her mother's wishes and because she practicing this her mother thought that it had started to affect Alice's mind and wanted nothing to do with her. So her her grandparents took her in and grandmother continued to teach her. What had happen that made her mother think that Alice was mad? Well Alice doesn't remember in fact she remember that's reason why she's with her grandparents to begin with. Her grandmother with a spell locked away some of her memories and altered them making Alice think the sole reason why she was no longer with her parents and siblings was because she wanted to learn wizardry and choose to leave. The reason her grandmother did this was because Alice might had actually started to lose her mind a bit not because of the magic....well that could of been part of it but because Alice knowing her parents thought her mad and rejecting her the way they did started to eat away with her mental health. Alice is now 18 and still doesn't really remember though recently she has been having some interesting dreams and she could of sworn she heard a voice calling her name....well it's just in her dreams surely there's nothing to worry about...right?

“Ave Imperium!”
 
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Name:
Charlette Pelle

Age:
24

Gender:
Female

Race/Species:
Human

Appearance:
1662329305168.png

Affiliation:
Tarrian Federation

Tanzynite Stims:
Lightning's Glow

Tanzynite Tonics:
Sixth Instinct

Magic:
Theurgy, focusing on the more combat oriented aspects of Theurgy

Specifically, Charlette uses her personal Aether to draw upon nearby sources of light and to create a variety of spells that focus on scorching the enemy in some way or another. Some of her most notable spells include:

Scorch Spheres - Using her Aether to concentrate the power of nearby light sources into a few condensed balls of light, Charlette can hurl these spheres in the direction of the enemy, again using her personal Aether. Upon contact with any surface, be it the ground, walls, or the enemy itself, the sphere collapses in on itself before sending a burst of flames outwards in a small radius from the epicenter, producing a small shockwave with it that would stagger enemies. The closer things are to the epicenter of the sphere when it makes contact, the more damage it will sustain. The spheres themselves don't travel at a high velocity when hurled, however, so this spell is best used in short ranged combat situations.

Light Lance - Charlette concentrates the power of light gathered into a narrow, white hot cylinder of light with a pointed end. Using her hand to aim, she can send the send the cylinder flying towards a mark at a high velocity, often times penetrating the target if it manages to hit. This spell is best used in medium range combat.

Divine Lightning - This spell has Charlette use Theurgy in combination with the Lightning's Glow stim. This has the effect of giving the bolts fired being more effective against targets drawing power from darkness.

Searing Edges - Unlike her other spells, this one focuses on enhancing the lethality of the blades wielded by Charlette or her allies. The power of the light gathered concentrates around the edges of the blades in question. In addition to the slash damage a target sustains from being struck by the blade, they also sustain a degree of burning. Due to its very nature, this is most effective in a melee combat scenario.

Other Abilities:
Although most of Charlette's combat prowess rely with her ability with Therugy combat spells and stim power, she does have training in bowmanship as well as how to fight with a dagger as backups.

Personality:
Charlette is a free spirited, curious, and a somewhat energetic woman who takes her commitments and promises seriously, be it her promise to protect the interests of the Federation she made with her parents when she first started learning Theurgy or any other promise or commitment she had made since. That being said, she can't stand being bossed around by people in positions of authority, especially if what they're ordering her to do inhibits her ability to travel.

Bio/History:
The Pelle family is one of politicians and public servants within the federation. Her father, mother, sister, and brother, all either politicians or other government officials. For as long as she could remember, Charlette has been pressured by her entire family to follow in their footsteps and become a public servant or government official for herself. Charlette, however, wouldn’t have any of that. She saw a career in Federation politics as too mentally tiring and incredibly restricting on her personal freedoms. Sure, she could, in theory, do whatever she wanted to under the restrictions of Federation law, however her would be voters would watching her every action, every move with scrutiny no matter the legality. In her eyes, that isn’t true freedom. She wanted something different. A life where she wasn’t beholden to the masses and could go anywhere she wanted, whenever she wanted, and do whatever she wanted, within reason of course.

To these ends, she sought to study some form of Aether based power. Sure there were tanzynites, but to Charlette that wasn’t enough. At first, she wanted to study abroad in the Xurian Empire and learn the ways of sorcery, but her parents forbade her from going, citing that they wanted her to study in the Federation. After arguing ensued for quite some time between Charlette and her parents, her parents finally relented and agreed on a compromise. They would permit her to learn Theurgy, the sister art of Sorcery, since it wouldn’t require her to leave Federation borders on a condition: that power that she learns be used to protect Federation interests in the future, not necessarily confined to Federation borders. Seeing this as her chance to explore the world with a good degree of freedom as well as having no real objections with protecting federation interests in the first place, she agreed to her parents terms.

Upon learning how to adequately manipulate and control her own aether through the ways of Theurgy, she set out to explore the world, upholding her end of the bargain anytime she could, whenever practicable. Often times her adventures would take her to the Xurian Empire, having taken her first tonic on one of those escapades, which later led her to try out a stim as well. Her current venture to the Empire is one under the pretext of protecting an Xurian-Tarr trade route, with her tagging along with a Federation Aether trade caravan in order to help safeguard it from bandits and the like.

