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Fantasy Witch Hazel [Supernatural Anime Fighter RP] Recruiting Espers only!

Sub Genres
Action, Adventure, Anime, Horror, Supernatural

The Black Knight

Elder Member



No longer recruiting witches so ignore every mention of Witch in this. Everyone will be Espers. I'm sorry, I'm too lazy to edit it all out at this time.

For those writers who like “fighter-type” role plays, I bring you “Witch Hazel.” This role play is anime in theme, which takes place in a fictional city called, “Cauldron.” Expect many witch and magic themed words in this RP. Inspirations are Witch Hunter Robin and of course, anime fighting games like Guilty Gear, Blazblue, and Darkstalkers.

Before you read further into this, I am going to list forbidden character types. There will be no:

  • Shotacon
  • Lolicon
  • Traps
There is nothing wrong with playing gay characters, but they will not be children or appear to be children. You can make your transgender an adult.

All characters will be 18 years old and over in the case that romance becomes a possibility. Now with that out of the way, let’s get into the story.




In the city of Cauldron, there exist a unique group of humans who have ESP (extrasensory perception) abilities. There are two types identified according to their morals. The good ESP users are called Espers. The bad ESP users are called Witches. Players will have the option to choose, which side they are on.

Espers are often quickly identified and taken in by the government’s covert organization, Séance. Espers are trained to use various weapons and taught special fighting techniques in order to capture Witches. Espers use special guns that neutralizes the powers of Witches by an alchemical liquid, which reverts them to an average human (Mundy) state. They are then imprisoned in a special prison for Witches called The Shadow Dome. Espers are given decent pay and benefits, and most importantly, they can live a somewhat normal life and use their powers for the good of mankind.

Witches are often autonomously driven. Some have allowed their powers to affect their mind with insanity. They can be selfish, greedy, and controlling. They abuse their powers to seek profit, revenge, or simply to cause destruction. Every now and then, Witches will form a Cult. Cults abduct humans and use them in dark rituals to summon entities not meant to exist in our world.

While the Espers and Witches wage war against one another, there is a greater threat skulking in the shadows.


Chapter One of Witch Hazel: The Witching Hour



Since this is anime, there can be many character types. However, not the ones banned above. You are only allowed one power, and you must have all of your character’s fighting abilities match that theme. For example, if you give your character Telekinesis, then all of his or her powers involve being able to move and halt objects with their mind. I will write down a big list of powers because I have seen players in the past come up with some ridiculous stuff, and I really don’t feel like dealing with that so please choose from the list below. If it is not in the list, then you cannot use it. Again, if it is not in the list, then you cannot use it. This isn’t first-come; first-serve. The more people who choose the same ability, then the more competition and rivals they will have.

For a detailed explanation of these powers, including their limitations see this website: here


Astral ProjectionEmotion ManipulationClairalienceClairaudienceClairsentienceClairvoyanceExtrasensory CombatHighlightingPrecognitionPsychic Perception
Illusion ManipulationMediumshipPenetration VisionPsychic ConstructsPsychic Air GenerationPsychic Smoke GenerationPsychic Darkness GenerationPsychic Earth GenerationPsychic Metal GenerationPsychic Fire Generation
Psychic Light GenerationPsychic Lightning GenerationPsychic Water GenerationPsychic Ice GenerationPsychic Energy ManipulationPsi-Leech Energy ManipulationTelekinesisTelepathyConsciousness TransferalHypnosis
Mind LinkSensory ScryingTeleportationPossessionPsychic Force Field GenerationMental ShieldEmpathic Creature CreationPsychic Creature CreationAnimal Telepathy



All character sheets will be posted here in the recruitment thread. Only approved character sheets will be allowed to be posted in the Character Thread. You can take this CS and design it, however you want for those who are code-savvy. Be sure to use anime pictures or digital art. Avoid popular anime characters from popular anime. Nobody wants to see Goku, Ichigo, etc. There are enough original art pictures out there.

Code:
[b]Character Name:[/b] What is your character's name? You can add a nickname here too.
[b]Alias:[/b] Do they have an alias? This is not a nickname. This could be a code name for Espers and a infamous name for Witches.
[b]Age:[/b] Self-explanatory.
[b]Gender:[/b] Self-explanatory.
[b]Height:
Weight:
Hair Color:[/b] This is an anime story so whatever color.
[b]Eye Color:[/b] This is an anime story so whatever color.
[b]Complexion:[/b] Skin color.
[b]Build:[/b] Fat, lanky, athletic, solid, etc.
[b]Occupation:[/b] Esper or Witch

[b]Visual Appearance:[/b] Please keep your pictures scaled to a proper size. Nothing overly large. If you don't know how to do it, then head to the BB Code and learn.
[b]Written Appearance:[/b] Describe your character's overall appearance to include extra details not seen in the picture you are using. Scars, tattoos, piercings, headbands and other accessories, etc.

[b]Personality:[/b] Summarize how they are like.

[b]Current Story:[/b] What has happened so far in their life and what are they doing now? What are their goals?

[b]Weapon(s):[/b] (Optional) Do they normally use a weapon in their martial arts? Warning: If your character is walking around with an assault rifle or bazooka as a weapon, this may not go well with the police so please be smart.

[b]Aura:[/b] What color is your character's Fighting Spirit? The energy they radiate that isn't seen by the average human.

[b]Power:[/b] What does your Esper or Witch specialize in? You should have chosen ONE power from the list above.

[b]Techniques[/b]

You are allowed five. This is how your character uses their powers in combat.

