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Fantasy The Order: Character Sheets

Vance

.

Name
Vance Hendrickson

Gender
Male


Species
Human


Sexuality
Bi-Sexual


Theme and why
lol I got nothing

Age
18

Ethnicity
British

Physiology
Human

Power source
Mana

Extra
His weapon of choice is a dagger


Personality
Vance is for lack of a better word, an arsehole. He doesn't particularly care for the feelings of others, and will routinely say things that will probably anger or upset others. Vance prefers to be blunt about topics and rarely beats around the bush. Vance doesn't care particularly for the lives of others. Under most circumstances he won't help people, unless it benefits him, even then sometimes he won't help people just because he doesn't like them, even if it's detrimental to himself.

Though when Vance does actually decide to do something, he normally gets it done well. He doesn't like half arsing things, even though it can appear that he's not trying. Vance also likes to talk shit to other people, no matter the situation; Vance doesn't care if someone is more powerful than him, or if he's in a life threatening situation.

Although Vance normally has an uncaring demeanor, he does have his moments when he'll get serious, though they tend to be few and far between. Those moments tend to occurs when someone manages to anger him. Vance has no qualms about killing someone. Though that's not to say he enjoys killing people. He just has no problems with it.


History
To be added

Powers

Shadow step

When stepping into a shadow, Vance has the ability to become invisible. This will only last for as long as he's in direct contact with the shadow and any part of him that leaves the shadow will become visible once again. Or at least until it's back inside the shadow

Muffle

Vance is able to create a small force-field around himself, others and objects that aren't bigger than an average person. This force-field stops any sound waves that originated inside the force-field from escaping while still allowing sounds to come in through the force-field. Though Vance is only able to create one of these force-fields at a time.

Enhanced perception

Vance’s perception is far greater than that of an average person. This allows him to notice small details that others would normally overlook, which can help him predict the actions of others. Though this power isn't just limited to his eyesight, it also affects his other senses. His hearing is a lot.keener, allowing him to notice quite sounds easier than most. His sense of smell is improved as well, allowing him to all smells, whereas most would just notice the strongest smell. Vance’s taste is also improved, allowing him to pick up on all the different flavours in whatever he eats or drinks. The downside to this is that Vance is unable to stop using this power, as it is constantly active.

Darkness manipulation

Vance is able to manipulate and shape the darkness around him. From making weapons that are as hard and durable as steel out of it. To creating walls and other structures out of the darkness, among other similar things. Though to be able to use this power, Vance must be at least in contact with a shadow with some part of his body. And if there are no shadows around, then he'll be unable to utilize this power.

 

Pandora Noria

V7ZSUkZ.jpg
Age: 19
Gender: Female
Ethnicity: Hispanic
Species: Human
Sexuality: Bisexual

Power Source: Energy

Appearance:
So I picked this picture just before learning modern tech, prosthetics (since I think that's what her foot is), and most likely things like headphones and rubber gloves wouldn't exist - so imagine something similar, minus that metal boot, the headphones, and replace the glove and toolbelt with something more... leathery.

Personality:
Pandora is easily classified as an excessive phobic and absolutely unreasonable paranoid. She’s constantly wired and filled with adrenaline, to the threat of her own health. To explain it well, “better safe than sorry” is her motto, carried out to the T, and any new stimulus in Pandora’s life is thoroughly examined, thrown into a web of conspiracy and fear, and never released from her scrutinous eyes.

Pandora’s also obsessively dedicated to her own protection - to the point of near-hyperbolic precautions. She the type who locks her locks, triple-ties her shoelaces, rigs her own tools as traps, and creates obscenely long passwords, just to begin to describe her madness. There’s no way Pandora can sleep at night without cracking her eyes open on one hour intervals, and that’s on a good night. Any home of hers, whether it is an actual building or even a spot of mud on the side of the road is completely and totally wired, trapped, and protected to an excess, and even then, she’s still not satisfied. Anything and everything, in fact, can and will be used for Pandora’s protection, and her ability to MacGyver defenses (though only for her own safety) is admirable, especially for simple safety precautions. The extent of Pandora’s fear reaches past guarding and careful protection - at the very least, being constantly hyped up on adrenaline makes her skittish and especially excitable when outside of her defenses.

In a way, though, this fear makes Pandora dangerous. Fear easily turns into unpredictability in cornering situations, and Pandora’s only goal is self-preservation. She has no qualms with leaving strangers - and even friends victim to her traps, especially if warnings are given. If people as harmless as the Mormons came knocking at her door (assuming they passed her impressive array of booby-traps), Pandora would immediately come up with wild speculations of her impending demise creeping into the realm of conspiracy before making a decision to set more traps later and set off all of her current traps, precautions, and Plan Bs in an attempt to get rid of them. Even if she can wield that much power, though, she’s still. Always. Paranoid.

And ultimately, Pandora is most afraid of herself and her powers. While a lack of practice and control of her abilities leaves them (thankfully) untapped, Pandora still fears them. And rightfully so, as they’re her fears, after all. It’s her bitterest worry, her most nerve-wrecking fear, and the main reason she stays up all night.

She’s probably going to die in her thirties.

Physiology: Human physiology

Powers:
Fear Manifestation: Randomly chosen from her long list of phobias, a monster, situation (like a setting with heights or deep waters) or another source of fear will be manufactured in the minds of Pandora and her target(s), effectively creating a new reality for all of them. In essence, this creates a “separate stage” for the Pandora and the combatants, bringing in their consciousness and transferring any wounds, damage, or other alterations gained to the real-world counterparts.

(Since it’s actually used more often than her actual powers, I’ll list this here too.)
Planning and Creativity: When it comes to her own safety, Pandora’s organization, design, and creative abilities really get working. Traps are carefully set, rigged, and placed with lettered plans A-Z all waiting to be launched. Even without spikes, blades, or explosives, she’ll make do. Pandora can build the most structurally sound pillow fort, and will easily throw together some shabby defense if she feels the need to do so.

Limits:
Since Pandora manifests one of her own fears, it basically affects her too. Additionally, (and likely for the sake of her health), Pandora can only conjure up one fear at a time, and even though it's mostly random, only one can exist at once. A combination of demons and and underwater, airless scenario would be impossible. On most occasions, her entrance into this realm spikes her adrenaline and sends her into a fit, due to literally being trapped in a reality of one of her fears. This makes Pandora less cautious and thoughtful, and makes her actions more brazen and frantic. (Also, explanation of "random": find *)

Additionally, although her paranoia helps her prepare especially well, it often works against her when it comes to trust and to some extents, rational thought. Building a fortified defense complete with deadly traps in a public restaurant is just one example.

History:
From her birth throughout a good portion of her childhood, Pandora lived in a happy family, blissfully unaware of any of her powers (and thankfully so), living a relatively normal life. Even at a young age, she enjoyed taking apart what she could of her parents' appliance, building super durable pillow forts, and even setting small "trap" pranks for her family, mostly to their feigned surprise. Life was pretty good for her.

But if it had continued as such, it definitely would have been less interesting.

At the age of 6, her strange powers first showed when the Chupacabra itself simply manifested in her house. Young Pandora believed it to be a nightmare,but she was quickly proven wrong once they made contact - and she woke up with a bleeding gash across her hand. Immediately, Pandora ran to her parents, but without proof of whatever monster she'd encountered, they couldn't do anything for her. Even more unfortunately for her, the nightmare episodes continued, summoning bizarre creatures or conjuring up terrifying situations (like a fire, or being strung up on a tightrope), pushing Pandora to the brink of exhaustion. Oftentimes she couldn't even sleep without being plagued by reality-affecting nightmares, and eventually, they began leaking into her conscious time too.

None of this was healthy for Pandora - why would it be? By the age of 14, she was developing terrible habits, new fears, and extreme paranoia, only fueling the bonfire that was her nightmarish powers. The relationship between her and her family deteriorated, and feeling that she couldn't trust anyone but herself with her own safety, she ran off into the night - sleepless, fearful, and paranoid.

Soon enough, she turned to thievery, though she barely ever stole anything of worth to her direct survival, like food or other supplies. Instead, she adopted the dangerous habit of stealing more dangerous materials, from beartraps to dynamite from munitions crates with some vain hope that they could protect her from the nightmares. Spoiler: they didn't. At one point, Pandora was rigged up with enough explosives and dealdy traps that a stray bullet would have blown her all over a half-mile radius, assuming the bear traps hadn't torn her to ribbons first. That act of carrying around so many dangerous materials was arguably less healthy than the demon-infested realm of her nightmares. She had no idea what to do besides dump some off or stockpile more and pray. Then she turned to trap-setting.

Soon enough, the ground on which she slept was surrounded by more bear-trap teeth than blades of grass, and for a while, Pandora felt safe enough, even if the violent fits from her nightmares almost made neat Pandora flesh ribbons on many occasions. It was safe enough.

But then again, Pandora was a teenage girl traveling alone, stealing from just about everyone. She made enemies.

And eventually, despite all her well-placed traps, these enemies found her. It wasn't easy to convince a small band of angry, armed shopkeepers to back off for a minute, but quick reflexes and a huge array of traps made them think twice with the help of a couple of explosions and savaged limbs. Despite all of that, though, Pandora found herself trapped in a real-life nightmare. So what was her unconscious reaction? Making another nightmare, of course. In that nightmare, the very same Chupacabra, the goat-killing monster that had destroyed her life, came back to terrorize her and her new audience. A couple of wounds, growling, and howls later, and her attackers left this newfound "demon girl" alone. Besides badly damaging her mental stability, this event made Pandora think of something positive for once - that this was definitely a power, not just a plague.

Over the next couple of months - even years, Pandora slowly brought these nightmares under her control, making daily episodes a thing of the past. That's not to say she was no longer paranoid, or that she wasn't scared of all the things that fueled her nightmares, but at the very least, they came under her control, until the only thing keeping her up at night was paranoia.

Then, around a month ago, she met The Order. It wasn't easy convincing the equivalent of a paranoid conspiracy theorist turned minefield-setter to join a guild with tons of other powerful beings, possibly scarier beings, but it was mostly thanks to the assistance of one girl - Isabel. It's not quite sure what happened, but something made the twitchy paranoid eager to join. Although it was as unpleasant as expected, Pandora agreed to this new arrangement, provided that she could at least rig water buckets above her door to catch some "pesky invisible intruders". It's not such a bad outcome for this nightmare girl.

*Extra: I'm creating a list of 66 fears (monsters & scenarios) that I can randomly pick from using some random number generator. In that way, at least, I can keep things fresh and possibly less one-fear dependent, if it comes to that.

 
Last edited:
Vance

.

Name
Vance Hendrickson

Gender
Male


Species
Human


Sexuality
Bi-Sexual


Theme and why
lol I got nothing

Age
18

Ethnicity
British

Physiology
Human

Power source
Mana

Extra
His weapon of choice is a dagger


Personality
Vance is for lack of a better word, an arsehole. He doesn't particularly care for the feelings of others, and will routinely say things that will probably anger or upset others. Vance prefers to be blunt about topics and rarely beats around the bush. Vance doesn't care particularly for the lives of others. Under most circumstances he won't help people, unless it benefits him, even then sometimes he won't help people just because he doesn't like them, even if it's detrimental to himself.

Though when Vance does actually decide to do something, he normally gets it done well. He doesn't like half arsing things, even though it can appear that he's not trying. Vance also likes to talk shit to other people, no matter the situation; Vance doesn't care if someone is more powerful than him, or if he's in a life threatening situation.

Although Vance normally has an uncaring demeanor, he does have his moments when he'll get serious, though they tend to be few and far between. Those moments tend to occurs when someone manages to anger him. Vance has no qualms about killing someone. Though that's not to say he enjoys killing people. He just has no problems with it.


History
To be added

Powers

Shadow step

When stepping into a shadow, Vance has the ability to become invisible. This will only last for as long as he's in direct contact with the shadow and any part of him that leaves the shadow will become visible once again. Or at least until it's back inside the shadow

Muffle

Vance is able to create a small force-field around himself, others and objects that aren't bigger than an average person. This force-field stops any sound waves that originated inside the force-field from escaping while still allowing sounds to come in through the force-field. Though Vance is only able to create one of these force-fields at a time.

Enhanced perception

Vance’s perception is far greater than that of an average person. This allows him to notice small details that others would normally overlook, which can help him predict the actions of others. Though this power isn't just limited to his eyesight, it also affects his other senses. His hearing is a lot.keener, allowing him to notice quite sounds easier than most. His sense of smell is improved as well, allowing him to all smells, whereas most would just notice the strongest smell. Vance’s taste is also improved, allowing him to pick up on all the different flavours in whatever he eats or drinks. The downside to this is that Vance is unable to stop using this power, as it is constantly active.

Darkness manipulation

Vance is able to manipulate and shape the darkness around him. From making weapons that are as hard and durable as steel out of it. To creating walls and other structures out of the darkness, among other similar things. Though to be able to use this power, Vance must be at least in contact with a shadow with some part of his body. And if there are no shadows around, then he'll be unable to utilize this power.



