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Fantasy TITANBOUND - Character Template & Submissions

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MrReaves

Steamlord
This is the offical thread for character submissions for the Titanbound RP!

The template for your character biographies can be found here;

Name:
Gender:
(A fluid concept between races and cultures).
Age: (Most races reach maturity 15-20 and die of old age 75-100; Etannui and Khuruzan are capable of living to 200.)
Race: (Including subrace where applicable!)
Origins: (Not just the place - social standing or tribe membership could matter!)

Height:
Physique:
Hair:
(Not applicable to Yuka-il and certain Beastkin, naturally.)
Eyes:

Clothing:
(And armor if applicable!)
Identifying Marks: (Anything from scars to jewelry to objects they are never seen without!)

Class: (Adventurer Class, not social standing!)
Skills: (Those related to their class and any other life skill they have picked up!)
Shortcomings: (No one comes without and they give your character spice.)

Personality:
Past:

Name:
Gender:
Age:
Race:
Origins:

Height:
Physique:
Hair:
Eyes:

Clothing:
Identifying Marks:

Class:
Skills:
Shortcomings:

Personality:
Past:

Now, naturally, if there are aspects of your character that you want to keep a secret to make them more fun - By all means!
Do send me a PM with the information withheld from the bio, though, so I can vet it. Thanks!

Special note - I'm aware that the Fiender class is ripe breeding ground for "edgelord" Mary Sue-y characters. I'd ask that you consider whether your Fiender fits such a description or whether they manage to strike the right balance between being haunted by the entity possessing them, and trying to stay brave and true to themselves and put good work in!
 
Secondary note - the use of reference pictures for your character is acceptable as long as you properly source and name the artist! They're also meant to supplement your description in the biography, not replace it alltogether. Thanks!
 
+++WIP+++
Name: Llorn Miles
Gender: Male
Age: 28
Race: Orner
Origins:

Height: 5’11”
Physique: Athletic.
Hair: Light brown, tending to blonde with extended sun exposure.
Eyes: Emerald Green.

Clothing: Llorn tends to wear attire that would be considered foppish, bold colors and rich fabrics abound in his attire, marking him as a well-to-do gentleman. His current clothing are a pair of knee-length brown leather boots, tan linen trousers, pale yellow ruffled shirt, gold silk waistcoat and matching cravat, deep red three-quarter length cotton coat and a full-length grey woollen hooded cloak. He is rarely seen without his broad-brimmed green felt hat. His carries an ornate but functional épée on his right hip.

Llorn’s anima spirit identifies as female and calles herself Selene. She claims to be a spirit of the moon, come down from the heavens to experience mortal life for herself. When she manifests, she appears as an abstractly human form, with two arm-like and two leg-like protrusions which are ribbon-like in their form and drift behind her when she moves. Her head and body are completely shrouded in a cool blue-white light.

Identifying Marks: Llorn bears a scar on his face, crossing his right eyebrow and cheek, but fortunately missing his eye. He is identifiable by the ever-present cigar either in his hand or his mouth and the deep chuckle that rises from his breast at the least inducement.

Class: Animist
Skills: Medicine, Xeno-anatomy, Gambling, Carousing, Swordsmanship, Knife-Fighting, Bare-handed fighting.
Shortcomings: Selene is both Llorn’s greatest asset and his greatest shortcoming. For the boon of using her powers, she demands experience of mortal life. However, being a normally incorporeal being, she has no real concept of things like ‘human physical limitations’, ‘money as a facility’ or even ‘local laws and taboos’. As a result, Llorn has often woken up to find himself in pain, in an infirmary, in jail or all at the same time.

Personality: Llorn is a gentleman, a gambler and a cad. His womanising is something of a legend in the cities and towns he’s visited, as is his damnable luck with the cards and the dice. He has a demeanor that is engaging and inviting, drawing friends to him and making his enemies all the more resentful of his popularity. He is charming and engaging, with a sarcastic wit that is as easily directed at himself as it is at others.