Wolfram Schwarz (Wolfhound) - Esper/Clairalience - TBK
Hugh Litner (Zenith) - Witch/Highlighting - Twist
Bonbinette Vonkarma (Eclat) - Esper/Psychic Lightning - Mera
Jeff Heffernan (Nightshade) - Esper/Extrasensory Combat - Frozen Thyme


As they are created
 
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The Black Knight

Elder Member
Character Name: Wolfram Schwarz
Alias: Wolfhound
Age: 23
Gender:Male
Height: 6'1"
Weight: 185 lbs (84 kg)
Hair Color: Neon-green
Eye Color: Sky blue
Complexion: Cream
Build: Athletic
Occupation: Esper

Written Appearance: Wolfram can’t be missed. He has bright-green hair, which is also his favorite color. When working, he will often wear a jacket with a hood to obscure his bright head. He likes his hair style, and he wouldn’t change it for the world. Beneath his comfortable and grunge fashion is an athletic bod used to running, climbing, leaping, and all the other performance requirements of the job. He is young, handsome, and blends in with the college atmosphere. He is the least expected to be an Esper or Witch because he doesn’t fit the Mundy’s stereotype for them (goth). Wolfram likes to be comfortable and so he dresses comfy. You’ll be lucky to see this man in a suit. Between his shoulder blades is a tattooed outline of a bright-green, paint-stroked heart.

Personality: If one couldn’t tell from his name, Wolfram comes from a German family. He was raised in Philadelphia, Pennsylvania, and so he has a pretty northern culture. Wolfram is playful and a joker. He can be a big brother or the little brother depending on who is oldest. He is friendly but not entirely easy to approach. A stranger coming out of nowhere and talking to him would get a blank stare. Someone staring at him would get a “Can I help you?” and if he is in a bad mood, “What the hell’s your problem?” With the way Wolfram acts, one would have never expected him to be employed by the government. He was actually glad to have been picked up by Séance. He takes online classes in Criminal Justice, and Séance pays for his education. If they had never picked him up, then he probably would have been making Philly cheese steaks at the nearest joint.

Wolfram’s power is often believed to always be active, but it isn’t. He has to concentrate. Therefore, he doesn’t always smell certain odors. While he uses his power for work, he has often abused it looking for the nearest bite to eat. A day’s hard work can make a man hungry, and as skinny as Wolfram is, he eats like a fat boy. He is energetic; he trains regularly; and he is always willing to track down the enemy, thus his codename Wolfhound. He believes there isn’t a Witch in existence he can’t track. It is a reputation he proudly wears like a badge on his chest. He is confident in his olfactory abilities to the point of arrogance. When Wolfram gets really excited, he'll howl like a wolf and shout, "Wolf Pack!" mainly when he is with his peers. He can be pretty awkward when he's smelling for things. Sometimes, he looks like a dog, kneeling, sprawling, and sniffing away at things.

While he doesn’t have fancy smancy powers that improve his combat abilities, he compensates for being a good shot with guns. He is an expert shooter with the special pistols Séance provides them, and a killer shot with a rifle. It is believed that Wolfram can shoot an enemy using his second pairs of eyes—his nostrils.

Current Story: Wolfram was born and raised in Philadelphia, Pennsylvania to German parents. He lived a normal life until he graduated high school, and his nose led him into a situation that he normally would have had no business being in. At eighteen-years-old, he had encountered his first Witch. He had followed his nose to an abandoned warehouse and found the Witch cutting up victims for purposes unknown to him. Regardless, the sight had traumatized him, and he would have been a goner if not for Séance agents storming the scene to subdue the Witch. Wolfram had been subdued along with the bad guy. He blacked out and woke up in an unknown place in an unknown city. The story the Séance had told his parents was that he was accepted into some special university. Wolfram couldn’t believe they actually had bought such a shit story.

Séance wasn’t going to let him go until he explained why he was found with the Witch. It was then Wolfram divulged that he had smelled him. It didn’t seem out of the ordinary to him. The guy was probably wearing a special cologne or had a unique B.O. The agency identified him to be an Esper and since that day, whether he wanted to be an agent or not, he was trained to hunt Witches.

Weapon(s): Seance issued equipment and a hunting knife.

Aura: Bright-Green baby!

Power: Clairalience

Techniques

Phantom Trace: Wolfram’s clairalience ability allows him to smell deeper than normal. He can smell supernatural smells, detecting the use of psychic energy and magic. He can smell ghosts and otherworldly beings, and while he may not always be able to see them, he can detect their location. He can follow this smell like a path, and it is what he uses to track his targets.

Sensory Reimagination: Wolfram can smell objects at a crime scene and be able to tell how many people were present at a scene, where they all stood, where they moved, and where they left the scene. He cannot identify who they are without having another piece of evidence to confirm the target scent. This often allows Wolfram to detail how a scene might have played out based on the odors left behind on the objects and on the ground.

Sensory Detection: If there are enemies in hiding, Wolfram can smell them. He can detect pheromones released by nervous, cautious, and fearful humans. He can literally smell the fear exuding from a person. He could inform his partners well before the enemy is spotted if there are people within their vicinity.

Wolf Shot: This was literally named by Wolfram. It is when he is using a sniper rifle and using his nose to detect the location of hiding enemies. He will set up the rifle exactly in their location. He has killed a man once through a window over 3,000 m away.

Lie Detector: It’s not always foolproof, but Wolfram can smell when someone is lying. He can smell the sweat and the pheromones of anxiety building up around someone trying to keep a secret. He often helps interrogators squeeze the truth out of criminals.

His weaknesses include not being able to detect those Espers or Witches using Psychic Shield. His lie detection isn’t foolproof with someone trained to lie. These individuals fool lie detectors. Wolfram’s senses can be blocked if a pungent odor were detonated in a room such as CS gas or another strong-smelling odor such as a sewage system.
 

The Black Knight

Elder Member
I'm still looking for writers for this. I'm sure some are working on their Character Sheets. I tend to give RPN 2 weeks when it comes to recruitment because it literally takes that long at times. At least if I want a significant cast.
 