Pandora Noria

V7ZSUkZ.jpg
Age: 19
Gender: Female
Ethnicity: Hispanic
Species: Human
Sexuality: Bisexual

Power Source: Energy

Appearance:
So I picked this picture just before learning modern tech, prosthetics (since I think that's what her foot is), and most likely things like headphones and rubber gloves wouldn't exist - so imagine something similar, minus that metal boot, the headphones, and replace the glove and toolbelt with something more... leathery.

Personality:
Pandora is easily classified as an excessive phobic and absolutely unreasonable paranoid. She’s constantly wired and filled with adrenaline, to the threat of her own health. To explain it well, “better safe than sorry” is her motto, carried out to the T, and any new stimulus in Pandora’s life is thoroughly examined, thrown into a web of conspiracy and fear, and never released from her scrutinous eyes.

Pandora’s also obsessively dedicated to her own protection - to the point of near-hyperbolic precautions. She the type who locks her locks, triple-ties her shoelaces, rigs her own tools as traps, and creates obscenely long passwords, just to begin to describe her madness. There’s no way Pandora can sleep at night without cracking her eyes open on one hour intervals, and that’s on a good night. Any home of hers, whether it is an actual building or even a spot of mud on the side of the road is completely and totally wired, trapped, and protected to an excess, and even then, she’s still not satisfied. Anything and everything, in fact, can and will be used for Pandora’s protection, and her ability to MacGyver defenses (though only for her own safety) is admirable, especially for simple safety precautions. The extent of Pandora’s fear reaches past guarding and careful protection - at the very least, being constantly hyped up on adrenaline makes her skittish and especially excitable when outside of her defenses.

In a way, though, this fear makes Pandora dangerous. Fear easily turns into unpredictability in cornering situations, and Pandora’s only goal is self-preservation. She has no qualms with leaving strangers - and even friends victim to her traps, especially if warnings are given. If people as harmless as the Mormons came knocking at her door (assuming they passed her impressive array of booby-traps), Pandora would immediately come up with wild speculations of her impending demise creeping into the realm of conspiracy before making a decision to set more traps later and set off all of her current traps, precautions, and Plan Bs in an attempt to get rid of them. Even if she can wield that much power, though, she’s still. Always. Paranoid.

And ultimately, Pandora is most afraid of herself and her powers. While a lack of practice and control of her abilities leaves them (thankfully) untapped, Pandora still fears them. And rightfully so, as they’re her fears, after all. It’s her bitterest worry, her most nerve-wrecking fear, and the main reason she stays up all night.

She’s probably going to die in her thirties.

Physiology: Human physiology

Powers:
Fear Manifestation: Randomly chosen from her long list of phobias, a monster, situation (like a setting with heights or deep waters) or another source of fear will be manufactured in the minds of Pandora and her target(s), effectively creating a new reality for all of them. In essence, this creates a “separate stage” for the Pandora and the combatants, bringing in their consciousness and transferring any wounds, damage, or other alterations gained to the real-world counterparts.

(Since it’s actually used more often than her actual powers, I’ll list this here too.)
Planning and Creativity: When it comes to her own safety, Pandora’s organization, design, and creative abilities really get working. Traps are carefully set, rigged, and placed with lettered plans A-Z all waiting to be launched. Even without spikes, blades, or explosives, she’ll make do. Pandora can build the most structurally sound pillow fort, and will easily throw together some shabby defense if she feels the need to do so.

Limits:
Since Pandora manifests one of her own fears, it basically affects her too. Additionally, (and likely for the sake of her health), Pandora can only conjure up one fear at a time, and even though it's mostly random, only one can exist at once. A combination of demons and and underwater, airless scenario would be impossible. On most occasions, her entrance into this realm spikes her adrenaline and sends her into a fit, due to literally being trapped in a reality of one of her fears. This makes Pandora less cautious and thoughtful, and makes her actions more brazen and frantic. (Also, explanation of "random": find *)

Additionally, although her paranoia helps her prepare especially well, it often works against her when it comes to trust and to some extents, rational thought. Building a fortified defense complete with deadly traps in a public restaurant is just one example.

History:
From her birth throughout a good portion of her childhood, Pandora lived in a happy family, blissfully unaware of any of her powers (and thankfully so), living a relatively normal life. Even at a young age, she enjoyed taking apart what she could of her parents' appliance, building super durable pillow forts, and even setting small "trap" pranks for her family, mostly to their feigned surprise. Life was pretty good for her.

But if it had continued as such, it definitely would have been less interesting.

At the age of 6, her strange powers first showed when the Chupacabra itself simply manifested in her house. Young Pandora believed it to be a nightmare,but she was quickly proven wrong once they made contact - and she woke up with a bleeding gash across her hand. Immediately, Pandora ran to her parents, but without proof of whatever monster she'd encountered, they couldn't do anything for her. Even more unfortunately for her, the nightmare episodes continued, summoning bizarre creatures or conjuring up terrifying situations (like a fire, or being strung up on a tightrope), pushing Pandora to the brink of exhaustion. Oftentimes she couldn't even sleep without being plagued by reality-affecting nightmares, and eventually, they began leaking into her conscious time too.

None of this was healthy for Pandora - why would it be? By the age of 14, she was developing terrible habits, new fears, and extreme paranoia, only fueling the bonfire that was her nightmarish powers. The relationship between her and her family deteriorated, and feeling that she couldn't trust anyone but herself with her own safety, she ran off into the night - sleepless, fearful, and paranoid.

Soon enough, she turned to thievery, though she barely ever stole anything of worth to her direct survival, like food or other supplies. Instead, she adopted the dangerous habit of stealing more dangerous materials, from beartraps to dynamite from munitions crates with some vain hope that they could protect her from the nightmares. Spoiler: they didn't. At one point, Pandora was rigged up with enough explosives and dealdy traps that a stray bullet would have blown her all over a half-mile radius, assuming the bear traps hadn't torn her to ribbons first. That act of carrying around so many dangerous materials was arguably less healthy than the demon-infested realm of her nightmares. She had no idea what to do besides dump some off or stockpile more and pray. Then she turned to trap-setting.

Soon enough, the ground on which she slept was surrounded by more bear-trap teeth than blades of grass, and for a while, Pandora felt safe enough, even if the violent fits from her nightmares almost made neat Pandora flesh ribbons on many occasions. It was safe enough.

But then again, Pandora was a teenage girl traveling alone, stealing from just about everyone. She made enemies.

And eventually, despite all her well-placed traps, these enemies found her. It wasn't easy to convince a small band of angry, armed shopkeepers to back off for a minute, but quick reflexes and a huge array of traps made them think twice with the help of a couple of explosions and savaged limbs. Despite all of that, though, Pandora found herself trapped in a real-life nightmare. So what was her unconscious reaction? Making another nightmare, of course. In that nightmare, the very same Chupacabra, the goat-killing monster that had destroyed her life, came back to terrorize her and her new audience. A couple of wounds, growling, and howls later, and her attackers left this newfound "demon girl" alone. Besides badly damaging her mental stability, this event made Pandora think of something positive for once - that this was definitely a power, not just a plague.

Over the next couple of months - even years, Pandora slowly brought these nightmares under her control, making daily episodes a thing of the past. That's not to say she was no longer paranoid, or that she wasn't scared of all the things that fueled her nightmares, but at the very least, they came under her control, until the only thing keeping her up at night was paranoia.

Then, around a month ago, she met The Order. It wasn't easy convincing the equivalent of a paranoid conspiracy theorist turned minefield-setter to join a guild with tons of other powerful beings, possibly scarier beings, but it was mostly thanks to the assistance of one girl - Isabel. It's not quite sure what happened, but something made the twitchy paranoid eager to join. Although it was as unpleasant as expected, Pandora agreed to this new arrangement, provided that she could at least rig water buckets above her door to catch some "pesky invisible intruders". It's not such a bad outcome for this nightmare girl.

*Extra: I'm creating a list of 66 fears (monsters & scenarios) that I can randomly pick from using some random number generator. In that way, at least, I can keep things fresh and possibly less one-fear dependent, if it comes to that.


Both Accepted
 


Isabella Violet Van Fenrir

Julianne Layla Van Fenrir



Appearance


Appearance

Details


Name:
Isabella Violet Van Fenrir


Age:
19


Gender:
Female


Ethnicity:
Japanese, Israelite, English, Scottish


Species:
Multi Hybrid


Sexuality:
Bisexual Mess


Power Source:
Deity Mana


Personality:
Isabel is a girl who loves the fresh air and adventure. There's never a dull moment in her life because she never allows there to be. She always brings life to the party and practically makes everyone's day...or at least tries to. Isabel is extremely easy to excite and can't help but release that excitement when it builds up. Despite this positive attitude Isabel mostly curses like a sailor sometimes. Temper is within her name. Isabel is known to have a ferocious temper that's easily triggered. You could call her one word and she'd already be furious, ready to fight. Isabel is also known to be extremely seductive/be a flirt whether she's conscious of this or not. If she's conscious of it she'll intentionally walk away before anything happens. If she's not then she'd probably apologize for the unintentional flirting. Isabel is hard to control when it comes to her excitement, temper, and flirting. It's hard for one to keep her from expressing herself and whatever she's feeling. She's extremely charismatic and refuses to back down. Very passionate about her friendships and loved ones. Despite her flirting Isabel is extremely afraid of actual commitment both sexually and romantically. She will always back out once things get serious so it's easy to call her bluff on whether or not she'll actually kiss someone. It's also very easy to spook her if one starts flirting back. Isabella is also known to be extremely reckless and headstrong.


Physiology:

Dragon, Bakeneko,
Deity, Demon, and Witch physiology

Powers:
High Mana potency, Super strength/durability


Limits:
Her mana potency can also be her downfall. Even though she does have remarkably immense
mana it means that she goes through a very rare condition once she gathers too much. It's called a mana overflow. Isabella is unable to move, her mana has to slowly leak out of her body, her nerves feel like they're on fire, and her mana is literally bubbling up within her body.

Isabel lacks proper training in combat, making it easy for those who have combat training and a sense of skill to beat her. She doesn't know how to control her powers or flow of mana, making it easy to point out the fact that she's an amateur in various forms of combat.


Theme and why: Celldweller - Frozen ( Blue Stahli Remix )



History: Isabel was a child loved by many of her relatives at a young age. She'd bounce around, living with each of her relatives from time to time. She experienced many different things living with her grandparents. The highlights of her visits consist of being coddled by Layla and her endless adventures with Aril and Kirit. She ended up falling in love with the idea of being powerful, fearless, and charismatic like Layla. She also became engrossed with the guild Aril and Kirit owned, wanting to visit it every week. Much to Kirit's annoyance she ended up getting to visit frequently and learn so much about the guild in it's golden era. Isabel continued being a fan of the guild even after it lost it's fame. She continued living with her mother and father until she was 18, deciding to go off with Aril and Kirit and live within the guild. She failed to receive some training from Layla due to her recklessness. To this day she continues to carry out missions for the guild with intentions of bringing it back to its former glory.



Extra: Isabel has guild member named Vance bound to her. He cannot stray too far away from her or else he'd hit an invisible bubble. If she dies he dies as well. Any emotion she feels he shall feel as well.

Details
.


Name:
Julianne Layla Van Fenrir


Age:
18


Gender:
Female


Ethnicity:
Japanese, Israelite, English, Scottish


Species:
Hybrid

Sexuality:
Demi-Sexual


Power Source:
Witch Mana


Personality:
Julie is extremely hard to approach and hold conversation with. She tends to stay away from large crowds and lurk within the shadows. She stays silent unless she feels like she has to talk and usually stays far away from energetic people, seeing that they tend to annoy her the most. Julie has a very sweet smile and exterior but has an extremely corrupted mind and soul. She's capable of very imaginative things when it comes to surgery and the body. When it comes to her family she's decently alright with them except for one. Her sister Isabella is the one family member she cannot stand and the one she hates most in the world. People of Isabella’s personality annoy her. She's daddy's little girl to both Itami and Lucifer but shows her true colors around others. Julie is a pessimist who has an unhealthy way of bringing out the worst in others and situations. Julie is naturally born psychopath in the body of a flower. She likes to experiment with her healing capabilities to see what she could do with her abilities. When she gets the opportunity to heal others, she'd go to far lengths like unnecessarily operating on them to play with their organs.


Physiology:
Demon and Witch physiology


Powers:

Phasing: Julie can phase through objects and people at will. If she's about to walk into a wall she can simply phase through it like a ghost, same going for people. When she phases she won't harm a thing.


Future Sight: Julie can look 10 seconds into her own future. She can see all the different potential paths she may take.