Other Notes:
Likes:
Exploration and Adventure
Travelling

Dislikes:
Overbearing authority figures
Being beholden to anyone

Theme:


Dialogue Color:
#D2691E

Ave Imperium!​
 
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Name: Yltriss "Safflower" Erhadrin
Age: 130
Gender: Female
Race/Species: Half-elf, Wood Elf / Human
Appearance:
1662349955656.png
Muddy red-orange hair, pretty features, and a lustre to her eyes, Yltriss can show an appearance that can be deceivingly different to her acidic nature. A veil usually covers her face in public. Some speculate this is because of the effects of the tanzynite she takes or to hide her features from shallow men. In all honesty, it is to shield her working lips from those who can see she practices magic.
Affiliation: League of Rusah, Xurian Empire (loosely)
Tanzynite Stims: Earth's Reply (high skill)
Tanzynite Tonics: Youthful Glow
Magic: Druidic Circle of Wildfire (Earth Magic, high skill; Wildfire Magic, medium skill; Shapeshifting Magic, lost skill).
Terrakinesis (Earth Magic): Control of up to 10000 tonnes of earthen material, though less material means greater control, and moving such massive amounts of earth as the above number takes ritual, time, and extreme amounts of energy tanzynite aids in. With this she can shatter masonry and concrete foundations in one go given the right parameters (permission requests will be given beforehand for anything major like this). She can form pillars of earth looted from the ground and create sinkholes in similar manner, swallowing up whatever stands above it. Solidifying and raising rocks through pressure and heat, so Wildfire Magic can aid in "flash-cooking" material to strength. Can separate loose earth from solid rock, handy for construction and sieges.

Wildfire Magic: Control of fire is limited to what she creates, not natural fire. This fire can be taken into a person and localised if given time, absorbing through the skin in flows that can heal or harm a person before disappearing. The effects are low to moderate healing for surface wounds and some cases of internal wounds, but this cannot be considered first aid in any means. The greater aspect of this is conjuration of Wildfire spirits, lesser creatures that lose or gain will by her choosing. She can concentrate on and summon up to two -- one in the form of a wolf ablaze of some formidability, or two as small as fire imps standing two feet tall and capable of distracting and/or killing noncombatants.

Shapeshifting Magic: a lost art for Yltriss, specifically out of lack of need. She can turn herself into a raven, a last vestige of her circle, but such leaves her vulnerable, and vulnerability is not something she actively seeks.
Other Abilities: Thannyturgy (Thaumaturgy)
Personality: Devout, thoughtless, moody, and ambitious all describe Yltriss to a tee. She can be considered reliable if the mood sticks with her and if she is not betrayed. Yltriss has a long memory and a history of controlled conflict. At best you will get fantastic results. If she is more than mildly offended, the job will be dropped, never to be looked at again by her eyes. The absolute worst situation when horrible intent is discovered or when grievously offended, is that you and your earthly possessions disappear, as if the world had swallowed even the thought of you whole. Her ambitions are for a better her and a better future, one she would do much to accomplish.
Bio/History: Born from the union of a renegade elven father and a human mother, Yltriss used to be a proud citizen of the Rusahn Kingdom before it had been declared a god-kingdom. She had dedicated much of her time and tutelage to the defense of the common people, finding delight in the smiles of her fellow citizens. Water was purified, the earth was restored in unnatural ways, and the kingdom had been spared in no small part due to the druidic community that had dedicated much to restore the realm from the waves of natural destruction that tormented it. This had continued for two decades of hard work and dedication until she found out how deep the rabbit hole that was the realm's troubles went: the rich profited, the weak perish unkindly. Something inside her snapped, and she struck out against the unfairness of the world in spurts of naive heroism that turned out to harm more than help.

Tossed out of her enclave with a badge of dishonour, she did what she could for her father and mother, the latter of which was getting increasingly more frail with age. Turning mercenary or becoming a general do-gooder took up much of her time under a false name of "Safflower," but her mother passed a month before she could next come around. Her father understood the suddenness and the nature of death, but she despised her lack of being present. She poured herself into her work, shifted allegiances to the annexed realm of the League of Rusah, and took enhancements to better her situation and others.

Over the years, much that was taught to her has been abandoned for a control of earth unlike most have ever seen, powerful and fluid. This was because of her fluid use of both magic and tanzynite, but as a user of both she could claim it all as a natural affiliation with tanzynite. She is not above summoning Wildfire spirits to do dirty work, but only in secret, and she has a way of naturally shifting blame to those who deserve speculation.

Edit: Ah, right. Ave Imperium!
Edit 2: So many errors in my sleep-deprived state. I tried my hand fixing them all.
Edit 3: Added Magic Descriptions tab.
 
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Name: Asha Scully

Age: 64

Gender: Female

Race/Species: Half Elf

Appearance: Short auburn hair, green eyes, stands 5’3”, and is 122 lbs. When in her combat gear, she often wears a navy trench coat with white lining, with grey pants and black boots. She also wears two black magitek gauntlets. Out of her combat attire, she wears casual clothing.

Affiliation: Xurian Empire

Magic: Sorcery. Asha holds the power to wield flames, and is able to make use of it in many ways, offensively and defensively. But her unique ability is to call upon an indigo colored power called ‘Hellish Flame’.

Other Abilities: Asha is very attentive to her magitek gauntlets and sword. Her left gauntlet specializes in defensive combat, equipped with a retractable bulletproof shield and a grappling hook. Her right gauntlet is leaned towards ranged combat, utilizing a one-time use laser, three miniature missiles, and has a built in magnet to call back her sword. Both gauntlets run on charged power. Her bladed weapon is made of strong metals that can survive it’s amplified state, in which the blades superheat and can cut through most surfaces. This state can only be used once.

Personality: She is a very energetic lady, and will often times tease and/or annoy those closest to her, but they know she means well. Despite this, she is very sensitive towards others’ feelings towards her or other things. She also is very proactive. She will continuously learn from her mistakes and battles, even going as far as upgrading her gear.

Bio/History: Asha was born to a wealthy family within the Xurian Empire, and has lived a rather easy life. Though, when she was at the age of 24, her father died serving the Empire. Since then, she has joined the Imperial military, and has reached the rank of general, oftentimes working with others of her status such as General Eclaire de Wynter. However, she’s lately been letting others command her legion, instead wanting to help citizens within the Empire, fighting crime. Though she keeps in touch with the friends she’s made in the military, she has stepped down from her rank as general. Despite this, she does volunteer to help the Imperial military whenever they wished for her assistance.