Frozen Thyme

There’s a little witch in all of us.
Nightshade logo 1.7.png
504AAD71-E4FC-4740-9216-7BFE7315BCB6.jpeg
Name: Jett Heffernan
Alias: Nightshade
Age: 21
Gender: Male
Height: 5’9 (175 cm)
Weight: 160 lbs (73 kg)
Hair Color: Purple
Eye Color: Purple
Complexion: Ivory
Build: Slim
Occupation: Esper

Written Appearance:
Jett has a somewhat slim build to begin with. He carefully maintains what he deems a “happy medium” in terms of muscle, avoiding being too bulky while also having enough strength to pull off feats like somersaults, long jumps, and martial arts. His attire is typically nothing flashy, leaning more towards utilitarian in some ways. On most days, he layers a jacket over a hoodie over a shirt, allowing him plenty of places to carry his phones, tools, and small weapons like his favorite taser. As he says, “There’s a surprise under every layer.” If he does wear gloves, they must allow him to use small gadgets and tech, so they're usually fingerless and/or very thin.

A Canadian-American with dual citizenship and distant French and Irish roots, Jett doesn’t have a strong accent of any kind. He has a silvery voice, his tone pushing honeyed if he really wants something. It's easy to tell if he's distressed, as his voice can shift to breathy or even tight in such instances.

Personality:
Jett is good at wearing a mask. He appears unassuming, clumsy, awkward, and overall unremarkable. That couldn’t be further from the truth; his public facade veils a guileful but amiable trickster. What may seem to be stumbling and falling could be the draw and wind-up for a knife throw or a kick. He takes delight and pride in being hard to read, incorporating such practices into his fighting style along with high-momentum blows and twisting slashes. He also enjoys working around technology, thus he studies IT security and ethical hacking for that added edge.

The death of his mother and filling her role is a source of inner conflict. Jett didn’t know Judith very well, since she wasn’t home half the time. In fact, he was a bit closer to his nanny Eileen, whom he doesn’t blame for surrendering him to Séance. He feels pressured to follow his mother’s path precisely, despite not having identical capabilities. He obviously isn’t a cool femme fatale in any sense of the phrase; he is, at his core, a fun-loving, spirited, and somewhat mischievous young man who likes to impress.

Jett's abilities occasionally make him paranoid, since he easily notices people looking at him. When he's with friends, he tries to not point out when someone else is staring, as he doesn't like causing a scene. He'll usually just roll his eyes at them, in the interest of drawing minimal negative attention. He prefers to stay out of conflict with his allies, friends, and superiors, as feeling their heated stares is nigh unbearable. It leads him to push himself too hard to please everyone, making him nothing short of a perfectionist. Watching him constantly fidget and tinker with something to get it precise can be entertaining or annoying, depending on how one views it.

Current Story:
Jett is the son of the secretive Judith Heffernan (Alias: Judith Clair), an entrepreneur and Séance operative. He never knew his father, but he lived comfortably without financial hardship. Judith often went away on “business trips”, which were actually lengthy reconnaissance missions. A master infiltrator and close-quarter combatant, she eventually met her match and was killed in action when Jett was only 12. Eileen continued to raise him, but he became a handful.

Throughout his adolescence, Jett would cause trouble by doing underhanded and mean-spirited tricks, using what he thought was merely cunning to avoid the immediate notice of authority figures. As it turns out, it wasn’t skill; Jett had psychic abilities, which became more and more evident. Séance soon caught wind and moved to take him. Having kept Judith’s secret and recognizing Jett’s powers, Eileen surrendered him to Séance to set him back on the right path. That was shortly after his seventeenth birthday. He has since straightened up his act, proven himself a force of good, and taken his mother's codename: Nightshade.

Weapon(s):
  • Séance stealth-variant pistol
  • Tanto knife
  • Caltrops
  • Taser gun
Aura: Dark purple

Power: Extrasensory combat

Techniques:
  • Danger-sense: One way to best a foe is to not engage them at all. When a hazard to his health gets close, Jett feels a humming or tingling sensation in his head, giving him an idea of where he shouldn’t step. It could be because of a gunman, landmines, or even infrared lasers. Whatever the danger source, he knows the general direction of it relative to him.
  • Sight sight: Jett came up with this name on the fly while trying to explain his powers. With concentration, he can determine one's field of vision. Paired with the tingling from his danger-sense, he feels a rush of heat when someone’s gaze passes over his position. The more direct their gaze is, the warmer the sensation. It comes in handy when mapping people’s blind spots and peripheral vision.
  • Combat intuition: The hum of his danger-sense can intensify when a hostile person or entity is about to make a move. Jett can gain a brief heads-up, allowing him to better dodge or stall an attack. When considering the best course of action, he will also experience pings and buzzes denoting the plan he ha
  • The power of observation: Named after a book Eileen had in her collection. By watching, Jett can accurately gauge a foe’s reaction time, blind spots, and ranges of motion. He can also trace projectile trajectory to possibly figure out who fired the shot and from where.
  • Illusion awareness: Jett will know if he’s fighting an illusion, as it won’t register with his danger-sense as a valid threat. He can also differentiate between an illusion and a quasireal construct, as the latter poses real danger to him.
Ultimately, the effectiveness of the bulk of Jett’s psychic abilities depends on how quickly he can physically react and how well he can sneak. It is imperative that he stays in peak physical condition and keeps his reflexes on-point so he can make the most of his gift. Otherwise, he’ll only have that vague awareness that he really won’t like what comes next and no means to stop it. Some abilities require Jett to hold still and focus for a moment. Certain powers such as mental shields or invisibility to sixth senses can interfere with his power, effectively handicapping him against such users.
 

The Black Knight

Elder Member
Frozen Thyme Frozen Thyme He looks good! He's approved. I won't be starting the Character Thread until I have more people join, but you're boy is good.

Just to share, I am on GMT+1 time so if I am usually asleep when Americans are up and awake when Americans are asleep. So I ask anyone interested in this game to be patient with me when I respond to your CS.
 

nios

𝘽𝙇𝘼𝘾𝙆 𝙇𝙄𝙑𝙀𝙎 𝙈𝘼𝙏𝙏𝙀𝙍


w i t c h





  • Name: Eloise Vaughn
    Alias: Phantom
    Age: twenty-one
    Gender: female
    Ethnicity: British-American
    Occupation: Witch

    Personality: Adventurous: Eloise is a free spirit and is definitely someone that can be described as a thrill-seeker and daredevil. She is always ready to try new things and push boundaries. It can be quite cumbersome as this trait gets her into trouble more than not. That has never stopped her though. Eloise will show little to no ounce of care when it comes to crossing lines. She certainly never holds back- even if others get hurt in the process.