He describes himself as a man of business, but is evasive regarding his actual business, though his grifting is something people know him well for. He offers his services as a doctor for a reasonable price, often holding off repayment for the most unfortunate of people.

Selene’s personality is far more simple. She’s selfish, willful and capricious. She wears her desires on her sleeve for all to see. Her deepest desire is to understand and experience corporeal sensation for herself. Her original deal with Llorn was to travel with him and, by temporarily ‘riding‘ his body, learning about human reactions to various physical stimuli through direct interaction. In other words, she possesses him and eats, drinks and does crazy stuff with his body.

Past: TBC
 
Last edited:
Sydney.png
Name: Sydney “Syd” Forrester
Gender:
Male
Age:
21
Race:
Beastkin – River Otter
Origins:
Bridgepeak, Redrock

Height:
5’10”
Physique:
Swimmer’s figure, with some obvious muscle.
Fur:
Brown dorsal, cream ventral, normal otter fur patterns.
Eyes:
Blue

Clothing:
Sydney prefers tight fitting sleeveless black shirts that emphasize his figure, but comparatively looser cargo pants, usually in various earth tones. He does not wear shoes, but does wrap his feet when he expects to walk far distances, which is often. He also has a preference for fingerless gloves and patrol hats. Finally, he has a particular fondness for skull and crossbones motifs.
Identifying Marks:
As he pulls on the Fiend’s power, Sydney’s irises change from blue to gray while his sclera turns from white to black. Eventually, his irises fade entirely and his eyes become fully black.

Class:
Vengeful Fiender
Skills:
At its most simple, the power of the Fiend held within him twists people under its influence into the worst versions of themselves. Any positive traits are taken to their most negative extremes, and any negative trait is heightened. Strategic applications of this power can sow chaos in enemy ranks as people give in to their worst impulses. When a more personal touch is needed, the Fiend can rot those within its grasp, from the inside out, until they eventually crumble like sand.
Shortcomings:
As with all Fienders, Sydney is just as much at risk from the powers of the Fiend residing within him. As are the people around him, if he’s not careful. The Fiend does not care for Sydney’s life, in fact, it’d much prefer a more pliable meat puppet, and it will kill him if it has the opportunity just as readily as it will fully possess him. As far as combat goes, Sydney’s abilities are geared more towards indirect support, with his Fiend’s offensive power requiring him to be within grappling range of his opponent. While he has some ability to defend himself physically, he can’t block a sword or a well aimed spell.

Personality:
At his best, Syd is boisterous. He can be somewhat egotistical, and is a bit of a showoff. He likes to tease, though he usually doesn’t mean anything cruel by it. As a child, he enjoyed roughhousing and play fighting, and he still has a preference for physical affection even as an adult. He can be absentminded, even occasionally silly, and despite the ego he does occasionally engage in joking self-deprecating humor to ease tension and lighten the mood. He’s eager to please, and easy to get along with. At his worst, Sydney is surly, quick to lose his temper, and easily provoked to violence. When he gets properly upset he tends to get defensive, and tries to redirect the focus of a conversation away from him and onto the failings, real or perceived, of the person he’s speaking with. He gets loud, and aggressive, the Fiend inside him attempting to provoke the negative emotions in others that it feeds on.
Past:
Bridgepeak was, over its life, a minor barony on the interior of Redrock, the island nation of the Beastkin. Though Redrock is renowned for its mineral wealth – the island is in fact named for the russet color of its rocks, caused by a high iron content – the mines of Bridgepeak dug a far more precious resource, gold. Or, at least, that was the intention. The town was founded on the confluence of several mountain streams, where they met to form a great river that flowed on towards the sea, and in that time it was a simple matter for prospectors to pan for gold in the streams, and return to the settlement significantly richer. Using that gold, the first barons of Bridgeport negotiated the purchase of the land from the two neighboring baronies – the river having at that point been the boundary line between the two larger fiefdoms – and, with the blessing of the Fisher King, work began on the digging of a proper mine.