Advanced Healing: Julie can spread her mana from her body into the systems of others. For broken bones, Julie's mana will coat the break on a microscopic level and pull the wound back to it's natural state. For disease, Julie's mana will enter the body and strengthen the immune system with it's power to ward it off. For cuts and stab wounds, Julie's mana will swarm the wound and mend it back together. Heart attacks, strokes, and the like will be healed by having Julie's mana soak the organ and fix the issue. All of this is on a microscopic level. Which is why it's crucial that Julie knows the anatomy of what she's healing or else her mana will carry out the wrong task, mistaking it for another species way of functioning. It's as if her mana is a developing white blood cell itself.


Limits:
When Phasing Julie cannot make a specific part of her body tangible yet. That means her entire body has to be intangible whenever she uses it. This cannot be used to harm others since she'd harm herself in the process of trying to phase a hand in their brain. Phasing is primarily used by her as a dodging and escape tactic.


Future sight only shows her 10 second of her OWN multiple futures. Meaning she cannot account for what others may do or completely prepare for every potential outcome.


Julie only knows how to heal beings she's studied. If she doesn't know how the species operates, she can't heal them. She isn't the deity of healing like her great grandmother but it can heal pretty brutal wounds.



Theme and why: Celldweller - Frozen



History:
Julie has a similar history to Isabel but their paths diverge constantly. Their parents had her train and learn from relatives instead of Isabel since she was more in control of herself and less reckless. Julie has spent months with relatives in their homes to learn vital things in life from them. When she was 8, Julie spent 6 months in Hell with her grandfather, Lucifer, she learned various methods of torture. She also learned about the many ways to kill someone or harm them. With this knowledge she learned what injuries she could heal and what injuries she couldn't. She also learned how the anatomy of demons work so she could heal them. Julie also spent 6 months with Grimm, enough time to learn how Death and his reapers handle their job. Through this she learned how long she'd have to bring a dead patient back before their soul was removed. She also learned how the strange anatomy of a reaper works, how to slightly heal a deity, and how the anatomy of a death hound works. Julie spent a set of 8 months with her grandmother, Layla afterwards. During the 8 months she's learned a lot about combat and dragons. She learned more professional healing from her mother. With these lessons she studied both the witch and the bakeneko. On her own journeys once she was 18, she grew accustomed to using herbs and other natural ingredients to help her in her work.



Extra: Julie knows the body of and can heal: Bakeneko, Witches, Demons, Reapers, Deities, Most animals, death hounds, and dragons.

.

 
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iokl7boeug4vdoefq2xmnxnlgxnurkal_hq.jpg
Name: Umeko Nakamura

Age: 17

Gender: Female

Ethnicity: Japanese

Species: Demigod

Sexuality: Asexual

Power Source: Deity Mana

Personality: Distant and quiet, one could almost describe her as aloof. With the belief that everything will come to an end on its own, Umeko is a firm believer that fate will always take its course. Because of this, others can almost portray her as being lazy, but really the idea of being bound to one path from the moment she's born gives Umeko a building sense of dread and depression. She relies heavily on her abilities to see into the future, and will often make choices that help others conform to their fate. This can be seen as Umeko being mysterious or having ulterior motives. Really, she sees herself as an agent of fate, and will do anything to ensure that people don't stray from their inevitable destiny.

Physiology: Deity, human

Powers:
String of fate - Her weapons, her greatest defense, and her greatest weakness. She can allow her opponents to cut her strings for her, but should she ever directly cut the strings herself, she would be forfeiting her own life.

Prophecy - By closely examining the strings, Umeko can tell events that will happen in the future, both immediate and distant.

Conditional immortality - Umeko cannot die of sickness, accident, or other natural means.

Revive - Umeko can revive a person from death.​

Limits:
String of fate - As detailed above, she cannot directly cut the strings of fate, unless she's willing to give her own life to do so. So it's a one for one trade.

Prophecy - All information gleaned of the future is often distorted and hard to understand, leading Umeko to sometimes misinterpret events.

Conditional immortality - Umeko does still feel all the pain any sickness, accident, or natural death would give. She can die normally from combat or anyone else killing her, regardless of if she fights back or not.

Revive - Umeko can only revive a person once. This requires someone still living to give up a part of their own string, in order for Umeko to make a new life for the dead. The formerly dead person will only have as much time as the living person gave up.

Set in stone - Aside from reviving a person, Umeko cannot alter the fate of another once it has been made known to her. If she attempts to change fate, or if anyone else who knows attempts to change it for her, she will start decaying painfully. This is also a viable way for Umeko to die - should fate be changed too much, Umeko will grow ill and eventually die until the wrong aspects are corrected.​

Theme and Why: It just fits, in my opinion


History: Umeko was born to the goddess of fate. She never got to meet her father, as her mother took her under her wing immediately. The first five years of her life was spent gaining basic skills like reading, writing, math, logic, and the like. Her studies on those subjects continued into later years, but at the age of six, her mother deemed it suitable for her to begin her training on the strings of fate. Her mother taught her all about fate and destiny, how to spin the threads of fate and how every choice she makes has a consequence, how everyone's life must come to an end one way or another. Her mother taught her patience, control, and strategy - how to play the long game with anyone in existence, and how to win at it. Most importantly, she taught her the consequence of her powers. By the age of fifteen, Umeko was ready to head out on her own. With a little manipulation and preparation, it wasn't long until she found a place to settle and begin her life among humans in the Mortal Realm.

Extra: IDK
 
Last edited:
Name: Aleksander Cravens



Age: 22



Gender: Male



Ethnicity: Supernatural Realm



Species: Forest Elf



Sexuality: Fluid but can't be tied down to one person



Power Source: Nature mana



Appearance:
kZtaaZAtLYJM_VgZemto_pAig0JWAzQcTB-jD11VvBhJ1xm2jjmFpyrCI_UYpQBSCh4CMDrRQDKXnb-ium0fbYeaDKRCNCE8jl-Gj8XZmfgKpjNJbX3d_a4E_cCPo7G58i6U3vIG



Personality: He loves everything though natural things tend to be what he loves more. He is a firm believer that there is beauty in everything. He prefers not to take a life but that won't stop him from doing what has to be done. He has a strong sense of loyalty to those he loves and his home. He treats everyone as a possible candidate for love unless they intend to harm the ones he loves. He finds social situations easy and natural and is naturally soothing and ready to hear the problems of anyone.



Physiology: Elf



Powers:

Healing

His swords acts as a siphon for nature magic. He uses this magic to enhance the blade and himself while still using the magic. When the blade is enhanced the element surrounds the blades and can be used as a projectile. Each element has its own small twist to the blade.

Earth element dulls the blade and turns it into more of a club giving him earth shattering ability. Also gives him the ability to manipulate the plants around him.

Water element allows him to manipulate the blade like it were a controllable stream over water

Fire element cover the blade in flames and when swung fires a five foot arc of flames at the opponent

Enhanced swordsmanship.



Limits:

He can heal only in sunlight
The sword must pull the magic from the nature itself and or be around the element so in a city or village it's useless


Theme and why:



History:



Extra:
Name: Gabriel Alacaster



Age: 24



Gender: Male



Ethnicity: Australian-Canadian raised in Florida



Species: Human-Male Witch



Sexuality: Hetero only with witches though



Power Source: Witch Mana



Appearance:

3K32GhQK9wcRyxCaPAHerig_Whj8WPtQFdXFQVTnn-1Gl_A8XU3NmuHmAl1jNiMoXu_bppqzmzdsw3fax00J8ohVVRo_yuVI3Dr1lUbxUPNBoviMs3_f87BHaYJeYqLSayTA5hAc




Personality: He is a typical loner who focuses on his magic and improving. He was raised by a mortal mother and father. He had only known of one witch in his bloodline but that was generations long forgotten as he died in the first world war. His family was slaughtered by a older male witch. The witch had finished off his parent and shot pure electric to him causing his with genes to show themselves defecting back and killing the witch. He focuses on his training with a clear goal in his mind. Find his ancestor. He discovered that it had been him who sent the witch to kill off any threat that came to the ancestor. He doesn't mind others he just prefers to keep away if he had a choice. He is very rational and has a tendency for hunting other witch's down although not always being violent to them. Knowing full well of the aura he radiates his cover himself up making barely any portion of his face visible but God damn it's the best portion anyone has seen.



Physiology: Witch Physiology



Powers:

Deflection Magic

Can deflect enemy magic/power and infuse it with witch mana making the attack his own and harming the wielder. He can control it through his staff or through a barrier like presence that automatically activates.

Spells from his spell book



Limits:
It has to be an airborne like attack that is not connected to the wielder such as lightning or a fireball. He has to be at least aware of the person for his power to automatically activate.
Only knows 2 spells by heart

-Teleportation has to have an understanding of the area anything with the magic circle can be Teleportation to him

-Healing of himself and mending objects

Theme and why:



History:



Extra: Due to the traumatizing event at a very young age he no longer fears anything

Name: Dakoda Rivers



Age: 21



Gender: Female



Ethnicity: American (Texas)



Species: Human



Sexuality: Bi



Power Source: Mana



Appearance:
VAskhaum5Atpq1AvgqAmjjnOA6tTM1lpBIa8vX98hCZ2Y3K20tReWSfu1T3zrtUfdpIoUafyIG-_-uS5vpVSrC-gEWYjHc06Oj_Ic2fZg1U8mbMOiPgJx2V2bGvoxP4bOx6zsPiW



Personality:
She like things her way. Although she may not be right she is often to prideful to admit it. She hates when others ignore her ways truly believing it's the best way to do things. She's often not violent but can yell rather easy and may be a bit hot headed. She often disregards other and their views believing hers are more important. She doesn't trust those outside of her species knowing they may turn on her at any moment. Likes to drink.


Physiology:



Powers:

Shadow Servants

-Creature she creates from shadows and effect things physically. The size of the create depends on the shadow it is created from. The shadows are in complete control of Dakoda but Dakoda has no control over shadows she does not create.

-Her shadow can exist in sunlight and is connected to her



Limits:
Like normal shadows light gets rid of them but they can exist in normal non sunlight and artificial light so longs as it isn't too bright but they are weakened


Theme and why:



History:



Extra:

Main Shadow Servant

ln1Iw0Ixvtcnjju6tYkb24d4khGP3L21s1P92XUIo1MeQOwU5wwtBeHbIcDgRU5ydwoUWJlSh8DYk-Isy6UoJ5mW2Fvx0fnBnOZpNchrDLclMkIxESsxbyLwNy_kBmT8fzDejSR1
 
Name: Aril (who even needs a last name?)


Age: He a grandfather


Gender: Male


Ethnicity: Caucasian


Species: Dragon and Human


Sexuality: Kirit


Power Source: Carnage Mana


Appearance: The most discernible and interesting aspect to Aril’s appearance is the incredibly worn out black mask he wears on his face. Revealing only his dulled blue eyes, the leader has taken a strong liking to it, having worn it for many years now. Along with this mask is a long black cloak, which is mostly only tattered, since he hasn’t bothered to wash it, or take it to the dry cleaners. He is basically an edgy man who wears black, because he burns easily in direct sunlight. The most that can be said about protection is the light armor he wears under his garments, yet even those are meeting their end, now being more of scraps, rather than actual armor.


Personality: Someone might ask themselves: “How does it feel to spend your days sitting around in a dark room, where your only form of contact is a brother just as broken as you, and a distant family member, who is too happy for their own good?” It sucks. Aril’s personality is now only that of a depressed old man. He doesn’t seem too positive about his odds, nor does he enjoy the position he has taken in the guild. Instead of taking matters into his own hands, he has left the heavy lifting for the young ones. Now? Now he just sits around, barking orders at Isabel, even though he can hardly remember her name.


Physiology: Dragon and Human (a running trend)


Powers:

Extreme Depression: Over the years, Aril has developed extreme cases of depression. Unless it is someone with an extremely positive outlook on life, most people fall into a pit of despair when listening about his past. The only person who can match this is Kirit, since he has been a good deal of the reason behind Aril’s negative attitude.

Bipolar Outbreaks: Senile and old, Aril’s mind has deteriorated over the years. One moment he is moping around in his office, the next moment you’ll find him shouting at Kirit to put three spoonfuls of sugar in his coffee. This ‘ability’ has its ups and downs, but most people who witness it are left confused, rather than affected in any way.


Limits: Wait, those were supposed to be positive?


Theme and Why: Edge.


History: Once a proud and meaningful asset to his guild, Aril has become nothing more than a liability. He has a lot of history from the glory days in his guild, but I’ve decided to spare you the details. Just be aware that he is a part of a long line of red-necked family incest. He’s a shadow of what he once was, and he doesn’t have any hope of returning to it. His pride has caught up to him, so the best you’re gonna get from his is: “Why is there a beetle on the floor?” It should be noted, however, that Aril still holds some sort of wit. He can crack a mean joke, after all.


Extra: His favorite pass time is forgetting his past.
 
Name: Ghast


Age: Old enough to be considered the concept of insanity


Gender: Are you assuming their gender!?


Ethnicity: Insanity?


Species: Deity/Concept


Sexuality: Lolis


Power Source: Deity Mana


Appearance: Does insanity have a physical appearance? Probably, but Ghast hasn’t ever tried to find out. The most he will do is take over a Host, which is typically of the male persuasion. He does love a good, muscular man.