    Independent: Running away from her parents, joining Séance, and then traveling the world has forced Eloise to mature faster than normal people her age. By all means, she is not an old soul in the body of a twenty-one-year-old. Her height can be deceiving, but Eloise is strong-willed and completely capable of managing herself. She radiates confidence from the way she walks and talks- although a bit more of a bite than bark kind of gal. Eloise can be quite charming when she tries hard enough.

    Impulsive: Eloise is the type of person to act without thinking. She is stubborn and relentless when her mind is set on something she wants. Eloise is deception and cunning as well. As previously mentioned, Eloise will not hold back and she will resort to violence in a heartbeat. She has an extreme habit of disregarding safety, especially her own. There have been many moments where she is caught in a pickle, but with a quick-wit and unpredictable mind like hers, Eloise can find a solution.

    Unconfrontational: Being an escapist at heart, Eloise will run away from her problems and from situations that become too dicey. Personal attachments are the least of Eloise's worries, which means any relationship she has made will be quickly forgotten the moment she turns her back. "They're all just casualties- a leaf in the wind," she would say. The same goes for materialistic things. Money, clothes, precious belongings also have little meaning to her. Although she likes the way wads of money feel in her pocket, she will not hesitate to set it to flames if she feels like it.
basics

visual

bio

power



code by RI.a
 

Twist

The Knife

cooltext-357203698770920.png



Character Name: Hugh Litner
Alias: Zenith
Age: 19
Gender: Male.
Height: 5'7
Weight: 150 lbs
Hair Color: Blonde
Eye Color: Blue
Complexion: White
Build: Toned
Occupation: Witch

Written Appearance: Considering his lifestyle Hugh has been able to maintain a rather toned body with good musculature, like a runner or a swimmer, more suited for escaping than fighting. He will always be seen in his yellow hoodie and generally favours casual tops and trousers, more on the grunge side of fashion and in a range of colours. Sport trainers with good grip or also a must and when it's cold out Hugh will generally wear a beanie.

Personality: Ever since he was young Hugh has been very ambitious, always trying to one up himself or others. If one of his friends climbed a tree, he would find an even bigger one to climb and if there wasn't one, an even higher branch. If someone at school jumped over a gorge or a car on his bike, Hugh would be leaping over a much larger one or even moving traffic to show he could do it better. This led to him being a bit of an adrenaline junkie and even when his parents took away his bike or his skateboard, to keep him safe, Hugh would always find a way to get a fix leading him to take up free running or parkour which he has mastered over the years.

With such a reckless youth you would think his parents would have reigned him in a bit but Hugh is quite intelligent. He excelled in his studies so a bit of mischief every now and then wasn't too bad. What they didn't know though is that he is a bit too clever as Hugh never really listened in class or studied, mostly using his brain power to find new and exciting ways to mess about or ways to cover up or downplay his extreme activities before doing late night cramming or revision before any major project was due. He would still come away with A's however all the way to college.

This had led to him being cocky and arrogant as he knows he can get with almost anything. This hasn't changed since he moved away from home nor since he found out his "powers" which has led him to take on a more criminal lifestyle. Nothing too major just breaking and entering, theft that sort of thing and mostly from other criminals or the rich folks that litter the city. This isn't a morality thing however, no taking money from the rich to give to the poor, even though Hugh does have limits, he hasn't killed anyone (at least directly) and doesn't plan on doing it either. It's mostly for the rush as they often have the better security or a greater risk involved with a big payoff which he will spend on a fancy hotel or a high class restaurant.

Current Story: Now in the big city Hugh is both enemy and ally of most of the criminals within it, his powers making him too useful too eliminate when they need a job done even though they know he may be back later to rob them. Living on a knife's edge, Hugh is waiting for something interesting to happen or a job to come in.

Weapon(s): None

Aura: Yellow

Power: Highlighting

Techniques

Pen: Generally used to mark something important like a person or object. This will make that stand out more other his other abilities.

Balayage: When Hugh looks around he can do a brief scan highlighting everything in the vicinity colouring everything in a yellow hue. This is used to identify traps or hidden objects but this can take a few sweeps of the room as unless he knows where they are he will have to wait for the highlight to fade to see whats missing from the room or he may even have move things to get a better bead on it.

Highlight of my Career: Being in a few near death experiences, due to his dangerous lifestyle, Hugh can permanently highlight the cause of danger allowing him to know where it is at all times. However this is done subconsciously not appearing anything different too his normal powers unless he concentrates on the memory or person too re-highlight it , so it is generally done out of combat, and of course this rely's on line of sight as Hugh must know what caused it so he can mark it. Distance is also a factor as if they too far away e.g. out of country or in another in city they won't light up.

Highlight Reel: This power marks everything Hugh needs to get in or out of a specific situation. It requires adrenaline to access it so only be used in high risk situations and can be a bit random in its nature displaying unusual items such as boxes, pillows as well as people to be used to get out of the situation. However this has saved Hugh's bacon many times and is his most valued tool. Of course this is only works once, if he used it to escape a barroom brawl or near fatal fall from a roof and then ran into a cop or another ugly situation Hugh would have to rely on his physical abilities entirely to get out of it.

The Black Knight The Black Knight , Also does the general power itself need to come under abilities e.g. in my case highlighting others or is it just a given that I can do it?
 
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The Black Knight

Elder Member
Twist Twist The way you have it is correct. The ability you plan for your character to use is stated in "Power." Then you explain how he uses that power in the techniques section as you have done. I like how you have him use it so far. It is very creative. :)
 

Zufaix

Junior Member
Cha5de53e751c7d3bc67e91d48b5feab687.jpgracter Name: Mia Aster
Alias: Vermilion
Age: 22
Gender: Female
Height: 5'4
Weight: 122 lbs.
Hair Color: Black
Eye Color: Blue
Complexion: Cream
Build: Athletic
Occupation: Esper

Visual Appearance: Credit to HoODieR.