Only, something happened. Something that to this day no one is quite sure how. Within the mountain there was a Fiend. It latched on to one of the miners, twisting him into a parody of himself, a man whose worst impulses were pushed to the front and any positive traits he may have once had were eaten away until there was nothing left. Using the miner as its puppet, the Fiend approached desperate people. It whispered sweet nothings in their ear, promises of escape together, of the largest gold vein the mine had ever seen, and if they could just help the miner collect it they could run away and be set for life. Then it would lead them into the deepest, darkest abandoned shaft, and kill them. It would then feed off the misery and despair of their last moments. The horror, the sadness, the anger, the betrayal.

As for the mine itself, it quickly proved to be nowhere near as rich a source of gold as was once hoped. Not only that, but the area even lacked the high quality iron that Redrock was known for. It was almost as if the streams had tricked them, the mine only produced quartz crystals, and a small trickle of gold, just enough to keep people digging in the hopes that they’d strike the main vein that they hoped, prayed, must exist somewhere if they only looked hard enough. But as the gold continued to elude them, and the bodies began piling up, the community began to give in to despair, and the Fiend continued to devour it all. At its height, over one thousand Beastkin lived in Bridgepeak. Within ten years of the mine’s opening, that number had been slashed in half.

One day, the Fiend possessed miner approached another man, an albino mountain lion Beastkin. He repeated the usual song and dance to him, and lead him into the mines. But, the mountain lion was able to overpower the miner, and turned the possessed man’s pickaxe back on him. He saved his life, but the Fiend simply jumped to him. However, the mountain lion possessed a much stronger will than the now deceased miner, and managed to resist the Fiend’s attempts at domination. He thus became a Fiender, and for many years he fought to keep the Fiend at bay. While ending the Fiend’s original reign of terror arrested the sharp descent of the town into abandonment, it wasn’t enough to end the slow decline. In the five decades the mountain lion fought to hold the Fiend in, the mine was shut down, the baron sold back the land for a fraction of what they bought it for, and the town population continued to dwindle.

Bridgepeak could count maybe a hundred residents by the time the mountain lion died. In the end, the Fiend won out, as it often does. By then, however, the mountain lion was a battered shell of his former self, no longer fit to be of use. The Fiend threw him into the river, and jumped instead to the otter that leaped in too late to save the mountain lion. This man was Sydney’s father. The elder Forrester, while stronger willed than the first miner, was no where near the match for the Fiend the mountain lion had been. He was dominated without much trouble. And then, shortly after, Sydney was born.

Obviously, having a Fiend puppet around one’s father doesn’t make for the greatest home life. For much of his childhood, Sydney found solace outside the home, with his friends. There were few children in Bridgepeak in those days, but the ones that were stuck together as best they could. It wasn’t all bad at home. Sometimes it seemed almost like his father was still fighting. He’d come to the surface for days, weeks, or months at a time, and all would seem well. But then something would happen and he’d be gone again, and the Fiend would return to making life a living hell. If this really was Sydney’s father during those times, or just the Fiend playing a cruel trick to hurt the man’s family even more, it’s impossible to say.

The last time Sydney’s father appeared to come back was the longest. Sydney himself was about ten by then, and for almost a year the pair bonded. His mother had, by this point, left the family behind, unable to handle the man the Fiend had warped her husband into. One day, the pair went out hunting together – something Sydney wasn’t the biggest fan of, but he went along with anyway – and then the Fiend came back. Sydney’s father turned his weapon on himself, and the Fiend jumped to Sydney. Even at such a young age, Sydney possessed an extremely strong will. Though he wouldn’t understand until years later the full ramifications of it, Sydney became a Fiender that day.