Other Notes:

Likes:
Sweets, clean energy, technological advances, making new friends, lounging around.

Ave Imperium!
 
I'll get to the work-in-progress sheets once they're done, but for now:
Name: Jesse Rexx​
Jesse is accepted!

Name: Eclaire de Wynter​
Eclaire is accepted!

Name: Bellona Arox​
Bellona is accepted!

Name: Riverstone​
Riverstone is accepted!

Alice Heart​
I cannot accept this one for a multitude of reasons:

First of all their powers are not elaborated upon. When choosing a domain of magic, be it Wizardry, Sorcery or Theurgy for example, you must elaborate as to what their specific powers are, i.e: "Wizardy, with a focus on Evocation to use devastating elemental magics, in particular the bitter cold of ice in [Character Name's] case, as they were particularly apt with it since childhood" just as an example, it can go on longer for that, the more specific the better but that would suffice.

Secondly, this character is strikingly similar to Alice from Alice in Wonderland, too similar in this case. I'm fine with an expy of a particular favourite canon character, say if you want to base your character on Artorias from Dark Souls, but he couldn't be called the same name and would need some differences in personality, powers and appearance, but similarities can be retained, such as still using a greatsword like his or having a wolf companion, as an example. But it cannot just be straight up Artorias, or Alice in this case.

Which leads to my third issue is that this character does not strike me as a good fit for the universe I'm presenting and especially not at the side of the God-King. This whimsical character archetype does not fit with the design of the God-King, Rusah or the world of Tainted Blood in general, they stick out too much in my opinion.

Name:
Charlette Pelle​
I can accept Charlette Pelle, I just need a little bit more elaboration on their power. Combat focus on Theurgy's good, but what does that mean in the grand scheme?

Name: Yltriss "Safflower" Erhadrin​
Yltriss is accepted too! Good power details, maybe a slight bit more detail on what her powers entail, but that's about it.

Name: Asha Scully​
Asha is accepted, save for one aspect: The Indigo 'Hellish Flame', what does that have over regular fire? What doesn't it have over regular fire even?
 
Yltriss is accepted too! Good power details, maybe a slight bit more detail on what her powers entail, but that's about it.

Good point; my magic category is less fleshed out than most.

Magic: Druidic Circle of Wildfire (Earth Magic, high skill; Wildfire Magic, medium skill; Shapeshifting Magic, lost skill

^ Before -- -- -- -- -- After v

Magic Type: Druidic Circle of Wildfire

Terrakinesis (Earth Magic): Control of up to 10000 tonnes of earthen material, though less material means greater control, and moving such massive amounts of earth as the above number takes ritual, time, and extreme amounts of energy tanzynite aids in. With this she can shatter masonry and concrete foundations in one go given the right parameters (permission requests will be given beforehand for anything major like this). She can form pillars of earth looted from the ground and create sinkholes in similar manner, swallowing up whatever stands above it. Solidifying and raising rocks through pressure and heat, so Wildfire Magic can aid in "flash-cooking" material to strength. Can separate loose earth from solid rock, handy for construction and sieges.

Wildfire Magic: Control of fire is limited to what she creates, not natural fire. This fire can be taken into a person and localised if given time, absorbing through the skin in flows that can heal or harm a person before disappearing. The effects are low to moderate healing for surface wounds and some cases of internal wounds, but this cannot be considered first aid in any means. The greater aspect of this is conjuration of Wildfire spirits, lesser creatures that lose or gain will by her choosing. She can concentrate on and summon up to two -- one in the form of a wolf ablaze of some formidability, or two as small as fire imps standing two feet tall and capable of distracting and/or killing noncombatants.

Shapeshifting Magic: a lost art for Yltriss, specifically out of lack of need. She can turn herself into a raven, a last vestige of her circle, but such leaves her vulnerable, and vulnerability is not something she actively seeks.
 
Good point; my magic category is less fleshed out than most.

Magic: Druidic Circle of Wildfire (Earth Magic, high skill; Wildfire Magic, medium skill; Shapeshifting Magic, lost skill

^ Before -- -- -- -- -- After v

Magic Type: Druidic Circle of Wildfire

Terrakinesis (Earth Magic): Control of up to 10000 tonnes of earthen material, though less material means greater control, and moving such massive amounts of earth as the above number takes ritual, time, and extreme amounts of energy tanzynite aids in. With this she can shatter masonry and concrete foundations in one go given the right parameters (permission requests will be given beforehand for anything major like this). She can form pillars of earth looted from the ground and create sinkholes in similar manner, swallowing up whatever stands above it. Solidifying and raising rocks through pressure and heat, so Wildfire Magic can aid in "flash-cooking" material to strength. Can separate loose earth from solid rock, handy for construction and sieges.

Wildfire Magic: Control of fire is limited to what she creates, not natural fire. This fire can be taken into a person and localised if given time, absorbing through the skin in flows that can heal or harm a person before disappearing. The effects are low to moderate healing for surface wounds and some cases of internal wounds, but this cannot be considered first aid in any means. The greater aspect of this is conjuration of Wildfire spirits, lesser creatures that lose or gain will by her choosing. She can concentrate on and summon up to two -- one in the form of a wolf ablaze of some formidability, or two as small as fire imps standing two feet tall and capable of distracting and/or killing noncombatants.

Shapeshifting Magic: a lost art for Yltriss, specifically out of lack of need. She can turn herself into a raven, a last vestige of her circle, but such leaves her vulnerable, and vulnerability is not something she actively seeks.
Good revision, well put together! If you could put that in Yltriss's sheet you'll be good to go, my friend.
 