Written Appearance: Mia has the appearance of a normal, young, and healthy college student, albeit with some tomboyish clothing thrown over the top. She loves being comfortable more than anything, so her attire tends to lean towards hoodies, jackets, jeans and the like. Though she has been known to sport a unusually colorful sun dress on particularly special days. Underneath all the baggy clothing is a relatively toned build, at least allowing for enough stamina and muscle to power through her Esper work. Her hair falls down to her shoulder blades in length, and has an almost glossiness to it, making it stand out amongst her otherwise neutral color wardrobe. Adorned across her neck is a necklace with an inverted T shape inside of a circle.

Personality:
Reserved: Being alone for most of her childhood has caused her to become quiet and self-contained. She's a bit socially awkward because of it, not knowing what to say most of the time, hence why she doesn't say much.

Level headed: Mia's abilities lead to her taking on a multitude of different missions, and by constantly looking at things from different angles allows her to think through the best strategy for whatever situation may arise. Her calm and relaxed nature also makes her great in high stress situations.

Self-conscious: Though she doesn't show it, She dislikes being associated with witches, and more specifically her parents. She feels partially responsible for their actions as she did nothing to stop them. Being reminded of those deeds leads to her having low self esteem.

Loyal: Mia has an almost unnatural amount of loyalty to her friends and allies. If she considers you important to her, she'll be there to help. She can be a bit obsessive over her friends as she never really knew how to deal with having them. Over the years, she has learned to relax a bit but it does still come up from time to time.


Current Story: Mia never lived a normal life. Both of her parents were witches, though they certainly didn't have a very large cult and weren't well known, it was still enough for them to constantly be moving from place to place. She grew up not knowing many people, and those she did know weren't friends to any degree. With no one to talk to other than her parents, who mostly did so only out of obligation, she kept to herself most of the time. She never really understood why her parents did the things that they did. Money was nice sure, but it never made her particularly happy; and power over others sounded like more trouble than it was worth. But she didn't have anywhere else to go so she simply went along with what her parents said.

As she got older, her parents were eventually able to settle down and operate out of a proper base. The crimes and destruction they committed started to become more and more cruel, especially as their cult grew larger. After turning 14 things went from bad to worse. They discovered their daughter also had psychic powers. Using her for their own needs, they began including her in a few of their lower risk missions and heists with plans to eventually turn her into a fully realized witch. However before that happened, Séance operatives caught wind of what was happening and ended it swiftly. After a raid on the facility, both of her parents were caught, put into Mundy and thrown into the Shadow Dome. Mia was taken in by Séance operatives for questioning.

After being deemed a non-threat and a few weeks of close surveillance, they saw a good opportunity for a new operative in Mia. A few years of proper education and training pass, and Mia was officially an Esper at the age of 19. Though some of the other operatives would disagree about the decision for a child of Witches to join the organization, she carries out her work with a quiet pride.

Weapon(s):
Stilettos
Séance standard issue SMG
Reinforced (Insert light and blast resistant metal here) combat boots

Aura: Orange-Red

Power: Psychic Flame Generation

Techniques
  • Psychic Flames: Mia has the ability to generate psychic flames. She can control all aspects of her flames from size, to temperature, to intensity. The flames she generates can range from as small as a match being lit to as large as a military grade flamethrower. She can generate flames to anywhere that she can clearly see or within a short distance from her body.
  • Explosive Force: By igniting small gunpowder reserves on various areas of her shoes, Mia can create small explosions to increase the power of her kicks.
  • Vermilion Petals: Mia has two types of stilettos and depending on which she uses, she can either simply have them catch fire, or explode on impact by igniting a short fuse attached to them.
  • Fan the Flames: Mia chooses an area and generates a small inconspicuous circle of cinders. By introducing a sudden burst of oxygen in the form of aerosol grenade, she can create a pillar of fire that attempts to trap whoever is inside.
  • Friendly Fire: Mia can also bolster her allies combat abilities with her flames. Depending on the weapon an ally wields she can immolate it, causing a variety of affects. E.g. Bullets = Incendiary rounds, Blades = 1000 degree knife (Sorry I had too), etc.
Weakness: Mia is a jack of all trades, being able to take on any multitude of missions or situations. But because of that, none of her abilities mesh well together, meaning she needs to rely on a team for backup. Mia's combat strength depends on how quickly she can end a fight, as she has limited gunpowder reserves and ammunition. She is also particularly weak to Espers or Witches with water based powers as they can douse her flames; or illusion based powers, since she needs to see to be able to generate flames at a longer range.
 
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The Black Knight

Elder Member
When you guys are applying to this game, please tag me. If you don't, I probably won't know you posted, especially if this site doesn't ping me. Also, if you drop a WIP and complete the WIP, you need to tag me. Otherwise, I won't know if you completed it.
 

The Black Knight

Elder Member
Cha
View attachment 743413racter Name: Mia Aster
Alias: Vermilion
Age: 22
Gender: Female
Height: 5'4
Weight: 122 lbs.
Hair Color: Black
Eye Color: Blue
Complexion: Cream
Build: Athletic
Occupation: Esper

Visual Appearance: Credit to HoODieR.

Written Appearance: Mia has the appearance of a normal, young, and healthy college student, albeit with some tomboyish clothing thrown over the top. She loves being comfortable more than anything, so her attire tends to lean towards hoodies, jackets, jeans and the like. Though she has been known to sport a unusually colorful sun dress on particularly special days. Underneath all the baggy clothing is a relatively toned build, at least allowing for enough stamina and muscle to power through her Esper work. Her hair falls down to her shoulder blades in length, and has an almost glossiness to it, making it stand out amongst her otherwise neutral color wardrobe. Adorned across her neck is a necklace with an inverted T shape inside of a circle.

Personality:
Reserved: Being alone for most of her childhood has caused her to become quiet and self-contained. She's a bit socially awkward because of it, not knowing what to say most of the time, hence why she doesn't say much.

