Full Name: Qaar Damian Ackerman Nicknames: Qaardiak / Cardiac Age: Thirty-Six (in looks) / Six hundred, seventy-two (full age) Birthdate: December Seventeenth Gender: Male Nation: Nocturne Rank: Trainee Title: Citizen Bloodline: Feral Class: Biochemist Strength: 6 Speed: 5 -----------------------------------------------------------------------------------------
╫Major Information╫
Demon/Implant: N/A
Energy Color:Violet Energy Meter: 525 Element: Fire Battle Strength: • You don't feel pain feel free to cut yourself • Add-ons: Though you cant utilize the bloodline abilities of the person you add-on, you can have an extra limb head or whatever you want • Partial immortality: Your body will work as long as its heart and head is attached... it wont matter which. • High speed through augmentation: But only in bursts Battle Weakness: • You become naturally slower once you attach people onto you. • You only get the strength and everything when you attach people on you • Parts that are not really out body parts will naturally decompose (Two months) • You smell: Duh, you're a corpse. Rotting flesh. • You stand out: You yourself look like a zombie • Healing of the clerics or paladins don't hurt or help you. • They don't use ranged weapons. Unless its attached to them • Cannot be Cleric, Paladin, Ninja, Ranger, Gunslinger, or Trickster class
Fights Won: 0 Fights Lost: 0
Talent: Strings Are Attached - Qaar is capable of summoning medical utility equipment, such as scalpels, sewing needles, syringes, etc. in order to use them in combat, medicinal needs, or his own experiments. These summons are required to have individual customs and must be approved prior to use. However, these summons can be remotely controlled by "strings" of magic energy that are connected to Qaar. He is limited to a range of twenty-five meters for his control. The speed of the controlled items are relative to his own speed at the time. Talent Weakness: Qaar does not fight with traditional weaponry. Instead, he prefers to use his medical tools. Because of his preferences, he gave up his ability to summon weaponry besides his preferred arsenal. How did the character get this talent?: Qaar had never been a fighter before becoming a Feral and still has never been properly trained to use traditional weaponry. He instead had taught himself to fight using his medical equipment when he needed to.
-Completed Quests- S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Feral Abilities • [x] - StrengthE-A Depending on your need you may augment your muscles. This is the strength augmentation. Your muscle mass grows and you too grow to a bit depending on how much energy you use. This temporary growth is not sudden and takes a certain number of posts to gain. You may attack as you gain the muscle mass.
E= You can break bones in a punch, requires at least trainee, instant D= You can break THROUGH a person in a punch, Requires at least Novice, one post waiting gain. C= Breaks Iron, Requires at least adept rank, two posts waiting B= Dents steel, Requires at least master, Three post waiting gain. A= Breaks steel, Requires at least sage, four post waiting gain.
Personality: Qaar D. Ackerman is, by technicality, an eccentric. A man with many different personalities all shoved into one being, and each one of those personalities being quirky in different ways. Casually, Qaar seems to examine living things as a hobby. If a pretty girl walked down the road, he'd see her and wonder what it would be like to attach a third arm to her back. He wonder how easy it would be to remove a leg. Qaar also seems to have an uncontrollable twitch. While silently and awkwardly staring at a passerby, his hand will clench and open erratically as he gets excited about his fantasies. He isn't always so seemingly insane, however. Qaar, when doing his job as a doctor or crypt-keeper, can control his insane habits. He'll act as professional as his urges will allow him to. Those unlucky enough to meet Qaar in a combat scene are usually plagued with nightmares about what he does. Qaar's goal is to mutilate his targets with as many disgusting things as he can think of. Driven by his need to dissect, augment, and flay, he will not leave his victims without them being tortured. Quote: "Why let a perfectly good corpse go to waste? Why not cut it up and see exactly how they died?" Height: Five-foot-eleven Weight: One hundred, seventy-six pounds Eye Color: Gray Favorite Band: Rage Against the Machine or Skindred Theme Song:Symphony of Destruction - Megadeth Battle Theme:100 Ways to Hate - Five Finger Death Punch Favorite Anime: Shingeki no Kyojin (Attack on Titan) Favorite Color: Purple -----------------------------------------------------------------------------------------
╫Background Information╫
More than six hundred years ago, a well-to-do man of medicine seemed to be going crazy. He and his family lived in a small village in the nation of Kranila. This man, Qaar, had been a very successful healer for years. He was well-loved and had his whole life ahead of him. A madness swept over his mind one night and everything about him changed forever. He would sneak off some nights and then not return for days. When he would return, he would be covered in the blood of many creatures, stinking the stench of a thousand corpses. As the issues began to escalate, rumors began to spread and worries began to arise. One night, Qaar awoke and seemed almost possessed. He rose from his bed and headed to the cellar. His wife followed, concerned for his well-being. Qaar approached a work table in the cellar and his wife placed her hand on his shoulder. He reacted and grabbed her, throwing her onto the table and then beating her over the head with his fist until she was unconscious. He would then go back up into his home and grab his children, one son and one daughter, both just under the age of ten. He drugged them to keep them from waking up. In the morning, a man whom noticed the unlocked cellar doors entered in his curiosity. To his horrors, he discovered Qaar's wife and children dismembered and then sewn back together in a gruesome mess of gore and horror. The terrifying part was that Qaar managed to keep all of them alive.