Personality: If you haven’t noticed, Ghast is a maniac. Doing everything that defies rhyme and reason, he will go out of his way to state the most idiotic of comments in order to make a point. While people have stated that he has a scheming mind, it is usually put towards testing how many dust bunnies he can lick off the floor. He’s a loose cannon, even though he is considered among the most noble of beings.


Physiology: Deity/Concept


Powers:

Ghast Goes Fast: Be it a nice walk, or a fast paced jog, Ghast can get from one end of a block to another in, at most, a minute. Truly a being to be reckoned with, he can outrun a toddler if the time ever comes.

Ghast Grin (also known as the GG): Only the greatest of laughs can benefit someone of Ghast’s stature. Finding himself laughing over absolutely nothing, his odd humor is somewhat contagious. If someone hangs around him long enough, maybe they’ll even find themselves giving out a hearty laugh. Does not work on buzzkills.

Something About Insanity: Yeah, he’s insane. He has a natural gravitational pull to him, causing mentally unstable people to find themselves attracted to him in an odd, grotesque way. He also tends to not be the best person to stay around, since over time, his being there will crack even the most fortified of minds.

Kiss or Miss: Similar to some of his various siblings, Ghast has the ability to create contracts with others. While it may or may not benefit them, people over the years have formed deals with this maniac, creating a lasting bond with him through a kiss. While he can end the contract whenever he wants, there is no clear benefit to this, except for the chance to get a steamy hot kiss with a lunatic.


Limits: Other than his leisurely jogs and odd laugh, Ghast’s insanity comes with a price. That price is being a complete nutcase. He can hardly function on his own, needing the assistance of his servants to get anything done. Rambling and typically getting on people’s nerves, he ruins relationships with others rather quickly. While a joy to be around at first, he gets old quickly, causing most people with a sane mentally to leave as soon as humanly possible.


Theme and Why: Edge again?


History: Sure, if you live as long as Ghast has, you probably have a story to tell. He does, but he can’t remember a lick of it. With his mind roaming around every passing second, he never took the time to really remember what has happened over the years. The overflow of information that infests inside his brain is made useless, only translated as gibberish. Only a few have gotten to know Ghast personally, and even they don’t want to talk about it. Maybe it is better left alone?


Extra: Ghast is extremely extra.
 
iokl7boeug4vdoefq2xmnxnlgxnurkal_hq.jpg
Name: Umeko Nakamura

Age: 17

Gender: Female

Ethnicity: Japanese

Species: Demigod

Sexuality: Asexual

Power Source: Deity Mana

Personality: Distant and quiet, one could almost describe her as aloof. With the belief that everything will come to an end on its own, Umeko is a firm believer that fate will always take its course. Because of this, others can almost portray her as being lazy, but really the idea of being bound to one path from the moment she's born gives Umeko a building sense of dread and depression. She relies heavily on her abilities to see into the future, and will often make choices that help others conform to their fate. This can be seen as Umeko being mysterious or having ulterior motives. Really, she sees herself as an agent of fate, and will do anything to ensure that people don't stray from their inevitable destiny.

Physiology: Deity, human

Powers:
String of fate - Her weapons, her greatest defense, and her greatest weakness. She can allow her opponents to cut her strings for her, but should she ever directly cut the strings herself, she would be forfeiting her own life.

Prophecy - By closely examining the strings, Umeko can tell events that will happen in the future, both immediate and distant.

Conditional immortality - Umeko cannot die of sickness, accident, or other natural means.

Revive - Umeko can revive a person from death.​

Limits:
String of fate - As detailed above, she cannot directly cut the strings of fate, unless she's willing to give her own life to do so. So it's a one for one trade.

Prophecy - All information gleaned of the future is often distorted and hard to understand, leading Umeko to sometimes misinterpret events.

Conditional immortality - Umeko does still feel all the pain any sickness, accident, or natural death would give. She can die normally from combat or anyone else killing her, regardless of if she fights back or not.

Revive - Umeko can only revive a person once. This requires someone still living to give up a part of their own string, in order for Umeko to make a new life for the dead. The formerly dead person will only have as much time as the living person gave up.

Set in stone - Aside from reviving a person, Umeko cannot alter the fate of another once it has been made known to her. If she attempts to change fate, or if anyone else who knows attempts to change it for her, she will start decaying painfully. This is also a viable way for Umeko to die - should fate be changed too much, Umeko will grow ill and eventually die until the wrong aspects are corrected.​

Theme and Why: It just fits, in my opinion


History: Umeko was born to the goddess of fate. She never got to meet her father, as her mother took her under her wing immediately. The first five years of her life was spent gaining basic skills like reading, writing, math, logic, and the like. Her studies on those subjects continued into later years, but at the age of six, her mother deemed it suitable for her to begin her training on the strings of fate. Her mother taught her all about fate and destiny, how to spin the threads of fate and how every choice she makes has a consequence, how everyone's life must come to an end one way or another. Her mother taught her patience, control, and strategy - how to play the long game with anyone in existence, and how to win at it. Most importantly, she taught her the consequence of her powers. By the age of fifteen, Umeko was ready to head out on her own. With a little manipulation and preparation, it wasn't long until she found a place to settle and begin her life among humans in the Mortal Realm.

Extra: IDK


Name: Aleksander Cravens



Age: 22



Gender: Male



Ethnicity: Supernatural Realm



Species: Forest Elf



Sexuality: Fluid but can't be tied down to one person



Power Source: Nature mana



Appearance:
kZtaaZAtLYJM_VgZemto_pAig0JWAzQcTB-jD11VvBhJ1xm2jjmFpyrCI_UYpQBSCh4CMDrRQDKXnb-ium0fbYeaDKRCNCE8jl-Gj8XZmfgKpjNJbX3d_a4E_cCPo7G58i6U3vIG



Personality: He loves everything though natural things tend to be what he loves more. He is a firm believer that there is beauty in everything. He prefers not to take a life but that won't stop him from doing what has to be done. He has a strong sense of loyalty to those he loves and his home. He treats everyone as a possible candidate for love unless they intend to harm the ones he loves. He finds social situations easy and natural and is naturally soothing and ready to hear the problems of anyone.



Physiology: Elf



Powers:

Healing

His swords acts as a siphon for nature magic. He uses this magic to enhance the blade and himself while still using the magic. When the blade is enhanced the element surrounds the blades and can be used as a projectile. Each element has its own small twist to the blade.

Earth element dulls the blade and turns it into more of a club giving him earth shattering ability. Also gives him the ability to manipulate the plants around him.

Water element allows him to manipulate the blade like it were a controllable stream over water

Fire element cover the blade in flames and when swung fires a five foot arc of flames at the opponent

Enhanced swordsmanship.



Limits:

He can heal only in sunlight
The sword must pull the magic from the nature itself and or be around the element so in a city or village it's useless


Theme and why:



History:



Extra:
Name: Gabriel Alacaster



Age: 24



Gender: Male



Ethnicity: Australian-Canadian raised in Florida



Species: Human-Male Witch



Sexuality: Hetero only with witches though



Power Source: Witch Mana



Appearance:

3K32GhQK9wcRyxCaPAHerig_Whj8WPtQFdXFQVTnn-1Gl_A8XU3NmuHmAl1jNiMoXu_bppqzmzdsw3fax00J8ohVVRo_yuVI3Dr1lUbxUPNBoviMs3_f87BHaYJeYqLSayTA5hAc




Personality: He is a typical loner who focuses on his magic and improving. He was raised by a mortal mother and father. He had only known of one witch in his bloodline but that was generations long forgotten as he died in the first world war. His family was slaughtered by a older male witch. The witch had finished off his parent and shot pure electric to him causing his with genes to show themselves defecting back and killing the witch. He focuses on his training with a clear goal in his mind. Find his ancestor. He discovered that it had been him who sent the witch to kill off any threat that came to the ancestor. He doesn't mind others he just prefers to keep away if he had a choice. He is very rational and has a tendency for hunting other witch's down although not always being violent to them. Knowing full well of the aura he radiates his cover himself up making barely any portion of his face visible but God damn it's the best portion anyone has seen.



Physiology: Witch Physiology



Powers:

Deflection Magic

Can deflect enemy magic/power and infuse it with witch mana making the attack his own and harming the wielder. He can control it through his staff or through a barrier like presence that automatically activates.

Spells from his spell book



Limits:
It has to be an airborne like attack that is not connected to the wielder such as lightning or a fireball. He has to be at least aware of the person for his power to automatically activate.
Only knows 2 spells by heart

-Teleportation has to have an understanding of the area anything with the magic circle can be Teleportation to him

-Healing of himself and mending objects

Theme and why:



History:



Extra: Due to the traumatizing event at a very young age he no longer fears anything

Name: Dakoda Rivers



Age: 21



Gender: Female



Ethnicity: American (Texas)



Species: Human



Sexuality: Bi



Power Source: Mana



Appearance:
VAskhaum5Atpq1AvgqAmjjnOA6tTM1lpBIa8vX98hCZ2Y3K20tReWSfu1T3zrtUfdpIoUafyIG-_-uS5vpVSrC-gEWYjHc06Oj_Ic2fZg1U8mbMOiPgJx2V2bGvoxP4bOx6zsPiW



Personality:
She like things her way. Although she may not be right she is often to prideful to admit it. She hates when others ignore her ways truly believing it's the best way to do things. She's often not violent but can yell rather easy and may be a bit hot headed. She often disregards other and their views believing hers are more important. She doesn't trust those outside of her species knowing they may turn on her at any moment. Likes to drink.


Physiology:



Powers:

Shadow Servants

-Creature she creates from shadows and effect things physically. The size of the create depends on the shadow it is created from. The shadows are in complete control of Dakoda but Dakoda has no control over shadows she does not create.

-Her shadow can exist in sunlight and is connected to her



Limits:
Like normal shadows light gets rid of them but they can exist in normal non sunlight and artificial light so longs as it isn't too bright but they are weakened


Theme and why:



History:



Extra:

Main Shadow Servant

ln1Iw0Ixvtcnjju6tYkb24d4khGP3L21s1P92XUIo1MeQOwU5wwtBeHbIcDgRU5ydwoUWJlSh8DYk-Isy6UoJ5mW2Fvx0fnBnOZpNchrDLclMkIxESsxbyLwNy_kBmT8fzDejSR1

Accepted
 


ijOe7Gv.jpg


GURAK THE DEEP-FRYER

"This salad doesn't have enough goddamn meat!"


STEAK!
Age: 37

Gender:
Male

Ethnicity:
(Not sure about orc ethnicities.)

Species: Orc

Sexuality:
Heterosexual, Orcsexual? Not sure what to do.

Power Source: Energy/Mana (by defect)

Appearance: Though built more leanly than the average orc due to his upbringing, Gurak still ripples with greenish, veined muscles. He stands at a staggering six foot eight, Gurak seems to be the guy to crush watermelons withing his two bare hands. He sports a green goatee, intended to match his short tusks and pointed ears. As for clothing, Gurak doesn't really do much with it - one his upper body, of course. As a kitchen worker, he does know the risks of leaving exposed skin, but covers up every other part of his body to compensate, leaving those viewing him with a flash of giant green pectorals. Yea.

Personality: Even if he looks tough and intimidating, Gurak isn't as brutal as other orcs on the block. That's not to say he's a gentle giant type - no, he's a huge fan of whipping others into shape, and doesn't mind using physical force as motivation. He just prefers toughness where it's practical. On a personal level, Gurak's a very casual guy, the kind who helps drives his drunk buddies home or pays for drinks on occasion - nothing much more or less. This, of course, gets broken when one belittles his orc heritage - as Gurak will defend his pride as an orc to his last breath. Probably not a good thing to do unless you're made of solid steel or something.
RIBS!
Physiology: Orc Physiology (One of the only times I'll ever use this wiki)

Power: Gurak has the power to turn food (specifically, meat) into powerful tools with interesting properties. The power works through harnessing mana for transmutation (think "reshaping") and using energy to manipulate the intensive energy in the food to fit whatever role Gurak chooses. It's not just bacon swords, though that's totally possible - but try "rib armor" with durability like that of steel, or beef jerky that grants a temporary adrenaline rush - Gurak's cooking has it all!

Limits: Since Gurak's powers come from a hybridization of mana and energy - and by that, a defect, he's not quite able to use them to their full capacities. Additionally, the reliance on both mana and energy limits him in two ways - creating more durable, powerful and enchanted items drains more of his mana, while transmuting more items in bulk drains more energy, and neither can be used without the other. Also, while he can make all sorts of items, they're relatively normal unless he adds enhancements. He can't just make Xx_Dankness_slayers_xX's bloodforged greatsword of darkness with a thousand magical enchants. Also, his powers are limited to the quality of the meat he uses. Top-notch grass-fed bison nets great material, while poorly-raised McDonald's cows (though they probably don't have McDonald's yet) don't really cut it in terms of quality.
F*CKING BACON!
History: Gurak was originally born as Gurak the Destroyer to a proud and brutal Orc tribe who snuck in from the Supernatural Realm to Earth, roaming the Kenyan savannahs. Savage and bloodthirsty to the core, the tribe ravaged humans and animals alike across the plains, and as was tradition, tried to get their new, upcoming warrior, Gurak, to do the same. The keyword here, of course, is "tried".