Effectively an orphan now, Sydney’s last place of refuge fell apart as his friend group rejected him. Though he’d beaten the Fiend for now, it still exerted an influence on his personality, pushing him to act out on his childhood rage and despair. Not to mention, he was dogged by the persistent rumor that he had somehow been the cause of his father’s death. Now effectively a ward of the state, before too long Sydney was sent to the coastal cities of Redrock’s ruling otters, where he was placed into an orphanage. Of course, he brought the Fiend with him, and soon developed a reputation for being something of a problem child. It wasn’t all bad, though, during this time he managed to catch the eye of a more established Fiender, who gave the otter something he desperately needed throughout his teenage years: a support network.

Though never officially adopted, Sydney was taken in by a group of Fienders who recognized the signs in him. After all attempts at removing the Fiend with the help of the city’s Animists failed, they instead taught him how to be one of them. They gave him his first proper chimeric ward to end the nightmares, they taught him how to resist the worst impulses the Fiend tried to push on him, and gave him the knowledge necessary to try and turn the Fiend’s powers towards more positive ends. It wasn’t always smooth sailing, but it helped, a lot. He even managed to shed the ‘problem child’ label for the more forgiving ‘troubled child’ one.

Upon turning 18, Sydney left the orphanage, aging out of the system as many children do. He stayed with the Fienders for a time, and briefly considered returning to Bridgepeak to try and reconnect with his old friends. In the end, however, he decided to leave Redrock entirely, to search the world for a way to rid himself of the Fiend that had destroyed his father, and would destroy him too someday if he couldn’t find a way to stop it.

---

Character's pretty heavily based on a character from Echo I want to try and learn to write for fanfic-y purposes. =p
 
Name: Frey Aridae
Gender: Male
Age: 22
Race: Beastkin (Draconic)
Origins: Born into a wealthy family as the only child of said family. Yet still not spoiled, merely born with a silver spoon in his mouth.

Height: 6'6
Physique: Skinny, almost boney. Lithe.
There is no hair.
Eyes:
Blue as the deepest sapphires.

Clothing: Truly, Frey's clothes betray his upbringing. A washed-out grey tunic with some trousers being his main clothes, some signs of resewing on the tunic from brambles and such. It's truly his only clothes apart from his heavily-furred coat, one which he wears during the winter time over the tunic. Additionally, a ring and his cap are little accessories that he's almost always seen with, a showing of the wealth he'd come from. Yet his clothes were clearly chosen for practicality, valuing it over aesthetically pleasing others, and allowing him to also be treated a bit more normally than your average more-well-off person.

Identifying Marks: Looking at his muzzle, an easy mark could be seen, broken and darkened scales standing out against his snow-white scales in what could be discerned as a claw mark. It went down the sides of said snout and near his mouth, a reminder of the dangers that come with his job of a wandering Spellwright. Yet looking at any other part of him could easily see the aforementioned blanket of white. Such a uniqueness when combined with his height clearly would make him stand out like a sore thumb, though he doesn't quite mind it. After all, it's not too uncommon to see a white draconic beastkin, although his pure whiteness is rather rare indeed.

Class: Spellwright.
Skills: Artificery, basic first aid, firemaking, archery.
Shortcomings: The poor lad is truly terrified of the dark. To the point where he is physically incapable of resting in it, excluding passing out. Additionally, he's physically weak in comparison to most people his height, being only really strong when referring to his ability to fight from a distance.

Personality: Frey is best summarised as energetic, bubbly, and ultimately quite good-natured upon a quick glance, yet deeper insight would lead to uncovering a fire of curiosity that burned within the young beast, the thirst for knowledge relating to the arcane one that he takes rather seriously. Not deathly seriously, mind you, yet serious enough to where he might perform reckless acts in the pursuit of said knowledge. Though that's not to say he's absolutely mindless, after all, as he knows how to pick and choose his battles and such. But he essentially boils down to a mostly-happy, curious lad with intellect still behind those bright eyes of his.