Qaar had disappeared and had been succumbing to his madness even more every moment. As his mental condition began to grow worse, his physical condition began to become worse. His organs failed, his heartbeat almost froze, and his skin clammed up. If others didn't know better, he'd be mistaken for a zombie. Well, they'd have been close. This whole time, Qaar had been undergoing a transformation. A magic had resurrected him after a heart attack one night when he was alone. He was now a feral, someone brought back from death and allowed to walk alongside the living once more. This man would not be seen for hundreds of years after his disappearance.
Six hundred years later, to our present day, Qaar resurfaces. He has recently been spotted in Nocturne. He had, over the hundreds of years he was unknown, regained as much of his sanity he once had as he could. He was a healer again, but still had some tendencies due to his conditions. He craved the flesh of humans, but he controlled it as much as he could. His urges drove him to tear people apart, but he held them back. He was now a resident of Nocturne and would not kill those whom were also citizens in the nation. He had to figure out a way to survive, but that wasn't the way.
Energy Color: Clear, like shimmering heat haze Energy Meter: 1800 Ammo: 300 Element: Chaos Battle Strength: - Normal energy reserve but low use of energy for their skills. (you divide the energy by 2 and round up the decimal This is for your energy usage). - They are skilled at dodging and will easily dodge anyone of lower rank even another gunslinger. - Aiming Master: Tied to the Ranger in their skill with eying their target they don't easily miss just like rangers. - Trigger Happy: You ARE the fastest attacking class. - A Tool for the Trade: Your fighting ability depends on the current gun but you can basically fight at any range. - Can master one melee weapon style but only a light weapon. Battle Weakness: - Reload: You have to. - No more ammo: Yes you have a limit to how much ammo you bring to battle thus you will run out. - Can only learn ONE repeat one melee weapon style. - Some skills will leave you vulnerable. - The cockiest class, this will leave you vulnerable at times. - Cannot learn shield skills but can use a shield. - Only 1 hand to hand style.
Fights Won: 0 Fights Lost: 1
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank: 2
Talent: Chaos Description: Through a strange and somewhat chaotic combination of void and energy, Nai can defragment any energy-related skills by accessing them with her potential for energy control and then splitting their energy "program" with her potential for void control, resulting in a mass of chaos. This process, which forms the basis of chaos skills, is perpetually carried out within her body, creating a unique affinity to chaos, void, and energy while making any elemental affinity impossible. This volatile mixture of energy and void will also eventually stop Nai's time and stop her from aging. When? It is currently unknown…. Chaos: By integrating her own energy into the energy of another person's, Nai can wreak havoc to it and throw the energy of an energy-related skill (any skill that sends out a burst of energy, not only arcanist skills, and including elemental magic, necromancer skills, and bard skills) into a mass of useless chaos. To do this, though, she must first analyze the energy of whatever she is targeting to understand how it needs to be broken up. In order to fulfill this requirement, Nai must either see the skill she wishes to disable at least five times or analyze the skill (if it's a long-lasting skill like a seal or a barrier) for at least four posts. After understanding the energy make-up of whatever she wants to dismantle, she then needs to use 75% the energy used initially for the skill she is targeting to disable it (this amount changes in certain circumstances). Nai can also do the same thing with void-related and chaos-related skills. Energy: Nai is able to somewhat feel the energies and auras around her. While this is nowhere near strong enough to be used effectively in most situations, she is able to tell whenever something drastic happens (ex: if she's transported to a completely different world, if there's some drastic arc-related change in the world). Void: Like energy, Nai also has a slight tinge of void in her talent. Neither Nai's future nor past can be seen by seers and she is completely immune to the advancements of succubi/incubi. Miscellaneous: There are a number of other possible skills for this talent, but they must be learned and will be applied for in the custom skills thread. Weakness: Nai cannot have the regular elements, a result that makes sense if the chaos that results from her combination of void and energy is seen as her personal element. In addition, she must be in charge of her body while using her talent. She can use it with her sin (if she ever gets it) but the sin must not be the main conscious. When dealing with mages, necromancers, bards, and/or clerics, Nai must use all of the skill's energy instead of the usual 75% to disable their class-specific skills (note: class-specific skills refer to necromancer skills for necromancers, energy skills for arcanists, music skills for bards, etc.). She can only disable skills that use energy, void, or chaos (she can cause a bard's song to lose its effect but she cannot randomly break up a hail of bullets that come shooting at her). Regardless of what her rank can learn, Nai is only able to learn chaos skills up to her rank. Origin: Nai has always had an unknown past, made even more mysterious by the fact that her first memories involve the blood and death of the constant slave battles she was forced to participate in. However, there is something special about her, present by the fact that she managed to survive the world she came from long enough to gain her freedom. This talent is also, understandably, connected to her unknown Quicksilver bloodline and will be her first hint of it: a mixture of void and energy that creates a chaotic element that is enough to slow down time. How she got either her talent or the bloodline, the girl doesn't know.