Ever since he was a young orc, Gurak knew he was different (I know, so cliché). Instead of roaming out with the hunters or training with the fighters, Gurak stayed at the camp and learned how to cook meat. Orc has access to fire, after all, and strange meat like zebra or elephant steaks, but they mostly used them to burn villages down and eat raw, respectively. Gurak, however, but the two together. Really, he could grill a mean steak. The ways of savagery and bloodlust fell to the wayside for the young Gurak, only to be replaced with the mantle of meat, more meat, and a disgustingly pink "Kiss the orc" apron. Life was pretty good (and delicious) on that stretch of savannah.

Eventually, though, Gurak set his sights on something bigger. He didn't want to be confined to the grasslands, anymore, no, he wanted something more. Lion and wildebeest steaks everyday just weren't cutting it for him. Thus, to his excitement (and the tribe's relief), the now-teenage Gurak set out on an adventure to the more modern world.

The following years of Gurak's life can be best summed up in a Broadway-esque musical of "Small-town orc makes it big in the city". A budding restraunteer, Gurak stuck it out in the hard battleground of the food culture through hard work, dedication, and good cooking skills. (The extortion and brutal beatings of his opponents helped a bit, too). It was here that he also discovered his love for bacon, which eventually grew to where he invested half a million dollars in the stuff. He learned of his innate meat-manipulating powers (NOT MASTURBATION) and even put them to use in his cooking. In fact, Gurak's grilling industry broke records and catapulted him to celebrity status as a non-human well-versed in the culinary arts, making him the happiest he's ever been in his life-

The following years of Gurak's life can be best summed up in a Broadway-esque musical of "Small-town orc strikes rich in the big city". Looking to bring out his true potential in flesh-grilling, Gurak began his journey of self-discovery from pubs, to bars, to taverns, and even to small, budding restaurants, traversing whole continents and even the Atlantic ocean and leaving a trail of satisfied meat-eaters in his wake. Even facing discrimination for his orc backgrounds (though it was also because he was big and green), Gurak stuck it out in the hard battleground of the food culture through hard work, dedication, and good cooking skills. (The extortion and brutal beatings of any opponents helped a bit, too). It was in the Americas that he also discovered his love for bacon, causing a full industry of pork to spring up in a month around small towns in current-day Ohio as his business expanded. For a cooking orc creating a culture enjoying meat wherever he went, it wasn't such a bad life.

Then he figured out he could make weapons.

This changed the game for Gurak. Manufacturing powerful weapons from meat opened up new opportunities with mercenaries and guilds, making his cooking less important but the orc himself much more valuable. Then, after a little "situation" involving vegans, mobs, massacres, and a metric ton of bloody weapons created by Gurak, the orc found himself on the run from authorities, and eventually in Mexico. Nobody knows the details of how he joined The Order there, but it probably involved protection, a use for his skills, and maybe a little bit of blackmail too. Who cares, really? He's bringing home the bacon!

 

ijOe7Gv.jpg


GURAK THE DEEP-FRYER

"This salad doesn't have enough goddamn meat!"


STEAK!
Age: 37

Gender:
Male

Ethnicity:
(Not sure about orc ethnicities.)

Species: Orc

Sexuality:
Heterosexual, Orcsexual? Not sure what to do.

Power Source: Energy/Mana (by defect)

Appearance: Though built more leanly than the average orc due to his upbringing, Gurak still ripples with greenish, veined muscles. He stands at a staggering six foot eight, Gurak seems to be the guy to crush watermelons withing his two bare hands. He sports a green goatee, intended to match his short tusks and pointed ears. As for clothing, Gurak doesn't really do much with it - one his upper body, of course. As a kitchen worker, he does know the risks of leaving exposed skin, but covers up every other part of his body to compensate, leaving those viewing him with a flash of giant green pectorals. Yea.

Personality: Even if he looks tough and intimidating, Gurak isn't as brutal as other orcs on the block. That's not to say he's a gentle giant type - no, he's a huge fan of whipping others into shape, and doesn't mind using physical force as motivation. He just prefers toughness where it's practical. On a personal level, Gurak's a very casual guy, the kind who helps drives his drunk buddies home or pays for drinks on occasion - nothing much more or less. This, of course, gets broken when one belittles his orc heritage - as Gurak will defend his pride as an orc to his last breath. Probably not a good thing to do unless you're made of solid steel or something.
RIBS!
Physiology: Orc Physiology (One of the only times I'll ever use this wiki)

Power: Gurak has the power to turn food (specifically, meat) into powerful tools with interesting properties. The power works through harnessing mana for transmutation (think "reshaping") and using energy to manipulate the intensive energy in the food to fit whatever role Gurak chooses. It's not just bacon swords, though that's totally possible - but try "rib armor" with durability like that of steel, or beef jerky that grants a temporary adrenaline rush - Gurak's cooking has it all!

Limits: Since Gurak's powers come from a hybridization of mana and energy - and by that, a defect, he's not quite able to use them to their full capacities. Additionally, the reliance on both mana and energy limits him in two ways - creating more durable, powerful and enchanted items drains more of his mana, while transmuting more items in bulk drains more energy, and neither can be used without the other. Also, while he can make all sorts of items, they're relatively normal unless he adds enhancements. He can't just make Xx_Dankness_slayers_xX's bloodforged greatsword of darkness with a thousand magical enchants. Also, his powers are limited to the quality of the meat he uses. Top-notch grass-fed bison nets great material, while poorly-raised McDonald's cows (though they probably don't have McDonald's yet) don't really cut it in terms of quality.
F*CKING BACON!
History: Gurak was originally born as Gurak the Destroyer to a proud and brutal Orc tribe who snuck in from the Supernatural Realm to Earth, roaming the Kenyan savannahs. Savage and bloodthirsty to the core, the tribe ravaged humans and animals alike across the plains, and as was tradition, tried to get their new, upcoming warrior, Gurak, to do the same. The keyword here, of course, is "tried".

Ever since he was a young orc, Gurak knew he was different (I know, so cliché). Instead of roaming out with the hunters or training with the fighters, Gurak stayed at the camp and learned how to cook meat. Orc has access to fire, after all, and strange meat like zebra or elephant steaks, but they mostly used them to burn villages down and eat raw, respectively. Gurak, however, but the two together. Really, he could grill a mean steak. The ways of savagery and bloodlust fell to the wayside for the young Gurak, only to be replaced with the mantle of meat, more meat, and a disgustingly pink "Kiss the orc" apron. Life was pretty good (and delicious) on that stretch of savannah.

Eventually, though, Gurak set his sights on something bigger. He didn't want to be confined to the grasslands, anymore, no, he wanted something more. Lion and wildebeest steaks everyday just weren't cutting it for him. Thus, to his excitement (and the tribe's relief), the now-teenage Gurak set out on an adventure to the more modern world.

The following years of Gurak's life can be best summed up in a Broadway-esque musical of "Small-town orc makes it big in the city". A budding restraunteer, Gurak stuck it out in the hard battleground of the food culture through hard work, dedication, and good cooking skills. (The extortion and brutal beatings of his opponents helped a bit, too). It was here that he also discovered his love for bacon, which eventually grew to where he invested half a million dollars in the stuff. He learned of his innate meat-manipulating powers (NOT MASTURBATION) and even put them to use in his cooking. In fact, Gurak's grilling industry broke records and catapulted him to celebrity status as a non-human well-versed in the culinary arts, making him the happiest he's ever been in his life-

The following years of Gurak's life can be best summed up in a Broadway-esque musical of "Small-town orc strikes rich in the big city". Looking to bring out his true potential in flesh-grilling, Gurak began his journey of self-discovery from pubs, to bars, to taverns, and even to small, budding restaurants, traversing whole continents and even the Atlantic ocean and leaving a trail of satisfied meat-eaters in his wake. Even facing discrimination for his orc backgrounds (though it was also because he was big and green), Gurak stuck it out in the hard battleground of the food culture through hard work, dedication, and good cooking skills. (The extortion and brutal beatings of any opponents helped a bit, too). It was in the Americas that he also discovered his love for bacon, causing a full industry of pork to spring up in a month around small towns in current-day Ohio as his business expanded. For a cooking orc creating a culture enjoying meat wherever he went, it wasn't such a bad life.

Then he figured out he could make weapons.

This changed the game for Gurak. Manufacturing powerful weapons from meat opened up new opportunities with mercenaries and guilds, making his cooking less important but the orc himself much more valuable. Then, after a little "situation" involving vegans, mobs, massacres, and a metric ton of bloody weapons created by Gurak, the orc found himself on the run from authorities, and eventually in Mexico. Nobody knows the details of how he joined The Order there, but it probably involved protection, a use for his skills, and maybe a little bit of blackmail too. Who cares, really? He's bringing home the bacon!

accepted bby
 
Name:
Inaro Silver
Age:
20
Gender:
Male
Ethnicity:
Supernatural Realm
Species:
Werewolf(Alpha)
Sexuality:
Heterosexual
Power Source:
Energy
Appearance:
IMG_1474.JPG
Personality:
Inaro is a laid back and fun loving person. He loves the experience of traveling, meeting new people, and trying new things. At times Inaro can be flirtatious around beautiful females and other times he can be quite funny as he overreacts to the simplest things. Inaro is a fighter at heart , giving him a strong will to survive. He can be serious when the time arrives, like when the lives of his comrades are at stake. Throughout Inaro’s wonderful qualities there's a set back. To many people, Inaro is known as a functioning alcoholic. Though since he's a werewolf he can't really be called an alcoholic since he can't get drunk. But there's not a time when there's not a beer or any other form of alcohol in his hand. Inaro is known to be somewhat of a smart ass as well. Whenever the opportunity arrives he never hesitates to take it.
Physiology:
Werewolf Physiology
Powers:
Bio Metal Physiology
-Inaro has the power to transform his body into malleable living metal, which grants him enhanced strength and durability. He can harden/soften his body,, shapeshift all kinds of bladed weapons, and strengthen his defenses via additional layers.This ability grants Inaro a resistance to magic.
Summoning
Inaro can summon beer.
Limits:
-Falls victim to magnetism and corrosion.
-The abilities magic resistance and psychic shield only works when he's in his metal form.
-His magic resistance allows him a 25% resistance rate.
-His psychic shield isn't strong enough to hold out against multiple people nor multiple attempts. Like all shields it'll soon weaver.
Theme and why:

History:
TBA
Extra:
IMG_1473.JPG

Name:
Zane O’Conner
Age:
21
Gender:
Male
Ethnicity:
African American
Species:
Human with the soul of a Dragon
Sexuality:
Heterosexual
Power Source:
Energy
Appearance:
IMG_1491.JPG
Personality:
Many words can describe Zane, but loyal and fierce expresses him more. Zane is loyal to the teeth, never abandoning himself, the job, his word nor anyone else within the guild. There all his comrades and he doesn't wish to see any one of them dead, no matter how much of an asshole they are. If they're in need Zane will always be there to help alongside of them. People have told them that his loyalty will get him killed one day, but he never listens. He’ll stand by for himself and others until his dying breath. Yes, there are people Zane may despise, but even then when the time comes he'll stand beside them.

Along with Zane’s loyal attribute, is his fierce fighting spirit. Zane’s fighting spirit gives him the strength to push through anything he comes across; whether it be emotional or physical. This spirit complements Zane's loyalty well. He'll always fight for what he deems worthy and his comrades will always be worthy.
Physiology:
Dragon Physiology
Powers:
Dragon Soul
-Within Zane’s body is the soul of a lightning dragon. That very soul allows Zane to use that very dragon’s element, draconic energy, and morph into a dragon himself. However Zane isn't very experienced with his power just yet. Zane can't access the dragon’s power without unsheathing his sword which is too connected to the dragon itself. Once unsheathed the sword gives Zane limited access to the dragon's abilities. Abilities like electricity manipulation. When Zane becomes more skilled he'll soon be able to morph into a lightning dragon or even create Dragon Armor for himself. Without drawing the sword Zane is granted an enhanced condition which has proven its use in his previous battles.