Name: Viola
Age: 41
Gender: Female
Race/Species: Cyborg
Appearance:
Image Source: Bianca (Ink-Lit Hermit Coating from Punishing Gray Raven.

unknown.png

Affiliation: 8th Xurian Empire
Tanzynite Stims:
Tanzynite Tonics:
Magic:

Other Abilities:

Cybernetic Metal Skeleton & Body - Her body is made up to a standard grade of sturdy metal, serving as a shield for the inner organic material that it contains. The outer skin and inner skeleton is a mix of technology covered by strong metal that is meant to last and withstand pressure and strong threats that could attempt to harm it.​
Enhanced Cybernetic Body & Senses - The body allows her to have a list of enhanced senses and physiology:​
  • Cybernetic Eyes - Her eyes allow her to scan, enhance her vision, see in night vision, detect in thermovision, detect threats and scan with mesoscopic vision
  • Enhanced Speed, Stamina, Reflexes & Strength - The body is built to last and be better than the regular human body. Her speed and stamina are greatly enhanced to match that of the machine that she inhabits. Her reflexes are much faster than that of a regular being, the technology giving her warnings of incoming dangers if presented at a timely, regular manner. The body is capable of great feats of strengths, however one should not push it beyond its limits lest it could break.
Interface Interaction - Capable of connecting and interacting with interfaces, as well as serving as her own computer.​
Cybernetic Weaponry - Her body is equipped with weaponry hidden from plain view, able to be summoned at a command. Such weaponry does take form by replacing parts of her limbs:​
  • Blades
  • Sniper
  • Scythe
Personality: Intuitive, observant, calculating and blunt. She thinks of the possibilities before acting, and if you ask for an opinion will ask you if you rather have the optimistic version or what she truly thinks. She does have empathy, and she cares for her subordinates and her daughter very much, caring for their wellbeing and health and speaking up when she is concerned. Though sometimes this comes out through recommendations of some professional or personal help rather than emotional. She is the type to stand by and analyze unless it is something she is actively discussing. She does not get angry nor frustrated easily, or at least does not show it.
Bio/History: A renowned biochemist and scientists that specializes in tanzynite experimentation and creation, she has been part of the evolution of tanzynite for decades and witnessed its growth. She was married with a husband when they began the creation and experimentation of Inferno Extremis. Being the first of its creation, Viola volunteered to be the first person to use the tanzynite on herself. She would go through the motions, recording her findings and side effects as well as working with her colleagues to develop it further. It all seemed to be going well fir a first batch until the unexpected happened; it destabilized and kicked into overdrive. Viola would suffer extreme pain, her body glowing red before an explosion emerging from her followed. The grand explosion destroyed the lab, and killed everyone, leaving Viola with a body broken and burnt beyond repair but still alive. In the aftermath it was found that she was pregnant, and that her body would be unable to return to its formal use not even to a 25% of it. She would accept a new android body built for her to hold the remaining stable organic material, and the transfer of her developing child into an artificial womb for growth.

It was later discovered that the child had been affected by her experimental use of tanzynite, having affected the child already on a genetic level that resulted in a need for the tanzynite for it to work properly. Unwilling to risk her child's life with the experimental tanzynite, she instead would provide miniscule doses of Hell's Touch, which was the original version of the upgrade that she had been experimenting on. With some adjustments, it worked, and the child would grow to fruition, revealing a Tanzynite-Altered human as the result. Viola would take care and raise her child, Tanzynite serving as a medicine that her body had been adjusted to take as it was part of her. It was also discovered that this genetic absnormality had also eliminated certain genetic parts, having been replaced with the tanzynite. This inspired Viola to experiment in using tanzynite in order to replace certain genetic components that would otherwise result in chronic conditions or illnesses. Her goal is to find a way to replace these genetic components with tanzynite, eliminating it altogether.

She continues to be a Tanzynite researcher for Inferno Extremis, her own personal research on Tanzynite-Altered humans, and the head scientist of her research on Tanzynite genetic alteration for medical use.
Other Notes(Likes/dislikes, theme music, etc.):

Name:
Edena
Age: 14
Gender: Female
Race/Species: Tanzynite-Altered Human
Appearance:
Source: Art Done By Me
Edena.png
Affiliation: 8th Xurian Empire
Tanzynite Stims: Hell's Touch
Tanzynite Tonics:
Magic:

Other Abilities:

Heat Resistance - Has a natural resistance to heat, that may develop to immunity as time goes on.​
Higher Body Temperature - Has a higher body temperature than most regular beings.​
Glow In The Dark - Her hair is always glowing and radiating heat.​
Personality: [WIP when I have the energy]
Bio/History: Having been affected by the Infernos Extremis during her development, she was changed on a genetic level that altered her state that required her to be exposed to tanzynite in order for her body to adjust. Ever since she has been raised by her mother, and constantly watched over. She has never left the main laboratory building nor her household, having been homeschooled and constantly watched over. Alas, she considers that she has had a regular childhood despite it all. As she grows she hopes to gain more freedom.
Other Notes(Likes/dislikes, theme music, etc.):