Past: Born a rather shy and quiet lad, Frey was not born with the happy-go-lucky attitude he sports in the current day. This is mostly because of living a life that mostly comprised of being in a private academy where schooling was mostly a brawl of wits and knowledge, with those who were particularly gifted in the art of artificery being demoted to a less specialised school, yet another private one nonetheless. Essentially, he was barely able to speak and socialise with anyone outside of his parents, so to say that Frey's school life was simple and happy would be an absolute farce. After all, Frey wasn't exactly the quickest to pick up how to work with magic as a youngling, and given his competition, this was a bit of a major issue for his parents. And yet by some miracle, Frey did eventually manage to be one of the few graduating students from this academy, resulting in the lad being able to go to a more advanced school for the exact same topic! It wasn't much better, truly. Mostly due to the fact that by this point, a 13-14 year old Frey was just getting tired of being exhausted. He wanted to do things outside of school too. And whilst this was possible, it wasn't quite plausible due to him needing to devote himself to his studies, lest he be subject to the wrath of his school, who pressured him to do his damnedest in order to even think about passing. Granted, he had around an hour of free time to devote to just looking at the outside world, dreaming up all sorts of places that he could go to whenever he was able to. Yet this marked the beginning of his need for exploration, showing how devoted he was to exploration through the drawings of small little maps as well when he was younger. Yet by the times of 16-17, he grew out of it, just merely wanting to explore rather than express those feelings. Skipping to a bit later in his life though, Frey finally was able to put his skills to the test, creating a bow of his own that was modelled after the ones he'd seen nearby hunters use while also using his teachings to make a sort of magical chimera of a weapon. He'd still need arrows, yet the ability to infuse mana in the area was something that was almost priceless, yet equally unreliant in regards to what mana would be used. After all, all it did was infuse the arrows with nearby mana, not a certain type of it. But given how the machine itself was difficult to make, Frey didn't bother trying to better it, merely deciding to leave the magic used up to chance before learning how to use it. And for around two to three years, Frey was essentially learning the ins-and-outs of how to control his weapon, almost a complex tool to wield before he was eventually "ready" to take on the world. That was the story of how he got his scar over his snout. Trying to fight a wild beast in order to prove himself capable of fending for himself. Luckily, he survived the attack by said beast, yet he decided to keep away from hunting for a while so as to better himself in the art of battle, understanding that he'd need the skill to do any exploring that would be worth anything. Yet on the social end of things, Frey was a bit awkward at first. Happy and nice, but still clearly reserved and not nearly as extroverted as he portrays himself today. Though given a year or so of just living a semi-quiet life and trying to better his combat knowledge, he managed to better his ability to speak with others and have a more outgoing outlook. It wasn't long before this Frey became the Frey of today, choosing to be more extroverted with social interaction before ending up in the position of today's Frey, essentially a wandering tinkerer who wished to see the entire world and have an enjoyable time doing so. And maybe make more creations along the way.

---
Threw my hat into the ring, I did! Hope everyone enjoyed reading this character form! I know I enjoyed writing it all.
 
(WIP)
Name: Celine Schwarz
Gender: F
Age: 13
Race: Orner/Khuruzan
Origins: Mountains in the far north, a couple miles from civilization in hidden isolation.

Height: 4'10" (149 cm)
Physique: Scrawny, petite and rather weak looking.
Hair: A snow white mess of hair, tainted only by the grease and grime lodged into it.
Eyes: A brilliant solid gold glow