Electricity Manipulation
-Once the sword it's drawn, Zane is able to create lightning, infusing it onto his very blade to increase its damage, or over himself to increasing his speed. If Zane does so happen to attempt to manipulate the electricity he created, it'll spiral out of control and harm anyone around him.
Theme and why:

History:

Extra:
IMG_1492.JPG
 
Last edited:
Name:
Inaro Silver
Age:
20
Gender:
Male
Ethnicity:
Caucasian
Species:
Werewolf(Alpha)
Sexuality:
Heterosexual
Power Source:
Energy
Appearance:
View attachment 313493
Personality:
Inaro is a laid back and fun loving person. He loves the experience of traveling, meeting new people, and trying new things. At times Inaro can be flirtatious around beautiful females and other times he can be quite funny as he overreacts to the simplest things. Inaro is a fighter at heart , giving him a strong will to survive. He can be serious when the time arrives, like when the lives of his comrades are at stake. Throughout Inaro’s wonderful qualities there's a set back. To many people, Inaro is known as a functioning alcoholic. Though since he's a werewolf he can't really be called an alcoholic since he can't get drunk. But there's not a time when there's not a beer or any other form of alcohol in his hand. Inaro is known to be somewhat of a smart ass as well. Whenever the opportunity arrives he never hesitates to take it.
Physiology:
Werewolf Physiology
Powers:
Bio Metal Physiology
-Inaro has the power to transform his body into malleable living metal, which grants him enhanced strength and durability. He can harden/soften his body,, shapeshift all kinds of bladed weapons, and strengthen his defenses via additional layers.This ability grants Inaro a resistance to magic.
Summoning
Inaro can summon beer.
Limits:
-Falls victim to magnetism and corrosion.
-The abilities magic resistance and psychic shield only works when he's in his metal form.
-His magic resistance allows him a 25% resistance rate.
-His psychic shield isn't strong enough to hold out against multiple people nor multiple attempts. Like all shields it'll soon weaver.
Theme and why:

History:
TBA
Extra:
View attachment 313492

Name:
Zane O’Conner
Age:
21
Gender:
Male
Ethnicity:
African American
Species:
Human with the soul of a Dragon
Sexuality:
Heterosexual
Power Source:
Energy
Appearance:
View attachment 313494
Personality:
Many words can describe Zane, but loyal and fierce expresses him more. Zane is loyal to the teeth, never abandoning himself, the job, his word nor anyone else within the guild. There all his comrades and he doesn't wish to see any one of them dead, no matter how much of an asshole they are. If they're in need Zane will always be there to help alongside of them. People have told them that his loyalty will get him killed one day, but he never listens. He’ll stand by for himself and others until his dying breath. Yes, there are people Zane may despise, but even then when the time comes he'll stand beside them.

Along with Zane’s loyal attribute, is his fierce fighting spirit. Zane’s fighting spirit gives him the strength to push through anything he comes across; whether it be emotional or physical. This spirit complements Zane's loyalty well. He'll always fight for what he deems worthy and his comrades will always be worthy.
Physiology:
Dragon Physiology
Powers:
Dragon Soul
-Within Zane’s body is the soul of a lightning dragon. That very soul allows Zane to use that very dragon’s element, draconic energy, and morph into a dragon himself. However Zane isn't very experienced with his power just yet. Zane can't access the dragon’s power without unsheathing his sword which is too connected to the dragon itself. Once unsheathed the sword gives Zane limited access to the dragon's abilities. Abilities like electricity manipulation. When Zane becomes more skilled he'll soon be able to morph into a lightning dragon or even create Dragon Armor for himself. Without drawing the sword Zane is granted an enhanced condition which has proven its use in his previous battles.

Electricity Manipulation
-Once the sword it's drawn, Zane is able to create lightning, infusing it onto his very blade to increase its damage, or over himself to increasing his speed. If Zane does so happen to attempt to manipulate the electricity he created, it'll spiral out of control and harm anyone around him.
Theme and why:

History:

Extra:
View attachment 313495

Accepted
 
3e6693d67b4414db51aea87769ad54a1.jpg


Name: Sam Tillman
Age: 27
Gender: Male
Ethnicity: Caucasian
Species: Human
Sexuality: Straight

Power Source: Energy
Personality: Sam is an adventurer. He's in it for the action, the reward is just a bonus. Sam is idealistic but rough around the edges despite the hardships experienced on the frontier. Though, he has taken a number of lives, he sleeps quite soundly, knowing those souls are resting in hell where they belong. But he does have his faults. He's a gambler and drinker, willing to bet all the way down to his shoes for a bottle of moonshine, he's become very friendly with the phrase "Poorer, but wiser.". In addition to that, his planning skills are not the best. He makes a plan but will quickly abandon it if not everything goes according to it. He's also slightly racist towards blacks and native-americans.

Physiology: Human
Powers: Fastest draw in Cali. Sam is considered one of the best gunslingers in North America. His .45 Peacemaker revolver has been the last sight of many gangsters, highwayman and thieves. Rumor has it, he killed six men with one bullet. All without the help of magic.
Limits:
-Only six shots before having to endure a lengthy reloading process.
-Bullets are more easily effected by magic than most weapons.

Theme and Why: I think it fits.
History: When he was a child, he and his parents traveled west during the great westward expansion. They settled down in what would eventually become Oklahoma city. Sam couldn't stand life on a farm and once he was of age, he enlisted in the army and was placed in a cavalry regiment. He honed his skills while the regiment escorted wagon convoys up through Colorado and into the Wyoming territory. They had more than a few run-ins with hostile tribes. Sam took a flaming arrow to the arm but lived to tell the tale. Once his enlistment was up he was taken on as an apprentice by the U.S Marshall service. But after failing to stop the brutal massacre of a town by the Cheyenne tribe, he left the service. From there, he traveled to California. The gold rush had just started and companies were paying top dollar to anyone that could protect their product. This is where Sam's current profession of bounty-hunting started. If he needed to get somewhere he simply waited for a wagon that was headed that way and needed someone to protect it. In addition, he'd track down anyone with a bounty on their head. He fought both against and with the mercenaries of the Guild. Recently, he's created a major headache for them in the town of Sacramento, by killing a man who was apparently a frequent customer of theirs. But hey, it was nothing personal.

Extra: He still keeps his Marshall badge in his jackets pocket.
 
3e6693d67b4414db51aea87769ad54a1.jpg


Name: Sam Tillman
Age: 27
Gender: Male
Ethnicity: Caucasian
Species: Human
Sexuality: Straight

Power Source: Energy
Personality: Sam is an adventurer. He's in it for the action, the reward is just a bonus. Sam is idealistic but rough around the edges despite the hardships experienced on the frontier. Though, he has taken a number of lives, he sleeps quite soundly, knowing those souls are resting in hell where they belong. But he does have his faults. He's a gambler and drinker, willing to bet all the way down to his shoes for a bottle of moonshine, he's become very friendly with the phrase "Poorer, but wiser.". In addition to that, his planning skills are not the best. He makes a plan but will quickly abandon it if not everything goes according to it. He's also slightly racist towards blacks and native-americans.

Physiology: Human
Powers: Fastest draw in Cali. Sam is considered one of the best gunslingers in North America. His .45 Peacemaker revolver has been the last sight of many gangsters, highwayman and thieves. Rumor has it, he killed six men with one bullet. All without the help of magic.
Limits:
-Only six shots before having to endure a lengthy reloading process.
-Bullets are more easily effected by magic than most weapons.

Theme and Why: I think it fits.
History: When he was a child, he and his parents traveled west during the great westward expansion. They settled down in what would eventually become Oklahoma city. Sam couldn't stand life on a farm and once he was of age, he enlisted in the army and was placed in a cavalry regiment. He honed his skills while the regiment escorted wagon convoys up through Colorado and into the Wyoming territory. They had more than a few run-ins with hostile tribes. Sam took a flaming arrow to the arm but lived to tell the tale. Once his enlistment was up he was taken on as an apprentice by the U.S Marshall service. But after failing to stop the brutal massacre of a town by the Cheyenne tribe, he left the service. From there, he traveled to California. The gold rush had just started and companies were paying top dollar to anyone that could protect their product. This is where Sam's current profession of bounty-hunting started. If he needed to get somewhere he simply waited for a wagon that was headed that way and needed someone to protect it. In addition, he'd track down anyone with a bounty on their head. He fought both against and with the mercenaries of the Guild. Recently, he's created a major headache for them in the town of Sacramento, by killing a man who was apparently a frequent customer of theirs. But hey, it was nothing personal.

Extra: He still keeps his Marshall badge in his jackets pocket.


Accepted

So here's the way your character fits into lore since they did live through kind of verbatim American history in a different universe that's medieval and lawless. By the way I hope you do know that sure the weapons might be Wild West and and clothes as well but the buildings and atmosphere are still medieval

IMG_2609.jpg
 
Accepted

So here's the way your character fits into lore since they did live through kind of verbatim American history in a different universe that's medieval and lawless. By the way I hope you do know that sure the weapons might be Wild West and and clothes as well but the buildings and atmosphere are still medieval

View attachment 313537
Got it.
 








Abigail(Abi)............................
Alstromeria.............................





Age
18

Gender
Female

Ethnicity
Swedish

Species
Human

Sexuality
Hetero

Hight
5'6"

Physiology
Human

Power Source
Mana








  • Due to Abigail’s past she has became very interested in learning about other people and the stories they can tell. She loves the feeling of being free and enjoys exploring; she struggles to stay in one place for too long. Because of her being locked away in a testing lab she doesn't have the best social skills and struggles in some situations. Abigail is rather joyful most of the time, she doesn’t let her past hold her back and will keep going forward; however a longwinded conversation about the matter can cause her to suffer panic attacks/ptsd. Abigail tries to solve situations with words and will try and avoid fights, due to them reminding her of the violence she went through while being a test subject. Abigail loves her sister and will give her the most love and affection.



Light Light ( Magical Squid Senpai Magical Squid Senpai )
 
Last edited:

  • flower-1775377__340.png code by pasta


    Charlotte Alstromeria


    Age:
    Seventeen


    Gender:
    Female

    Ethnicity:
    Swedish

    Species:
    Human

    Sexuality:
    Bisexual

    Philosophy:
    Human

    Power Source:
    mana

    Appearance:

    View attachment 313841
    Short white hair.
    pale complexion.
    Lavender eyes.
    She is tall and slender.
    5'10

    Personality:
    Charlotte isn't a very trusting person. she believes that the only person she can trust is her sister Abigale. Because of this, she tries to push other people away before they can hurt her. She hides her feelings and instead resorts to acting like she just doesn't care about people's feelings, whether or not she hurt someone. In reality, she really does care. well...depending on what kind of person you are, she wouldn't mind bashing your brains in!
    Unlike Abigale, who uses her words to end a fight, Charlotte likes to use her fists to end a fight. She is very brash and that kind of annoys her sister.
    Charlotte loves the feeling of power after she and her sister wiped out a whole building of scientists.
    Is sometimes a huge cry baby.


    Powers:
    Metal manipulation:
    She can bend and shift any kind of metal to her will.
    She carries around a small bag full of tiny sharp pieces of metal that she can use against enemies.


    Limits:
    Using too much power gives her a horrible headache that totally kills her concentration.


    If she uses too much power for too long then it starts to feel like she is actually lifting every heavy piece of metal with her bare hands before passing out
    Theme and why:


    It just fits with her 'Leave me alone' attitude. And I love the song.

    History:
    If you have read Abigail's history then you basically know Charlotte's.

    Extra:

    View attachment 313964
    She carries around a metal stick. When she needs to fight, she will manipulate the metal to add the ball and spikes.
    She is aa hopeless romantic. But she definitely won't let anyone know that.




    171892-kawaii-anime-eyes-pastel-goth-animated-sticker.gif


    155b4588f223ce388f2542198570256b.gif



 
Last edited:








Abigail(Abi)............................
Alstromeria.............................





Age
18


Gender
Female


Ethnicity
Swedish


Species
Human


Sexuality
Hetero


Physiology
Human


Power Source
Mana








  • Due to Abigail’s past she has became very interested in learning about other people and the stories they can tell. She loves the feeling of being free and enjoys exploring; she struggles to stay in one place for too long. Because of her being locked away in a testing lab she doesn't have the best social skills and struggles in some situations. Abigail is rather joyful most of the time, she doesn’t let her past hold her back and will keep going forward; however a longwinded conversation about the matter can cause her to suffer panic attacks/ptsd. Abigail tries to solve situations with words and will try and avoid fights, due to them reminding her of the violence she went through while being a test subject. Abigail loves her sister and will give her the most love and affection.



Light Light ( Magical Squid Senpai Magical Squid Senpai )



  • picsView attachment 313769 code by pasta


    Charlotte Alstromeria


    Age:
    Seventeen


    Gender:
    Female

    Ethnicity:
    Swedish

    Species:
    Human

    Sexuality:
    Bisexual

    Philosophy:
    Human

    Power Source:
    mana

    Appearance:

    wip
    Short white hair.
    pale complexion.
    Lavender eyes.
    She is tall and slender.
    5'10

    Personality:
    Charlotte isn't a very trusting person. she believes that the only person she can trust is her sister Abigale. Because of this, she tries to push other people away before they can hurt her. She hides her feelings and instead resorts to acting like she just doesn't care about people's feelings, whether or not she hurt someone. In reality, she really does care. well...depending on what kind of person you are, she wouldn't mind bashing your brains in!
    Unlike Abigale, who uses her words to end a fight, Charlotte likes to use her fists to end a fight. She is very brash and that kind of annoys her sister.
    Charlotte loves the feeling of power after she and her sister wiped out a whole building of scientists.
    Is sometimes a huge cry baby.