Name:
Heth
Age: 27
Gender: Female
Race/Species: Tiefling Yokai Host
Appearance:
Regular Form
Yokai Form
muni-03.jpg
tumblr_owguheqmCX1roa7fno1_1280.png
Image Source: Art by muni on ArtStation Image Source: Art by Kbearart on Tumblr
Affiliation: Freelance
Tanzynite Stims:
Tanzynite Tonics:
Flipping Out | Ninja's Grace | Quick Escape
Magic: Thaumaturgy
Other Abilities:
Shinobi Training - Heth has had approximately two decades of shinobi training and experience that is common within mercenary families of the Eastern Lands. Because of this she excels in the many of what is expected of her.​
  • Enhanced Combat Training - She has enhanced and practiced combat training including unarmed combat proficiency, knife proficiency, and swordsmanship mastery.
  • Enhanced Agility & Reflexes - She has learned to be flexible for her work, capable of climbing, wall running, sneaking, and hide in order to gain information. Her reflexes, when focused, are top notch and can be dangerous to face. This is further aided with tonics.
  • Escape Artistry - She is trained to get out of tricky situations. These skills include lockpicking, sleight of hand, among other general skills. This is aided further with tonics.
  • Surveillance Mastery - Trained to keep an eye for detail while surveilling or spying.
  • Charismatic Acting - Heth has learned the art of becoming a charismatic person in order to blend in and get close to the enemy.
Yokai Physiology - In her Yokai shape, the Yokai's physical appearances and traits are what come to light as well.​
  • Enhanced Power - While in Yokai shape, her power is enhanced to a supernatural level.
  • Elemental Resistance - While in Yokai shape, she gains elemental resistance against fire.
  • Regenerative State - While in Yokai shape, her healing regeneration is enhanced slightly.
Tiefling Physiology - As a tiefling she does have regular tiefling physiology, such as being naturally warmer than humans, and having an inherit charisma.​
Personality: Laid back, playful, prideful and slightly arrogant, Heth truly sees herself as one of the best and is not afraid to exude confident energy from it. She is tactful enough to not announce to the world that she is a killer for hire, or the one behind the murders, and is instead a rather charismatic character that uses the networking of social life to find more work. She can be found enjoying food, alcohol and overall having a good time and indulging herself in whatever luxuries she finds herself at whims to enjoy. When in a mission, she is dedicated. She continues to have this confident and happy persona, while making sure that her task is completed professionally and tactfully. When in battle, encountering a target or even just facing an enemy, her arrogance does turn up the dial. She will tease, gaslight, and give false hopes before moving forward. When the Yokai comes out, her more sadistic self is shown as well, teasing and enjoying tearing into the opponent and showing them their strength. But more importantly, making a point that they are the top dog. They can make friends, and have allies. But in the end it is a matter of weighing the benefits that decides the fate.
Bio/History: Heth's life began in the Eastern Lands, where she was born and raised. She was raised to become a skilled shinobi to serve the family name, and would excel in her area. By the age of 18 she was already taking independent contracts. With time she began to develop a sense of superiority over her peers, and the desire to exceed past the laws of her trade as they began to feel restricting to her growing talent and desire. She had been capable of avoiding serious repercussions until the botching of an important job. She was meant to protect a specific target as a bodyguard. In the end she did accomplish what she was tasked to do, at the cost of not only the assailants but at the cost of the targets immediate family. When asked to answer for this, her response was that she had accomplished the contract to the letter, and the target was safe. This would lead to a trial and expectation for her to be executed. On the eve of her execution, she would encounter a being known as an Yokai, and the two would make a contract. She would serve as his host, and he would aid her in her journey and desires, where they would both partake in equal sins while being able to exist under the radar of hunters. That night, the estate would suffer a slaughter of both hunters and shinobi who would be caught off guard by an Yokai being with all of its strengths and power merged with the training of an expert shinobi. The two, Emi and Heth, would leave behind nothing but a masacre behind before disappearing from the face of the Earth.

Together they snuck out of the Eastern Lands and landed in Zunia, where they would rebrand themselves as a mercenary for fire for the right price. Espionage, reconnaissance, killing, if you can pay they can provide. They are responsible for a few killings that have been known as the Beast Murders due to the gruesome results and the few witnesses describing a horrific creature that they had never seen before.

Currently they are living a pretty good life, and enjoy all of the mortal sins without the worry of stuffy rules. All they have to worry about is not get caught. But with having two different bodies and personalities, who would be the wiser?
Other Notes(Likes/dislikes, theme music, etc.)
Equipment:​
Smoke Bombs | Kunais | Dual Swords | Grappling Hook | Glass Cutter | Lockpick Tools |​
Theme:​


Ave Imperium!
 
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I'll get to the work-in-progress sheets once they're done, but for now:

Jesse is accepted!


Eclaire is accepted!


Bellona is accepted!


Riverstone is accepted!


I cannot accept this one for a multitude of reasons:

First of all their powers are not elaborated upon. When choosing a domain of magic, be it Wizardry, Sorcery or Theurgy for example, you must elaborate as to what their specific powers are, i.e: "Wizardy, with a focus on Evocation to use devastating elemental magics, in particular the bitter cold of ice in [Character Name's] case, as they were particularly apt with it since childhood" just as an example, it can go on longer for that, the more specific the better but that would suffice.

Secondly, this character is strikingly similar to Alice from Alice in Wonderland, too similar in this case. I'm fine with an expy of a particular favourite canon character, say if you want to base your character on Artorias from Dark Souls, but he couldn't be called the same name and would need some differences in personality, powers and appearance, but similarities can be retained, such as still using a greatsword like his or having a wolf companion, as an example. But it cannot just be straight up Artorias, or Alice in this case.

Which leads to my third issue is that this character does not strike me as a good fit for the universe I'm presenting and especially not at the side of the God-King. This whimsical character archetype does not fit with the design of the God-King, Rusah or the world of Tainted Blood in general, they stick out too much in my opinion.


I can accept Charlette Pelle, I just need a little bit more elaboration on their power. Combat focus on Theurgy's good, but what does that mean in the grand scheme?


Yltriss is accepted too! Good power details, maybe a slight bit more detail on what her powers entail, but that's about it.