Level headed: Mia's abilities lead to her taking on a multitude of different missons, and by constantly looking at things from different angles allows her to think through the best strategy for whatever situation may arise. Her calm and relaxed nature also makes her great in high stress situations.

Self-conscious: Though she doesn't show it, She dislikes being associated with witches, and more specifically her parents. She feels partially responsible for their actions as she did nothing to stop them. Being reminded of those deeds leads to her having low self esteem.

Loyal: Mia has an almost unnatural amount of loyalty to her friends and allies. If she considers you important to her, she'll be there to help. She can be a bit obsessive over her friends as she never really knew how to deal with having them. Over the years, she has learned to relax a bit but it does still come up from time to time.


Current Story: Mia never lived a normal life. Both of her parents were witches, though they certainly didn't have a very large cult and weren't well known, it was still enough for them to constantly be moving from place to place. She grew up not knowing many people, and those she did know weren't friends to any degree. With no one to talk to other than her parents, who mostly did so only out of obligation, she kept to herself most of the time. She never really understood why her parents did the things that they did. Money was nice sure, but it never made her particularly happy; and power over others sounded like more trouble than it was worth. But she didn't have anywhere else to go so she simply went along with what her parents said.

As she got older, her parents were eventually able to settle down and operate out of a proper base. The crimes and destruction they committed started to become more and more cruel, especially as their cult grew larger. After turning 14 things went from bad to worse. They discovered their daughter also had psychic powers. Using her for their own needs, they began including her in a few of their lower risk missions and heists with plans to eventually turn her into a fully realized witch. However before that happened, Séance operatives caught wind of what was happening and ended it swiftly. After a raid on the facility, both of her parents were caught, put into Mundy and thrown into the Shadow Dome. Mia was taken in by Séance operatives for questioning.

After being deemed a non-threat and a few weeks of close surveillance, they saw a good opportunity for a new operative in Mia. A few years of proper education and training pass, and Mia was officially an Esper at the age of 19. Though some of the other operatives would disagree about the decision for a child of Witches to join the organization, she carries out her work with a quiet pride.

Weapon(s):
Stilettos
Séance standard issue SMG
Reinforced (Insert light and blast resistant metal here) combat boots

Aura: Orange-Red

Power: Psychic Flame Generation

Techniques
  • Psychic Flames: Mia has the ability to generate psychic flames. She can control all aspects of her flames from size, to temperature, to intensity. The flames she generates can range from as small as a match being lit to as large as a military grade flamethrower. She can generate flames to anywhere that she can clearly see or within a short distance from her body.
  • Explosive Force: By igniting small gunpowder reserves on various areas of her shoes, Mia can create small explosions to increase the power of her kicks.
  • Vermilion Petals: Mia has two types of stilettos and depending on which she uses, she can either simply have them catch fire, or explode on impact by igniting a short fuse attached to them.
  • Fan the Flames: Mia chooses an area and generates a small inconspicuous circle of cinders. By introducing a sudden burst of oxygen in the form of aerosol grenade, she can create a pillar of fire that attempts to trap whoever is inside.
  • Friendly Fire: Mia can also bolster her allies combat abilities with her flames. Depending on the weapon an ally wields she can immolate it, causing a variety of affects. E.g. Bullets = Incendiary rounds, Blades = 1000 degree knife (Sorry I had too), etc.
Weakness: Mia is a jack of all trades, being able to take on any multitude of missions or situations. But because of that, none of her abilities mesh well together, meaning she needs to rely on a team for backup. Mia's combat strength depends on how quickly she can end a fight, as she has limited gunpowder reserves and ammunition. She is also particularly weak to Espers or Witches with water based powers as they can douse her flames; or illusion based powers, since she needs to see to be able to generate flames at a longer range.

The Black Knight The Black Knight Finished! I probably made this more difficult than I needed to as I wasn't sure if fire generation also included manipulation, so I just went with the more interesting one 😅
I wouldn't treat Psychic Flames like real flames because if you were manipulating actual fire, there is no way her friendly fire ability would logically work. The bullets would just explode and the blade melt. But she looks good and she's approved.

I plan to get the IC up on either Friday or Sunday. Saturday, I'm going to be at the beach. I will still be accepting sheets from people until then, but I won't be accepting any scrub sheets. Do not rush your work. It's not a good first impression.

Zufaix Zufaix Twist Twist Frozen Thyme Frozen Thyme nios nios
 

Twist

The Knife
The Black Knight The Black Knight , What's the general relation between our characters and normal people btw. Are we known about or are we debunked as urban myths or aliens? Same question with the police and the criminal underworld.
 

Twist

The Knife
The Black Knight The Black Knight , Would it be possible to get new abilities through the story btw? Just asking as I've been trying to think of a final ability to finish my CS off before you start the RP.
 

Danidify

Chronically Confused



IRIS MILLS

Character Name: Iris Mills.
Alias: Breeze.
Age: 20.
Gender: Female.
Height: 5'3"
Weight: 110 lbs.
Hair Color: Silver.
Eye Color: Pink.
Complexion: Pale.
Build: Athletic/thin.
Occupation: Esper.


Written Appearance: An appearance that practically screams mischievous, Iris is a thin and short girl who can virtually not go a second without having a cheeky smirk appear on her face. Despite her smaller stature, Iris's silver hair, light pink eyes and preferred style for bright colours still make it a challenge not to notice her. Most days, she can be found wearing clothing that is optimal for moving around as athletically as possible, although she always makes sure that her attire has at least a bit of 'wow' factor.

Personality: Determined, adventurous and bold, Iris is a particularly confident individual who likes to do things her own way: sporadically and with as many split-second decisions as possible. Although she can come off as rather unorganized and chaotic, things actually tend to make quite a lot of sense in her head. She just likes to keep things practical and easy, for she sees no need to spend ages planning ahead when she can achieve equal/better results without doing so. Needless to say, she's stubborn and impulsive, but also surprisingly adaptive and detailed in executing her work.