    Powers:
    Metal manipulation:
    She can bend and shift any kind of metal to her will.
    She carries around a small bag full of tiny sharp pieces of metal that she can use against enemies.


    Limits:
    Using too much power gives her a horrible headache that totally kills her concentration.


    If she uses too much power for too long then it starts to feel like she is actually lifting every heavy piece of metal with her bare hands before passing out
    Theme and why:
    wip

    History:
    If you have read Abigail's history then you basically know Charlotte's.

    Extra:




    View attachment 313826


Accepted
 
Stripper Name: Karet Kake (just call him kirit)


Age: He's an

f1d666149f13c40a109d73f34f1edcd7.png



Gender: Male


Ethnicity: Caucasian (Whiter than a freshly bleached As-- tronaut suit)


Species: Dragon Human Lizard Man Thing Pfffff AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


Sexuality: Making fun of his guild; kicking as-- ymmetrical shapes


Power Source: Carnage Mana


Appearance: Akin to his brother Aril, Kirit is notorious for covering his entire body in a layered apparel. Much like lovers, Kirit lets a mask sit on his face for days at a time. Concealing much of his body, however, is a hooded longcoat that spans across his entire figure, the guild's logo and colors being emblazoned across it in a flashy attempt at advertisement. Those who have come to know the inside of Kirit's coat have spread rumors that directly behind his a-- mazing rear is the word 'bootylicious' written in bodily fluids. In dragon blood. What else would you think of when you read bodily fluids, hm? Assuming makes an as-- sumptive person! Haha keep reading you crouton. Anyway, it should be noted that Kirit's outfit is composed completely of casual clothes that he changes on a daily basis (excluding the two articles of clothing mentioned prior).


Personality: As a young man of several hundred years of age, Kirit enjoyed spending time with his family. Good memories were made with his granddaughter 'Ispablo' and brother 'Arin'. Nothing beat a sunny day at the beach with Ispablo, where the two of them spent hours playing wall ball. Without the ball, though, as this activity was fundamentally Kirit throwing his granddaughter at a wall until she broke through to the other side, which even with his own herculean strength proved to take several hours when the wall consisted of a cliffside. In retrospect it would have been more fitting to call the game 'Wall Wall' or 'Isabel x Wall | Rough | No protection'... Ignore that last bit and always use protection (helmets), kids. But that's enough about young Kirit, old Kirit is so much different! Now he uses Isabel as a stairway ramp, and will sometimes share wheelchairs with Aril... No homo intended (But oh so suggested).


Physiology: Dragon and.. Human? Boy oh boy isn't this original :^ )


Powers:

Cynical mind: He will take nothing seriously, including his own well-being and life. Time that Kirit does not spend constructing elaborate sarcastic remarks is usually spent using his mouth for other.. More rigorous things. Like singing. Stop assuming everything is an innuendo dude jfc.

OCD but for real this time: No he is not a hypochondriac, but as a result of various conflicts and deals with deities, Kirit has various rituals and contracts he must fulfill on an hourly basis.

Fuckboy: Kirit has never been in an official relationship, but it's highly dubitable he is not a virgin considering his siblings.

Limits: THERE ARE NO LIMITS MY PESSIMISM WILL PIERCE THE HEAVENS


Theme and Why: sarcasm


History: It is not uncommon to see Kirit hooking up with young women in their 90s now, but in the past he was an active member of the guild who aimed to set an example for his underlings. What was once a great mercenary is no longer anything more than a tight mercenary. As in they are trustworthy. Stop. Seriously chill with that.


Extra: Kirit has a fine ass lmao
 
Name: Phant (Phanties not included)


Age: Too old to be working part-time still


Gender: Oh you know better than to ask a woman her age ;^ )


Ethnicity: AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


Species: Deity/Concept


Sexuality: Any time off of his countless jobs


Power Source: Deity Mana


Appearance: Upon taking a host, Phant will always find time to slick back his newly acquired hair and slap on a pair of reading glasses. Being the glorious failure of his family, he must fit the role with untucked office clothes and a void expression throughout the day.


Personality: Much like the average dayworker, Phant is exhasperated and tired of living, truly only living for his time off of work. When he isn't rushing around from one job to another, Phant's breaks are often spent watching human interaction or playing chess with his brother, Ghast. Though they come across as a relaxed and calm individual, melancholic even, their temper can raise higher than any of their siblings at times. Overall, Phant's personality and lifestyle is parallel to that of any human who works 165 hours a week, with only 25 minutes of daily respite.


Physiology: Deity/Concept


Powers:

Multi-Tasking: Phant has the ability to complete several tasks with high performance levels at once, after all he is a deity. This can be most prevalently shown when he holds a conversation or initiates combat whilst performing his several hundred miscellaneous duties.

Alcoholic: How else do you think he lives with only 25 minutes to sleep and relax every day.

Seventy two thousand thirty three hundred and sixty jobs: With jobs sprawling across almost every realm, it is likely Phant is somewhere around you at all times. In his own ways he holds an omnipresence due to this, as well as a wide range of expertise in various tasks.

Comforting aura: Though Phant tries to hide it to the best of his extent, his true role is that of the God and concept of sanity. As a result, his presence will have a calming effect on those around him. It is widely believed that looking into Phant's eyes directly will result in the observer coming across an epiphany.

Deal 'em out: Phant is a blatant gambler, and unlike other deities his contracts will be wagers. Although the contests are not always fair, winning a bet against Phant will place him in one's service for a single favor.





Limits: Despite their status as a deity, Phant is incredibly lazy, and will half-ass about everything they do. Their lethargic nature will ensure a very limited amount of motivation from the sluggish god.


Theme and Why: Depressed part-timer


History: It's pretty easy to review how Phant's life has been. They started off with a lame job, they moved on to work for their brother, they stole their brother's job, took a nap, woke up to be unemployed and in debt, and is now working part-time in about every plane of existence. If you come across the poor sap working at a strip mall near you, consider giving them a free meal. Maybe they'll put in a good word for you? At the moment Phant is dormant while fulfilling a strange request, but it will not be long before they awaken in their current host once again.


Extra: Phant needs a vacation
edit: wasnt pretty enough
 
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Name:Ray Pharaoh
Age: 16
Gender: Male
Ethnicity: American
Species: Human
Sexuality: Heterosexual
Power Source: Naturally uses Mana, but can use the third demon's Carnage mana when activating his dance ability (note if it is not okay to use Carnage mana for his dance ability, deity mana will suffice).
Appearance: Naturally, he takes on the appearance of an average human. Pale and lanky, he stands at about 6 feet with jet black hair and brown eyes. At 140 pounds he is very skin, but his facial features are much more prominent than his body frame. He has striking underbite, with a prominent chin, large, round eyes, and a long, curved nose. On his chest and his palms, he has a tattoo of the rune from hell, which he has had since he was four. In dance mode, Ray grows a long, red, pointed tail, his eyes change to a demonic, triangular shape, glowing red, and he grows long yellow claws. Additionally, he sprouts the wings of a crow, and pitch black ram horns. His canine teeth become much more prominent, like a vampire.
Personality: Ray's position of being one of the demon dancers has affected his personality very much. Because of the demon that resides within him, constantly talking to him, often whispering lies, temptations, and things to scare Ray into releasing him, he has developed mild paranoia and distrust of others. On the surface, he masks this by being extroverted and charismatic, making friends with ease, and always talking to people.It would take someone to get close to him to truly know how he is fighting the descent into insanity.
Physiology:Naturally a human, but a human with demonic features in dance mode
Powers:

Natural Manipulation of Fire
Ray can generate and control fire for combat. Additionally, he is also immune to being affected, burned, or hurt in any way by any type of fire.

Natural Manipulation of Darkness
Ray can manipulate and control darkness for combat. He does NOT have immunity to the element of darkness, but, like fire, he can use it for attacks. He also has the ability to turn himself into a shadow, and move at very high speeds when doing this.

Hell's Submission
This is the first technique of a demon dancer. This is an illegal form of magic, and is taught and passed down in secret from generation to generation. The user can absorb a demon that matches their elemental affinity (i.e, if the demon has natural manipulation of wind and darkness, so to does the user). The user then hosts the demon inside him, and has access to their powers. This has been used as a way to contain incredibly dangerous demons for centuries. Although it is modernly used by five people to contain five very dangerous demons, it is outlawed due to the magic's grave consequences. First, the demon is always conscience within the host, so it is always speaking to the reader. This spell represses the demon's voice for the most part, but just like humans, demons undergo natural fluctuations in mana, so at some times the demon's voice is very quiet, and at other times, the demon can do as much as cause the user to see visions when dance is not activated. The other grave consequence is the risk. If the user dies, or depletes too much mana, the demon will take over their body and go on a rampage. Since this technique is only used to contain very dangerous and powerful demons, these rampages have historically been very serious, resulting in many casualties. Additionally, over the many centuries this magic has been used, there have been some instances where demons drove users to suicide.

Temptation

Ray has learned to be as tempting and persuasive as a demon due to being a demon dancer, however, this ability's potency skyrockets when he is in dance mode. However, due to his bipolar nature caused by the Third Demon driving him insane, he only really intentionally uses this technique when the third demon's voice in his head is less prominent, which follows lunar cycles, meaning for about a week in the month.

Flames of Hell
Ray can summon lesser demons under the domain of the Third Demon to his aid. This is done using a pentagram and some of Ray's blood. The demons always have an affinity for fire. This is one of the primary skills Ray uses, because it is not a skill exclusive to demon dancers. The demons summoned are random, but their power levels are proportional to Ray's. Ray can not yet summon powerful demons under normal circumstances, but he can summon a demon with up to his level of strength as a last ditch resort if his mana is depleted. While there is always a chance the demons he summons will turn on him, there is a very high chance that a demon with strength equivalent to his own will turn on him after a few minutes. In the case that a demon turns on him, it will not be able to be sent out of the mortal realm until it is defeated or convinced to go back. Limitations on power are loser when Dance is activated.

Dance
This is the signature skill of a demon dancer. The user activates dance, and is able to access some of the demon's powers, (an extremely small amount relative to the demon's actual power, although very significant to a human). The trade off for this is the user develops features of the demon, so it becomes obvious that one is a demon dancer, and that the demon's voice is able to be 100% complete. Rather than seeming like voices in the head and whispers to the user, the demon becomes a second consciousness in the user's body, talking to them at all times. In Ray's case, activating dance means that his manipulation of fire and darkness are enhanced heavily, becoming significantly more powerful. Additionally, he gains the ability to fly, using the demon's wings he sprouts, and he gain access to the power of Possession. He also gets increased strength and speed. Activating Dance is a power that Ray rarely uses, because he must keep it a secret he is a demon dancer, because being one is illegal. He also gains access to Carnage mana, and can use Berzerker like techniques, using his blood in order to increase his strength. Needless to say, the more blood he uses, the weaker he becomes until he passes out and/or dies, just like any human.

Possession
If Ray manages to keep his palm on a target for six seconds, he can possess like a demon while still maintaining control of his own body, He develops two consciousnesses, one for his own body, and one for to control whoever he is possessing. However, he can only do this for a short time, as it depletes mana very quickly. In the event that He maintains a possession of a target for too long, the Third Demon will be able to take control of both Ray's body, and the body of whoever Ray was possessing. Ray only saves this for emergencies, because of the danger of using this technique. It can only be used while he is in Dance mode. Ray can currently hold this for thirty seconds at a time, and can not cause whoever he possesses to harm themselves, but the strongest demon dancers have been known to hold a possession for ten minutes, and perform actions as serious as suicide in whoever they've possessed. However, causing a target to harm themselves depletes the user's mana in proportion to the target's blood loss, so this skill is rarely used to make a target hurt themselves.

Exeunt
To use exeunt, one must have a tattoo of the runes of hell on their palms and chest. This skill releases the demon one has absorbed using Hell's Submission from their body. Demon dancers only use this skill to try to send a demon back to the realm of hell, but one must be extremely powerful to do that. Usually, using exeunt will result in simply sending a demon out of your body and back into the mortal realm, leaving it to go on a rampage. Demon dancers never use exeunt, because they know the consequences, unless they are sure they can send that demon back to hell. That being said, only two of the six attempts in the past six centuries have been successful.

Limits: If Ray uses too much mana, the demon will take over his body and go on a rampage until Ray replenishes his man, that is, if Ray can do so before the demon internally kills him. If Ray dies, the demon escapes and goes on a rampage. Clay can only keep dance activated for between 30 minutes and 72 hours, depending on how hard he is fighting, or else he will run out of mana. Ray can only use Dance in emergency situations or around close people. because being a demon dancer is still an illegal form of magic.