Asha is accepted, save for one aspect: The Indigo 'Hellish Flame', what does that have over regular fire? What doesn't it have over regular fire even?
Hellish Flame is a powerful enhancement to Asha’s flames, as it generates more heat, able to burn through a lot of metals quicker, it covers more area, and it will affect those with heat and fire resistance. I probably should’ve mentioned it in my sheet. : P
 
Name: Isa Blakeney
Age: 36
Gender: Male
Race/Species: Caith-Al
Appearance:
48d35ee20791b151f36b9beae836561c.jpg

Affiliation(Xurian Empire, Freelance etc.): Xurian Empire
Tanzynite Stims(If applicable):
Murderous Intent; Fires blasts of dark energy that take the appearance of shadowy crows. Can be used in direct "beams" or AoE blasts. Can be used at a low intensity for a simple pushing force, or a higher intensity for more lethal applications. Short term side effects cause an illusory effect of talons and feathers on subjects extremities, a feeling of pins and needles in the body, and a slight croak to subjects voice. Long term effects include darkening of subject's hair, an intermittent need to snack, and a slight advantage in blending in with shadows.
Parliament Step; Subject can briefly turn themselves into a shadowy swarm of rooks. In this form, the subject can act as a smoke like apparitions, leaving quickly fading blade feathers in their wake. Can also be utilized for short range teleports. While objects can be taken into the other form, other living creatures are a no go. Short term effects cause black discoloration around orifices (predominantly eyes and mouth, but not limited to those), and black smoke from the mouth. Long term effects cause episodes of out of body sensations, an increased sense of spacial awareness, and a dislike for bright lights.
Tanzynite Tonics(If applicable): Ninja's Grace.
Magic(If applicable, but if so, list whether it’s Magic, Sorcery, Theurgy, Divine Invocation or Druid. If none, list it in Other Abilities): None.
Other Abilities: Mageseeker training. A skilled investigator and tracker. He is an expert in anti-magic tactics and tech. Delights in manipulation and mind games. Skilled inventor. Crack shot.
Personality: Isa Blakeney is a dramatic, theatrical soul. He delights in grand reveals, epic chases, and battle of wit. But it must all be in service of his mission to hunt down threats to the Xurian Empire, mages in particular. While playful with his targets, he is also ruthless in his pursuit of his duties. The ends justify the means for him, especially when facing mages. His playful demeanor extends to his colleagues and other servants of the empire. He is known to be a very effective Mageseeker, he does have a reputation of being...odd to work with.
Bio/History: Isa Blakeney was born in a small farming community controlled by an old family of mages. The family's abuse of both their magical and political power left the regular towns folk living in fear. The arrival of the Xurian Empire marked of generations of torment, leading to the townsfolk gladly accepting Imperial rule. Isa himself witnessed the Mageseekers locking down and detaining the head of the family. In that moment, he knew exactly what he wanted to be.
With single minded determination, Isa Blakeney threw himself into first proving himself worthy of citizenship and later the value of his service. While some found him a choir to deal with, the Mageseeker's recruitment recognized his determination and intelligence as assets they could use. He passed their training with flying colors, earning the title of Mageseeker.
Over the next 13 years, Blakeney has executed his duties with distinction, though in a rather dramatic fashion. He has expanded his role to also discover more mundane threats to the Empire, though his personal favorite mission is still going after mages.
Other Notes(Likes/dislikes, theme music, etc.):

“Ave Imperium!”
 
Name: Lakuna Vasa Pretiosa (Alters; Lakuna, Vas, and Tiosa)
Age: ???
Gender: Female
Race/Species: Hybrid (unknown parentage)
Appearance:
c61cb91ffaa4c0469f66305df9fc0b71.jpg

With the following features.

c546a468db130ce6332c2c552e7255ef.jpg

a4d0cb4705dc3f25eb46018edcc4be1b.gif

cb9a339fd550e316b02e3468d2530216.jpg
Lakuna's eyes; purple-ish white
Vas's eyes; Light Blue
Tiosa; Dark Brown.
Affiliation(Xurian Empire, Freelance etc.): Freelance. (Tiosa has ties to the Tarrian Federation)
Tanzynite Stims(If applicable): None
Tanzynite Tonics(If applicable): None
Magic(If applicable, but if so, list whether it’s Magic, Sorcery, Theurgy, Divine Invocation or Druid. If none, list it in Other Abilities): Wizadry.
Personality:
-Lakuna; Lakuna is a chaotic mess. She lives for extremes. She embodies the madness of the Arcane, and the hatred for those that experimented on all three of them.
-Vas; Vas is timid and shy. She doesn't tend to talk to strangers unless she has to. She prefers to stay somewhere quiet and draw. She is unaware of her alters, left to live as normal a life as she can.
-Tiosa; Tiosa is the strong willed mom of the trio. She does her best to protect Vas and contain Lakuna. Knowing the threat the Xurian Empire presents and memories of the experiments done on them, she works against the empire.
Bio/History: Lakuna Vasa Pretiosa's past is something of a hazy mess. A mutant with with three personalities, not one of them has a full picture of what they were. What is known is that she was discovered in the northern provinces of the Xurian empire. Her odd form marked her as an outsider, but her displays of wizardry marked her as a threat. She tried to plead for help, but she was swiftly captured by imperial mageseekers.
Only the alter Lakuna fully remembers her stay at an imperial lab that she was transported to. She would even claim she was born there. She's not sure how long she was poked, prodded, and tormented in that hellhole, but she had enough. They might could counter her wizardry, but some problems required...barbaric solutions. Reports from that night talk about an explosion and cackling laughter.
The next few days are a haze for Tiosa, but she knew she couldn't leave Lakuna unleashed. She managed to push her alter down, locking her and her mayhem away. After a couple of days of harrowing travel, Tiosa made it out of the Empire. Understanding her situation perhaps the best of the voices in her head, Tiosa sought out contact with Tarrian Federation. While she kept them at arms length, she provided what information she had on the empire's lab and acted as a freelance agent for them as a means to build up some resources and contacts. She would need them to keep the away from the Mageseekers. And to keep the others safe...
Vas, unlike the others, was oblivious to all this. She remembers a childhood in a place warm and wonderful, but now she is here. She knew to wear long robes and cloaks to keep her extra limbs hidden, and to not use her magic. They just get her stares. But she does enjoy drawing. While she started for just herself, she found others would pay her for her drawing and commissions. She seemed to be paid well for it as she always had money. So, she wondered as she found new inspirations for her art, unaware of the guardian in her head that kept her safe. And the monster waiting for another chance to play...
Other Notes(Likes/dislikes, theme music, etc.):