Clothing: Celine dresses herself mostly in the technology she creates. She hides her identity under a full body cloak that she has laced to double as a cloaking devices that naturally camouflages itself with the environment around it. Additionally, she wears a featureless bone worn bone mask that is also laced with magics (you gonna have to look into the amazing info tab for more info.) The inside of the camo cloak is laced with an unreasonable amount of pockets and holsters, all of which are filled with Celine's variety of gadgets and gizmos. The simple tunic and leggings Celine wears is hidden underneath a sprawling exoskeleton suit mad of thin fibers and light metal plates. The suit is filled with ports and pockets. The exoskeleton glows a gold hue whenever channeling magical energies. Apart from that Celine wears a pair of wire covered boots with strange looking metal soles.
I decided to list down everything Celine carries on her, to add to the idea the Celine is a generalist with a variety of gadgets so she can solve various situations in a variety of creative ways rather than the sort of "yeah I can use my PULLS OUT BS THING I DECIDED SHE HAD FIVE MINUTES AGO" sort of thing.
1. Cloak of Blending, now with pockets!-
One of Celine’s most important devices, and one she pulled from the abandoned lab in the mountains. This normally white fabric has been enchanted to slowly change color to match the surrounding area by pulling in the minute amounts of latent magic around it! It is also designed with storage in mind, and is covered in 8 pockets and 4 holsters, most of which are filled with a seperate gadget of Celines. While this cloak is incredibly useful, it is also incredibly hard to get clean and is extremely thin, making it not ideal for blocking out harsh weather. This cloak overlaps slightly in the front and lacks sleeves, making it rather awkward to wear. It also has a hood, but Celine cannot really fit it over her horns.
2. The Poker Face-
A solid white bone mask that despite not having any holes, has been engineered to allow the wearer confortable breathing and casual viewing. Can be injected with magics to allow the user to see even in pitch black darkness. This mask fits neatly and snugly on the face despite not having any straps.
3. Iron Maiden-
A network of intricately engineered plates and wires that allows celine to safely store and use magics. With ports on the palms of the hand, the outer left thigh, and the chest, this device can safely plug into and fuel Celine’s magic devices. Collecting ports are situated on the side if the hip and a vent is located on the back of the neck. This network is designed to be lightweight and easy to wear, but sacrifices the ability to be taken off without the help of another to supplement these abilities.
4. Heavy boots of weightlessness-
These leather boots have been exhanted to be almost entirely weightless to the wearer but impossibly heavy to anybody not wearing the shoes. They also have incredible grip strength when enchanted with magic, even able to easily stick to vertical surfaces! Even though they have this ability, it is ill advised to actually use it, since gravity would still affect you whenever the shoes are not on the surface. The main disadvantage of these shoes are that they cannot be moved unless worn, and even though they have incredible grip strength, they are rather easy to slip off the foot.
5. Clockwork Spy-
A small cube device that is stored in Celine’s cloak. When activated with a magic pulse this cube will automatically record all audio within small radius and send it directly to a secondary device that is to be discreetly inserted into the ear. This device runs as long as it has magic within it, and is able to record audio for up to 15 minutes.
6. Superheated Power Sphere-
A simple, small sphere that emits heat when activated, with intensity based on how much magic is within it. It fits easily in the palm, and can be anywhere between body temperature and the inside of a furnace. If superheated, this device explodes.
7. Artificer Acquisition Unit-
On of Celine’s most powerful instruments. Consisting of a short rod held in hand wired to a large mechanical box attached to the chest port. This device is capable of stealing the active magics that it touches. While this doesnt send a strong enough pulse to damage spirits, it is able to steal physical manifistations of magics, may that be the forward energy of a Strikers blade or the flames of an Invoker. This magical energy is channeled through the rod and into the Iron Maiden to be stored.
8. Dowsing Rods-
A simple device that seeks out potent pools of magic. Celine isn’t sure that this one actually works.
9. Multi use Handle-
A small yet intricate device that resembles a common handle. This voice activated device can spring almost every tool out of the handle, from a back-scratcher to a hammer, as long as it has a handle, this device can manifest it.
10. The Thunderdome-
A glass orb that harnesses magical energies to rapidly manifest and weaponize thunder. All one must do is hold the orb, channel magic into it, focus on a spot, and wait for a zap of lightning. This device can take anywhere between a second and a minute to activate the lightning, making it rather unreliable.
11. Repair kit-
A... repair kit. It also happens to hold the Multi use Handle!
12. Crying Lightning-
A machine that is left disassembled in Celine’s cloak. When assembled, this device attracts lightning and transforms it into usable energy, like a manmade magic.
13. Firebox-
A tinderbox on steroids. This device can set up a fire in a matter of seconds and can also be used as a makeshift flamethrower, though it doesn’t shoot very far or hot. It is more scary than anything else.
14. The Big One-
Irrefutably Celine’s most powerful combat tool. A device high in magic consumption that is attached to the chest. This device can do two very seperate things. The first is condensing all of the magic in the Iron Maiden and creating a large concussive force around Celine. The second is turning the magic into a superheated beam that quickly burns at a long distance, but doesnt have enough power to penetrate even a thin layer of cloth.
15. Disorientizer-
A holstered wind up device that scrambles the mind of both the user and anybody within a small radius of the device, causing mental disruption and confusion.
Identifying Marks: Being born of a Orner father and a Khuruzan mother Celine is quite the strange looking specimen. Black scales are patched across the joints of her more human skin. Her eyes still have the distinctly Khuruzan glow and a pair of distinct glowing black horns spout from her head. Scales patch areas around her cheekbones, neck and all down her back as well. She also has a distinct tattoo that arches across her forehead. The tattoo is an intricate pattern of outward spinning curving lines that are constantly intertwining and spinning in mesmerizing patterns. Just like her eyes, these tattoos glow a solid glow at all times.