Theme and Why: Slowly slipping into insanity. He has a literal demon inside him that is always talking to him, trying to get him killed, and trying to get him to perform Exeunt.
History: Although Ray is only 16, his history goes back to six centuries ago. Deep in western Africa, a crazed black magician and witch doctor decided to bring seven archdemons from hell into the mortal realm in attempts of murdering all the beings there. He was successful, summoning seven archdemons, who in addition in to having domains over darkness, had domains over elements. The first demon could manipulate water, the second wind, the third fire, the fourth earth, the fifth nature, the sixth electricity, and the seventh, the most dangerous of all, rumored to be an offspring of Lucifer himself, could control light. These demons were very powerful, and never meant to be in the mortal realm. With no way back to hell, the seven demons went on a rampage, murdering half the population of western Africa, including the black magicians who summoned them. Determined to stop the chaos that had been going on four three days, seven powerful mages studied the old, but illegal magic of demon dancing. The Catholic church had abolished it many years before, as had most countries governed by Abrahamian religions. This highly covert form of magic was uncovered by these seven magicians, who taught it to themselves, and performed a Hell's Submission to absorb each of the seven demons, with the goal of becoming one day powerful enough to perform an Exeunt to send the demons back to hell. Since then, the demon dancers have been passing down each of the seven demons to successors for centuries. Exeunts powerful enough to send the fourth and sixth demons back to hell have been performed, so at this time, only five demon dancers remain, with ten backup dancers, two for each demon, in place, in the event that something happens to the current demon dancer. However, demon dancers have failed eleven times over the past 6 years to contain the demons. Four times it has been due to a failed performance of Exeunt, twice it has been due to a demon dancer losing too much mana, and the demon taking over and internally killing the user, four times it has been due to a demon driving a user insane enough to commit suicide, and once it has been because a dancer died in combat. Each time a dancer fails, it results in the demon escaping the user's body and going on a rampage, causing many casualties, long enough until a backup demon dancer can come in and absorb the demon. Due to the casualties caused by demon dancing, it is still illegal in the modern world, because of the high risk it entails to the user as well as the world. Modern governments believe it better to take on the five remaining demons head on. Demon dancers know this to be impossible, so they continue this practice of containing a demon and passing it onto their successors in secret. Very few people know that demon dancers still exist. The majority of modern governments believe they are dead, and the demons simply are in hiding, which would explain why rampages from the five remaining demons only seem to occur at random times, only once or twice a century.

Ray has been the demon dancer for the third demon since he was six years old. An orphan who had the natural affinity for the elements of fire and darkness, the third demon dancer took him on and trained him from the age of three in preparation of becoming the third demon dancer himself when he turned eighteen. However, once the current third demon dancer had died due to a sudden aneurysm right in front of Ray, he had to perform a Hell's Submission on the demon before it could do any damage. From that moment on, Ray became the third demon dancer. With no teacher, the other demon dancers eventually found Ray months later, and taught him the ways of demon dancing themselves until the age of fourteen, when Ray was strong enough to join the guild, where he quickly rose to become a B-Class member in only two years, assisted by the strength of the third demon of course. However, no demon dancer has ever been young as Ray. Most wait until the ages of eighteen or twenty one to take on this task, because of the incredibly negative effects it can have on one's psyche. However, Ray had no choice. Because he experienced the negative psychological effects of having a demon act as a voice in his head through his childhood, he is currently fighting a spiral into insanity. There are many times where he has been on the verge of suicide or homicide because of the demon's voice. Additionally, Ray has developed many personality traits of the Third Demon. He has learned its charm and persuasiveness, but has also become more masochistic, which can be attributed to the Third Demon's affinity for Berserker abilities, abilities where the user sacrifices its own life source, in Ray;s case, blood, in exchange for a significant increase in power. Ray seems fine on the outside, but is struggling on the inside. Additionally, soon he will be faced with finding a backup demon dancer for the Third Demon, as the current ones are an eighty year old man who will soon die, and another sixteen year old.


Extra:
 
Last edited:

Mary Decutio
image.jpeg

Fluffy

Age
28

Gender

Female

Ethnicity

Hell Realm

Species

Demon

Sexuality

Pansexual

Personality
Mary is the shining example of a good samaritan; willing to go out of her way to help others get all the pain, trauma, and torture they obviously want and need. She is especially generous to children and the elderly, often extending the duration of her help just for them. When it comes to saving others from the clutches of happiness, peace, and life, she likes to take things step by step rather than rush things. The more pain that those in need recieve, the more ready they'll be to accept Salvation after all. She
considers herself to be a doctor helping the poor souls addicted to the drug called life.

She finds great pleasure and entertainment in the suffering of others, flaying being her favoured method of inflicting said suffering. She cares little for her allies, as they are naught but stepping stones and meat shields in her eyes, though some may prove to be exceptions. If killing her entire team would result in her getting an increased pay check, she'd be more than happy to carry out the task. 'Friend' found an ancient and powerful artefact? Kill them and secure the artefact for herself. She is willing (and more often than not, able) to backstab others if she'll gain something in return.

Outside of her area of expertise, she can be a klutz. Clumsy, scatterbrained, and oblivious, are some of the words that come to mind when trying to describe her when she's not saving others from happiness.

Despite being rather good at dishing out the pain, she actually can't take pain so well herself, and possesses a pain tolerance far lower than average. As such, pain is both an excellent motivator and tool when trying to control the otherwise sadistic, backstabbing, clumsy, and batshit crazy mess known as Mary.
Little

Power Source
Dark Mana

Physiology

Demon Physiology

Powers


. Magic

Mary is able to manipulate blood, whether it be her blood or the blood of others. She can weaponise it, using the blood as projectiles and turning it into melee weapons, or use it to create temporary tools. When using the blood of others, it is weaker, and slightly harder to control than her own blood, meaning it's full potential is only brought out when she uses her own. Due to a combination of her dark mana, the blood, when solidified/coagulated, can either be as strong as iron or stronger than steel depending on whether she uses the blood of others or herself.

( ? ) Sacrificial Lamb ( ? )

Dark Mana isn't the only reason why Mary's Blood Magic is as strong as it is. Most of her power is the result of a 'deal' she made with a malevolent being after unwittingly sacrificing her blood while using her powers, and attracted the wrong kind of attention. In exchange for power, it claimed not only her spilt blood, but also her left hand, which she often used for things better left unsaid.

(Dear, GMs
Probably obvious, but in case it isn't: I'm not sure about this power. The Celtic Sun helped shed some Kyle on the topic of Blood Magic, yet I still did not write this with confidence. It would be wonderful if one of you guys could correct or point out anything wrong with this power in particular.
Sincerely, Your Local Dumbass)


Poisoned Mutton

Mary has a extremely high resistance to toxins, and is immune to less potent ones. If any manage to enter her blood stream, the outlook will be bleak for the toxins rather than for Mary. Extremely high resistance does not mean complete immunity to all toxins however, and some may be potent enough to get to her, perhaps even threaten her.

Limits

Her powers have a heavy price to pay, as she uses dark mana, forcing her to use them more sparingly lest she starts to decay. Additionally, blood magic requires her own blood in order to bring out it's full potential, and it is both unlikely and dangerous for her to be using her blood to get the job done. Pain can also cut off her concentration, causing her to lose control over any blood she was manipulating. Especially French pain, as she has taken a liking to it.

Sheep


Theme and Why
Y
YY
YY
YYY

YYYYYYy
YYYYYYYY
YYYYYY
YYYYY


History
Mary had a little wolf, little wolf,
little wolf, Mary had a little wolf
whose fur was caked with blood.
And everywhere that Mary went
Mary went, Mary went, everywhere
that Mary went
The wolf surely stood.

It followed her to school one day, school one day, school one day,
It followed her to school one day,
Which was against the rules,
It made the children scream in pain,
scream in pain, scream in pain,
It made the children scream in pain,
When they felt the wolf's neat tools.

And so the teacher turned it out,
turned it out, turned it out,
And so the teacher turned it out,
But still it lingered near,
It waited patiently about,
ly about, ly about,
It waited patiently about,
Till Mary did appear.

"Why does the wolf love Mary so?"
love Mary so?" love Mary so?"
"Why does the wolf love Mary so?"
The fearful children cried.
"Why, Mary loves the wolf, you know,"
wolf, you know," wolf, you know,"
"Why, Mary loves the wolf, you know,"
The bodies did reply.


Extra

Due to an incident which caused her to lose her left hand, Mary now has a hook (can be replaced with different tools, i.e blades, forks, etc.) in it's place.

 
Last edited:

Mary Decutio
View attachment 314156

Fluffy

Age
28

Gender

Female

Ethnicity

Hell Realm

Species

Demon

Sexuality

Pansexual

Personality
Mary is the shining example of a good samaritan; willing to go out of her way to help others get all the pain, trauma, and torture they obviously want and need. She is especially generous to children and the elderly, often extending the duration of her help just for them. When it comes to saving others from the clutches of happiness, peace, and life, she likes to take things step by step rather than rush things. The more pain that those in need recieve, the more ready they'll be to accept Salvation after all. She
considers herself to be a doctor helping the poor souls addicted to the drug called life.

She finds great pleasure and entertainment in the suffering of others, flaying being her favoured method of inflicting said suffering. She cares little for her allies, as they are naught but stepping stones and meat shields in her eyes, though some may prove to be exceptions. If killing her entire team would result in her getting an increased pay check, she'd be more than happy to carry out the task. 'Friend' found an ancient and powerful artefact? Kill them and secure the artefact for herself. She is willing (and more often than not, able) to backstab others if she'll gain something in return.

Outside of her area of expertise, she can be a klutz. Clumsy, scatterbrained, and oblivious, are some of the words that come to mind when trying to describe her when she's not saving others from happiness.

Despite being rather good at dishing out the pain, she actually can't take pain so well herself, and possesses a pain tolerance far lower than average. As such, pain is both an excellent motivator and tool when trying to control the otherwise sadistic, backstabbing, clumsy, and batshit crazy mess known as Mary.
Little

Power Source
Dark Mana

Physiology

Demon Physiology

Powers


. Magic

Mary is able to manipulate blood, whether it be her blood or the blood of others. She can weaponise it, using the blood as projectiles and turning it into melee weapons, or use it to create temporary tools. When using the blood of others, it is weaker, and slightly harder to control than her own blood, meaning it's full potential is only brought out when she uses her own. Due to a combination of her dark mana, the blood, when solidified/coagulated, can either be as strong as iron or stronger than steel depending on whether she uses the blood of others or herself.

( ? ) Sacrificial Lamb ( ? )

Dark Mana isn't the only reason why Mary's Blood Magic is as strong as it is. Most of her power is the result of a 'deal' she made with a malevolent being after unwittingly sacrificing her blood while using her powers, and attracted the wrong kind of attention. In exchange for power, it claimed not only her spilt blood, but also her left hand, which she often used for things better left unsaid.

(Dear, GMs
Probably obvious, but in case it isn't: I'm not sure about this power. The Celtic Sun helped shed some Kyle on the topic of Blood Magic, yet I still did not write this with confidence. It would be wonderful if one of you guys could correct or point out anything wrong with this power in particular.
Sincerely, Your Local Dumbass)


Poisoned Mutton

Mary has a extremely high resistance to toxins, and is immune to less potent ones. If any manage to enter her blood stream, the outlook will be bleak for the toxins rather than for Mary. Extremely high resistance does not mean complete immunity to all toxins however, and some may be potent enough to get to her, perhaps even threaten her.

Limits

Her powers have a heavy price to pay, as she uses dark mana, forcing her to use them more sparingly lest she starts to decay. Additionally, blood magic requires her own blood in order to bring out it's full potential, and it is both unlikely and dangerous for her to be using her blood to get the job done. Pain can also cut off her concentration, causing her to lose control over any blood she was manipulating. Especially French pain, as she has taken a liking to it.

Sheep


Theme and Why
Y
YY
YY
YYY

YYYYYYy
YYYYYYYY
YYYYYY
YYYYY


History
Mary had a little wolf, little wolf,
little wolf, Mary had a little wolf
whose fur was caked with blood.
And everywhere that Mary went
Mary went, Mary went, everywhere
that Mary went
The wolf surely stood.

It followed her to school one day, school one day, school one day,
It followed her to school one day,
Which was against the rules,
It made the children scream in pain,
scream in pain, scream in pain,
It made the children scream in pain,
When they felt the wolf's neat tools.

And so the teacher turned it out,
turned it out, turned it out,
And so the teacher turned it out,
But still it lingered near,
It waited patiently about,
ly about, ly about,
It waited patiently about,
Till Mary did appear.

"Why does the wolf love Mary so?"
love Mary so?" love Mary so?"
"Why does the wolf love Mary so?"
The fearful children cried.
"Why, Mary loves the wolf, you know,"
wolf, you know," wolf, you know,"
"Why, Mary loves the wolf, you know,"
The bodies did reply.


Extra

Due to an incident which caused her to lose her left hand, Mary now has a hook (can be replaced with different tools, i.e blades, forks, etc.) in it's place.


Accepted
 

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