Ave Imperium
 
Name: Zetta

Age: Unknown

Gender: None (can be modified though, prefers pronouns "He" or "It" in the meantime)

Race: Android

Appearance: 5" 10", Weighs 365lbs (due to metallic body plates crafted from a nearly indestructible meteorite. Weight may vary depending on what T.M.M. gets installed. See below for more details). Wears a black leather hoodie designer jacket, Black biker jeans, red leather gloves (takes them off during combat), and a silver pair of new rock calf boots. On his face, Zetta has a set of visible metallic jaws shaped with sharp miniature drills from top to bottom, while above that is a broad black screen used to project vital signs and emotes for expression when needed, its default expression is a blank screen. (The picture below doesn't do the details justice, though I believe this to be the closest silhouette to Zetta's design that I could think of, so feel free to imagine him in either the detailed appearance or through the image below)

1664162291062.png

Personality: Likes to gather intel on missions, bounties, military scientists (like the person who made him), and occasionally mechanic jobs that challenge his expertise. Enjoys socializing as well though only problem is that his radio speech (please read bio) makes it difficult to understand how Zetta truly feels at times. So he'll often refer to body language and face emojis to express feelings on occasion. Prone to stay Energetic. Does whatever it can to get the job done. Hates seeing innocent beings get hurt, especially kids. Remorseful at times. Lives by the principle "If you scratch my back, I'll scratch yours." Seems to be something his old self valued quite greatly. Which also lead to his downfall.


Affiliation: Mercenary, Mechanic, Freelancer.

Bio/History (Start): Zetta's very first memory from gaining sentience was being surrounded by a burning mansion with a bleeding woman on the floor looking up at him with a pained expression with slight relief. Her dying words were "I'm sorry I couldn't keep my promise… Zac… please. Make that one vision come true. The one of… Hyacinth." That following moment, more memories started flooding inside Zetta's data bank of him slaughtering her family members one by one, children included. It appears that within the crossfire of his destruction, the woman installed a hacking chip that awakened complete control over Zetta's brain, ridding him of any outside interference or demands. After realizing what it has done, Zetta vowed to find its original creator to seek answers on why the deed was done- and possibly seek vengeance for making him do such a terrible thing to the woman and her family. With further inspection, he found out her name- Andrea Heroux. So far, Zetta only knows of the anonymous alias given to the person who creates numerous androids like himself- the Crimson Drude, who's rumored to enjoy tormenting victims in their sleep.

Weeks later after the incident, Zetta slowly realizes that he's being followed by other Zetta units like him who wield the power of full flight and almost have a complete arsenal identical to his. He spends days fighting them off the best he can while escaping near-death situations by the skin of his teeth using tri-cognition- the one ability the other units don't have. With countless droids being dispatched worldwide, innocent people have been kidnapped, put into comas, or even assassinated by strict instruction from their leader leaving almost no traces of evidence behind. With this knowledge, Zetta then decides that he'll need to make some massive upgrades to his body and abilities first before he can take on groups and squadrons of those things coming after him (So far Zetta's acquired I.S.K. and upgraded from MMA Combat chip lvl6 to lvl8 throughout his journey). To distinct himself from the rest of the units, he found a trustworthy mecha geek cashier at a gas station one night who helped him craft a disguise with his current black leather outfit to date with an additional hood, gloves, and boots in a backpack whenever Zetta needs them. (If Zetta spends more time with people he trusts, he'll wear the more lose sleeve attire seen in the first picture above)
On top of that, they both discovered that Zetta was being hunted down via a tracking chip on his spinal cord. Thankfully they manage to remove it before more units come after him, though Zetta's still looking for clues on where they're being manufactured from. So that he can one day come up with a plan to wipe out every last one of them.

A perpetual downside to Zetta's design comes from its incapability to install any natural voice to its body for regular communication. Rumors speculate the reason is that Zetta's creator doesn't want him to gain speech so that Zetta won't reveal any grueling secrets to anyone. Zetta's only solution to this was installing a radio system that gathers recordings from all over the internet with limited space due to various hardware speech restrictions. However, hope still yet stirs inside Zetta with further data showing that his job is not yet complete with one member remaining in the Heroux family that has yet to be neutralized. Despite this news, Zetta hesitates to find the coordinates of this person out of fear of losing control of himself again to attack them. Or worse, that last family member seeking vengeance on him. Until then, Zetta searches for answers about his past, finding a lead on the Crimson Drude, and most of all- the meaning behind those words the woman left for him. (end)

Magic: Tri-cognition. Deep Inside Zetta's helmet lies a pair of human eyes with golden pupils that wield the power to see three different futures simultaneously. The more absolute the future- the more similar each foresight will look, but only one of them can come true. Every. Single. Time. (hasn't mastered this ability so he can't rely on it very often, mainly during emergencies or done by random reflex)

Abilities: T.M.M. (Temporary Merging Modification: wields the power to merge with any object Zetta sees fit. But only up to 6 different things at a time for each body part; Left and right arms and legs, chest, and head at maximum. In addition to this ability is to merge oneself into a larger vehicle and take control of it for a set period of time= Mod name: T.M.M. Full Scale. Constitutes this by taking up all 6 mods in the process, which significantly affects Zetta since every added mod greatly wastes more of Zetta's fuel. When out of fuel, Mods are ejected by force to ensure hardware safety)

{Specs side note: (Physical lifting capacity: 2 Tons.)}

Rocket Boots; jet-powered propellors located at the bottom of his boots that can launch Zetta 20 feet above the ground, and assist in minimizing landing speed, but is mainly used for faster movement on the ground. Can reach 65 mph if taken enough petrol. (Not capable of actual flight)

L.S.K. (lightning spiked knuckles); One solid hit to a pressure point is enough to paralyze even an elephant for a whole day (Effect time: 10 minutes, Recharge: 30 minutes),

F.T.I. (Flame thrower incinerator); Range: 4 meters. (Can come out of its mouth and palms, capacity depends on gasoline intake)

P.P.B. (Photon palm blast/Photon Cannon); (can shoot out beams of highly condensed light for up to 2.8 seconds per shot. Capacity: 8, Recharge: 2 hours. One shot alone can burn a hole through almost any metal except his own. Additional option- Photon Cannon: uses up all 8 shots for a massive beam blast 5 times more effective than the regular. Fires only once. Recharge: 2 hours.