Class: Spellwright
Skills: Gifted Artificer, Crafty, Scrappy, Inept arcane aptitude
Shortcomings: Paranoid about people, very quick to anger, physically and mentally weak, cowardly, almost entirely unable to fight people directly, distinct lack of proper people skills.
Personality: Celine by nature is a curious girl, but due to her short time in the real world, she has become bitter and untrusting of every person she meets. She is hostile to strangers, and is still abrasive to even those she trusts. She can be rather whiny and angsty at times, and despite constantly pushing people away, desperately craves attention. She hides her social ineptitude behind a wall of hostility, and tends to bark at even those that are trying to help her. Though “bark” is all she really is, and even though she threatens people all the time, she never actually does anything more than pout if things don’t go her way. So yeah, she’s fucking obnoxious.

Beneath the abrasive layer lies a girl with an unending curiosity and a genius creativity. Celine loves creating, and loves showing off her creations even more. She loves talking about her work, and will blab to almost anyone who will listen, though she often uses the pretense of “explaining to a half-wit” or “threatening you” instead of just admitting she actually enjoys things and isnt just a spiky ball of hate.
Past:
 
Captain Hesperus Captain Hesperus Looks like a good start! Look forward to seeing more about him once you've had the time.

Weazel Weazel Naturally, accepted! Looks great.

Aurke Aurke Also looks good! Accepted.

Firelie Firelie Very interesting! I trust you not to make her personality too much of an issue in teamwork - and I love the inventions list, lots of opportunities for things to go badly wrong with those ;) Also accepted.
 
Captain Hesperus Captain Hesperus Looks like a good start! Look forward to seeing more about him once you've had the time.

Weazel Weazel Naturally, accepted! Looks great.

Aurke Aurke Also looks good! Accepted.

Firelie Firelie Very interesting! I trust you not to make her personality too much of an issue in teamwork - and I love the inventions list, lots of opportunities for things to go badly wrong with those ;) Also accepted.
But... I haven’t written my backstory

Also no promises
 
Captain Hesperus Captain Hesperus Looks like a good start! Look forward to seeing more about him once you've had the time.

Weazel Weazel Naturally, accepted! Looks great.

Aurke Aurke Also looks good! Accepted.

Firelie Firelie Very interesting! I trust you not to make her personality too much of an issue in teamwork - and I love the inventions list, lots of opportunities for things to go badly wrong with those ;) Also accepted.
Glad to hear it! So far, it seems we've got a rather curious quartet! Can't wait to see what mischief gets made, yeah?
 
Also: Frey's got some art that I personally drew! Though the weight should've been altered to ~195 or so pounds. Or 88.45 kilograms.
PXL_20210828_031620055.jpg
 

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