Iris is best described as a live-in-the-moment type of person that doesn't tend to take things way too seriously. Although she's not too much of an airhead up to the point where she fails to see the crime happening in front of her eyes, she feels like other people tend to stress out a bit faster than her. Iris is particularly good at keeping her cool in the heat of conflict, although her strong mental state does add to her occasional recklessness and the underestimation of situations. This can happen both inside of combat (like thinking she can handle things alone) and in social situations (cracking a joke in a highly tense moment).

Aside from being pretty down-to-earth and rational, Iris is a pretty sociable person that enjoys talking. She finds joy in spending her time with others and can oftentimes be found teasing others and making witty remarks. Iris is always down for some mischief, although she knows never pulls anything with malicious intent. Everything is just for sh*ts and giggles, people just don't always take it that way.

Despite being naturally talented in escalating situations, Iris does have the guts to own up to her mistakes and will always be there for the people she has grown fond of. Although it might not always seem that way, she is loyal to those she trusts and can be surprisingly caring and protective.

Current Story: Iris came from a standard 'nuclear family' household and lived a rather mundane but happy and healthy life for quite some time. From a young age, Iris seemed to be the most daunting among her siblings, her personality fitting perfectly to the stereotype of the youngest child when, in reality, she happened to be the oldest. Fond memories of luring her little brother and sister into all kinds of mischief still linger in her head to this day.

Roughly around the age of 16, in the heat of puberty in all its temperamental glory, Iris's underlying abilities slowly but surely started to awaken, first manifesting itself in weird gusts of air that would appear out of nowhere. After having persistently felt odd breezes creep up on her and having seen one of her books be propelled through the air, Iris was pretty sure she had gone mad for quite some time. Luckily, she managed to regain some sanity as she slowly but surely realized that this wasn't some weird poltergeist's doing, but rather her own. Following this revelation, she managed to gain a bit of control over her newfound gift, although it often still felt as if her ability was controlling her rather than the other way around.

Following this magical awakening, Iris went on to make a few bad decisions while practising and.. well, she used her abilities to an extent that her actions caught the attention of seance operatives as a potential threat to safety. What started out as getting told off, eventually trailed into a recruitment talk, and, soon enough, Iris found herself enrolling into the seance as a trainee. She's been an active operative ever since she reached the age of 18, and has found quite a bit of success in her line of work. Her elusiveness and swift motions on the battlefield have gained her the code name 'Breeze', although it's debatable whether such a light name is truly fitting.

Weapon(s): Seance issued equipment, a set of 6 small throwing knives, Jump boots (just a pair of boots with stronger resilience to cushion her falls a bit).

Aura: Light Pink.

Power: Psychic Air Generation.

Techniques
I. Tailwind:
Thanks to her ability to generate concentrated pockets of air, Iris has learned how to utilize her ability to propel herself forward into whatever direction she desires. By focusing one’s mind and performing a guiding emotion (making a cross with her arms and pulling both arms outward), Iris can send herself bolting forth up to 5 meters, which can be used to very easily navigate around a battlefield by allowing her to get to places where others might struggle to get to.

This technique can also be used in mid-air, but only once, meaning that she cannot keep herself permanently elevated simply through this technique.

Although perfect for swiftly moving around and closing gaps, Iris can also use this technique to perform smaller dashes that are particularly useful when trying to evade attacks or when fighting in close quarters.

II. Wind Shear: After years of training, Iris has reliably learned how to defy the skies using her own generated air. By creating an air current around her, Iris can regulate the air pressure on herself, either decreasing it to allow herself to move around faster, or increasing it to generate a gliding effect.

When using this technique to decrease wind resistance on herself, Iris will find herself slightly more manoeuvrable and quicker on her feet, allowing her to move around faster and possibly outspeed an enemy in combat.

If Iris were to increase the air resistance, Iris can use the current to keep herself afloat in the air and glide around, allowing her to be particularly mobile in the air. Although Gliding is not limitless flight, Iris can keep herself up in the air quite some time, especially when using Tailwind to gain a bit more elevation. Gliding does come with additional vulnerability, as making one too many movements can result in a nasty crash landing.

When using Wind Shear, Iris must keep her mind focused on maintaining the air current. Gliding comes with the addition of having to use a guiding motion (keeping the palms of one or both of her hands aimed at the ground) in order to keep herself stable.

III. Erosion: Erosion, more formally known as Psychic Air Blast, is a technique that shows off Iris’s proficient control of generating concentrated air blasts to both her opponents. Through focusing one’s mind and with the aid of a guiding movement (pushing one or both hands into a given direction), Iris can send forth a concentrated stream of air roughly the size of a handball, On hit, the concentrated blast has enough force to push someone off their feet if they aren’t properly prepared, allowing it to be used as a means of displacement.

IV. Windy Day: The most subtle technique in Iris’s collection, Windy Day is a technique revolving around the manipulation and steering of objects by generating an air current around it. By focusing her mind, remaining stationary, and utilizing a guiding motion (bawling her hand into a fist and motioning it into a certain direction), Iris can encapsulate a proximate object (within 5-10 meters) and move it through the air with guided gusts as long as she remains focused on it. Depending on the weight, the speed of movement can range from particularly fast (under 300-500 grams), or begrudgingly slow.

Using Windy Day, Iris can utilize objects in her surroundings as improvised weaponry, but this technique shines best when used in unison with her throwing knives. Thorough training has made sure that she got a good feel for motioning them around, making it a lethal combination.

Limitations:
  • Psychic Air Generation requires proper focus to be used, so Iris might struggle or simply unable to utilize her techniques if she isn't in the right mindset. Breaking focus while using an ability will also cause the effect to vanish, which can lead to some pretty devastating results (example: literally falling out of the air when gliding).
  • Iris learned how to control her gift through the use of guiding movements with her arms/hands, and she can't really utilize most of her techniques without them. Should she ever be unable to move her arms or hands properly, she would likely create very chaotic effects that will probably end up being disadvantageous to her (like propelling an item into the wrong direction, having her technique fail to function).
  • Using her techniques too much will eventually take both a physical and mental toll on Iris, as propelling one's body around with rapid velocity isn't exactly healthy and constantly maintaining can easily exhaust the mind.
  • Actual wind movements can disturb Iris's psychic air generation. For example, a strong wind might make it really hard to properly glide into a certain direction, or might decrease the distance that Tailwind can be used to traverse.
  • Iris can only use one technique at once, meaning that she has to choose whatever technique fits the moment best.