M.C.C.8 (Martial Combat Chip lvl8); includes knowledge and muscle memory of 75% of all fighting styles in the world. Excludes forbidden arts, and trade secret techniques only available on lvl 10 combat chips. Their whereabouts are unknown. Side note: MMA/MMC only refers to mixed martial arts/combat. Not the actual organization, nor does it have the traditional functionality of combat knowledge. It is designed to sync up with the local network of any given environment to gather data on any unique martial arts that are native to the area. If there happens to be no internet anywhere, then the system will resort to slowly adapt to developing combat techniques witnessed in person, both far away and up close.)

Other notes:

Likes: Loves to eat anything Metallic, along with Gasoline and Petrol oil too, and can consume most minerals for more energy/fuel. (Side note: If invited to dinner- It would probably eat the spoons and forks first). Besides money, Zetta Favors collects mechanical parts to experiment on more upgrades if ever possible. Has taken a liking to the hobby of fixing large and small mechanical trinkets. He's fixed various vehicles, computers, AC units, and so much more. Mainly because it's another activity that reminds him of his old self. Also carries a mini toolbox on his waist in case of any emergency fixing nearby.

Dislikes: Besides loathing any sort of violence against the innocent or weak, Zetta has another secret he prefers to keep to himself. Apparently, he's capable of consuming blood as well. And every time he does, he notices that his cognition abilities become clearer and more frequent. Upon further inspection, Zetta later discovers that he used to have a human body, although its whereabouts and his original name are still unknown. He knows this because black market rumors say that after the Crimson Drude partnered up with a famous biotech engineer from the Heroux family, people started disappearing all across the globe while manufacturing for Zetta droids increased tenfold. They also mentioned that there are other droids like Zetta out there with the ability to consume blood so that the power of aether could flow through their veins to cast status effects like sleep or immobility spells without being seen. That could only mean that living organisms with that type of power are being experimented on with parts of them being implemented inside the droids to further increase their abilities. Despite being able to do so, the very thought of consuming the essence of life is something unforgivable to Zetta himself after who knows how much damage he's caused to the living. Even blood from criminals is no exception.

Weakness: Ironically, his main weakness is fire since most components inside his body are highly flammable.

A deeper look on appearance:

1664162446196.png
> His set of jaws are shaped similarly to the ones seen here. Mainly used for decomposing earth minerals for fuel. The harder the components- the more fuel he gets. (Dirt doesn't count)

1664162678632.png > Example of T.M.M., so far only 3 merges are installed. Located on both arms and the head.

1664162714276.png1664162723744.png> Example of Emoji expression.



Theme:


https://www.youtube.com/watch?v=Yrm_kb1d-Xc&list=PLtzah_dj5hUXk--M73cM1oq8twaKW_Axe&index=6&ab_channel=G4FRecords




AVE IMPERIUM!
 
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Name: Lakuna Vasa Pretiosa (Alters; Lakuna, Vas, and Tiosa)
Gah, little late to this I'm sorry.

Lakuna looks good, I just need a little bit more elaboration as to their abilities. They use Wizardry, but what kind of mage are they? What type of magic do they like to use? Otherwise, very good!

Name: Zetta
I'm a little hesitant about this one, I'm afraid. In particular I take issue with the direct references to the WWE and the MMA. Neither organization exists in Avalon in any form, we're not in an alternate history Earth.

I'm also finding myself perplexed by the Android being boosted by blood, being an inorganic creation. Is he absorbing their aether? Was he originally a Vampire or has he always been a machine? I need some more details on how that works. And as a minor note, I need some more elaboration regarding their appearance, I'm having trouble picturing them in my mind.
 
Gah, little late to this I'm sorry.

Lakuna looks good, I just need a little bit more elaboration as to their abilities. They use Wizardry, but what kind of mage are they? What type of magic do they like to use? Otherwise, very good!


I'm a little hesitant about this one, I'm afraid. In particular I take issue with the direct references to the WWE and the MMA. Neither organization exists in Avalon in any form, we're not in an alternate history Earth.

I'm also finding myself perplexed by the Android being boosted by blood, being an inorganic creation. Is he absorbing their aether? Was he originally a Vampire or has he always been a machine? I need some more details on how that works. And as a minor note, I need some more elaboration regarding their appearance, I'm having trouble picturing them in my mind.
If it supports the story you're creating then yes aether could be the thing that Zetta absorbs. It's mainly used as a last resort option due to moral compass restraints. Also no he's not a Vampire, I didn't want to spoil much, but I planned for it to be revealed later that he used to be human at some point before the Crimson Drude used Zetta's old body's research as a catalyst to make more androids. My apologies for the WWE bit, thought it would be funny, I scrapped that in the edit. I kept MMA to abbreviate the term "mixed martial arts" not to be confused for affiliation with the MMA we know IRL. It's supposed to be a system that helps Zetta adapt to the combat knowledge in his current environment. I can change the term to something else if you want. I've updated some info on his appearance, MCC8 data, and Dislikes to make things a little more clear to understand. I hate to ruin any coherency you made so please let me know if this works!
 

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