The Black Knight The Black Knight heyy I hope I'm still in time for the recruitment!​
 
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The Black Knight

Elder Member



IRIS MILLS

Character Name: Iris Mills.
Alias: Mirage.
Age: 20.
Gender:Female.
Height: 5'3"
Weight: 110 lbs.
Hair Color: Silver.
Eye Color: Pink.
Complexion: Pale.
Build: Athletic/thin.
Occupation: Esper.


Written Appearance: An appearance that practically screams mischievous, Iris is a thin and short girl who can virtually not go a second without having a cheeky smirk appear on her face. Despite her smaller stature, Iris's silver hair, light pink eyes and preferred style for bright colours still make it a challenge not to notice her. Most days, she can be found wearing clothing that is optimal for moving around as athletically as possible, although she always makes sure that her attire has at least a bit of 'wow' factor.

Personality: Determined, adventurous and bold, Iris is a particularly confident individual who likes to do things her own way: sporadically and with as many split-second decisions as possible. Although she can come off as rather unorganized and chaotic, things actually tend to make quite a lot of sense in her head. She just likes to keep things practical and easy, for she sees no need to spend ages planning ahead when she can achieve equal/better results without doing so. Needless to say, she's stubborn and impulsive, but also surprisingly adaptive and detailed in executing her work.

Iris is best described as a live-in-the-moment type of person that doesn't tend to take things way too seriously. Although she's not too much of an airhead up to the point where she fails to see the crime happening in front of her eyes, she feels like other people tend to stress out a bit faster than her. Iris is particularly good at keeping her cool in the heat of conflict, although her strong mental state does add to her occasional recklessness and the underestimation of situations. This can happen both inside of combat (like thinking she can handle things alone) and in social situations (cracking a joke in a highly tense moment).

Aside from being pretty down-to-earth and rational, Iris is a pretty sociable person that enjoys talking. She finds joy in spending her time with others and can oftentimes be found teasing others and making witty remarks. Iris is always down for some mischief, although she knows never pulls anything with malicious intent. Everything is just for sh*ts and giggles, people just don't always take it that way.

Despite being naturally talented in escalating situations, Iris does have the guts to own up to her mistakes and will always be there for the people she has grown fond of. Although it might not always seem that way, she is loyal to those she trusts and can be surprisingly caring and protective.

Current Story: Iris came from a standard 'nuclear family' household and lived a rather mundane but happy and healthy life for quite some time. From a young age, Iris seemed to be the most daunting among her siblings, her personality fitting perfectly to the stereotype of the youngest child when, in reality, she happened to be the oldest. Fond memories of luring her little brother and sister into all kinds of mischief still linger in her head to this day.

Roughly around the age of 16, the heat of puberty in all its temperamental glory, Iris's underlying abilities slowly but surely started to awaken, first manifesting itself in illusions she accidentally cast on herself. Iris was adamant that she had gone crazy at first, but with time she learned to control these odd hallucinations, even stretching them to other people. This gift was greeted with both fear and excitement, with the latter eventually dominating.

Following this magical awakening, Iris went on to make a few bad decisions and.. well, she used her abilities to an extent that her actions caught the attention of seance operatives as a potential threat to safety. What started out as getting told off, eventually trailed off into a recruitment talk, and, soon enough, Iris found herself enrolling into the seance as a trainee. She's been an active operative ever since she reached the age of 18, and has found quite a bit of success in her line of work.

Weapon(s): Seance issued equipment (usually only a handgun and a couple of thin combat knives).

Aura: Pink.

Power: Illusion Manipulation.

Techniques
Note: Every technique follows the same rule of complexity + size + effectivity + quantity = cost. Even though illusions can achieve very useful sensations, they can quickly rile up a physical/mental cost. Side effects include things like headaches, disorientation, amnesia, dizziness, black-outs, passing out, or even permanently damaging one's own sensory cortex and other brain regions.

I: Phantasm | A technique that allows Iris to meddle with an individual's perception of sound, taste, scent, vision or touch, namely through creating new stimuli. One phantasm is considered to have only one sensorial dimension, although multiple phantasms can affect one person simultaneously (for example, a bad smell and a weird sound would both count as one phantasm respectively, but could still affect the person at the same time). The phantasm effects are limited to 1 person, meaning that, should Iris want everyone to hear the same noise, she would have to cast it on every single person individually and thus exert a lot of energy.
II: Veil | A technique similar to Phantasm that interacts with another's perception of sound, taste, scent, vision or touch by muffling/depleting already existing stimuli. Examples range from making one's footsteps silent to another or lessening one's (perception of) pain. Veil effects follow the same rule as those of phantoms.
III: Transformation | Gives Iris the ability to alter aspects of her own appearance on all sensory dimensions. This illusion will work for anyone that perceives her and can last for quite a long time, although utilizing multiple dimensions at once can heavily limit the time she can utilize this technique.
IV: Diversion | Allows Iris to create a dynamic illusion of varying dimensions (example: firing a fake bullet would include touch, smell and sight) that can be perceived by everyone. Diversions can take the shape of any object or person that Iris has a proper memory of, but are limited in their complexity and generally won't last longer than 5 seconds. Once conjured, a diversion can be 'cancelled' but not redirected.
V: Mirage | Creates an illusionary field that contains a given area (can vary in size) and affects anyone that is inside it. Mirage allows Iris to affect multiple people with a singular phantasm, allowing her to interact with people she doesn't directly perceive. The downside of Mirage is that literally everyone within (including Iris) will perceive the given phantasms, which limits its uses.

The Black Knight The Black Knight heyy I hope I'm still in time for the recruitment!​
What is she doing when she is making certain illusions? Is she stationary? Does she have to concentrate to keep her victim in the illusion?
 

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