General Outfit: A large, black coat made of leather hides most of Nai's body, from the hood pulled low over the top of her head to the bottom edge of the cloak that just barely brushes her ankles. A raised collar built into the coat further enshrouds Nai's face. In addition to hiding her identity, the coat also provides some protection from the weather and has several inside pockets for storage. Nai is almost always seen hiding herself within the cloak, even if it isn't the most inconspicuous outfit. Other usually visible attire includes light boots, black in color, that make little noise when moving but still manage to protect the feet fairly well and a pair of faded black gloves. The boots are well maintained, but smudges of dirt stains show that they definitely aren't new. Taking the coat off reveals another layer of clothes. A white button-up shirt, cuffed and collared, covers the upper half of the body. It's not the neatest thing in appearance, often sporting several undone buttons, but it's rarely ever seen so such things hardly matter. Besides, the red scarf wound around the neck takes visual center stage for the top half instead of the shirt. Brown suspenders stretch from the pants that cover the lower half of the body, firmly holding of a durable pair of light gray, cargo pants (lots of pockets) that stretch to the ankles. The suspenders and shirt mold comfortably to the body. The pants, in addition to the suspenders, are held up by a brown belt with various pouches and holsters attached. Technically, the suspenders and belt are all one piece. The bottom of the ankle-length pants are tucked into and thus hidden by knee-high boots. Like the shirt, the pants mold neatly to the body, making it minimally difficult to tuck the pants into boots that stretch past the knee. Suspenders from the belt stretch down and clamp to the boots as they stretch up to and over the shoulders. Just as the upper suspenders hold up the pants, these suspenders hold up the boots. The suspenders don't hook up to the very top of the boot, but rather to a spot inside of the boot and slightly lower than the top, giving the boots a natural look. Beyond what has already been listed, weapons, and obvious additions like underwear and socks, nothing else of note remains of Nai's outfit,
Head: Usually covered with the hood of her coat.
Arms: Hidden up the coat sleeves are handgun and revolver ammo that Nai can slide down into her hand with a flick of her wrist.
Torso: A fully assembled PSG1 rifle is strapped over the back, its muzzle pointing up and to the right while its handle points down and to the left. The strap that holds the rifle in place has multiple pockets to hold rifle ammo and shotgun ammo. The tonfa guns are strapped to her belt, resting against the lower back atop the reloading mechanism, which also contains the ammo for the tonfa guns, settled against Nai's hips. The sides of the belt have two super shorty stocks. A quick draw holster is under each of Nai's arms, hidden by the coat. The left holster holds a handgun and the right a revolver.
Backpack: Unless Nai needs a backpack, she doesn't carry one. If she does, it's usually nothing more than a simple rucksack to hold rations and such.
Legs: A holster for a super shorty shotgun is on the outside of each thigh, adding up to a total of two holsters for two guns. container-like pouch containing extra ammo is attached to the outer side of the left thigh. The shotgun ammo is held in the left side of the container-like pouch located on the thigh while the handgun ammo is located on the right side.
Feet: Two small knives are hidden in each boot.
Random Pockets/Pouches: Bandages, rope, pain relieving salves, disinfectant. 2 mini paralyze balls, 1 scent changer, and1 pocket watch.
Accessories: 1 pocket watch.
Weapons: 2 Super Shorties (shortened Mossberg 500s; semi-automatic shotguns that can load up to 3 shots at once) with foregrip spring-locked pump. 1 revolver. 1 handgun. 1 fully assembled (stock, barrel, and frame) PSG1 (semi-automatic rifle with pistol grip and 7 round clip). 2 tonfa guns. 2 small knives.
Weapon Attachments: 2 Super Shorties attachable stock.
Miscellaneous: 2 mini paralyze balls. 1 scent changer.
Personality: Nai hardly cares for more than the present. She has no traumas or biases from the past. She has only experiences and lessons learned. As a youth, a vampire was her master, but Nai treats vampires no differently than werewolves or sirens. Shortly after receiving Sloth, Nai was attacked by her former king. That experience has taught her to be distrustful, but it is a universal distrust and not one aimed at any particular rank or race. As for the future, Nai doesn't bother herself with anything but the immediate future. Beyond that, she finds it to be worthless and tiresome speculation.
In general, Nai dislikes tiresome things, a trait she'd absorbed from Sloth. She dislikes speaking, finding it bothersome and unnatural to her mouth. Her favorite role is that of a silent observer, someone who simply has to watch. In fact, despite all her energy conservation, she is constantly wary of her surroundings. Ambushing her is difficult even when she's alone. She's a naturally light sleeper as well, and most of her movements, even eating, have been trained to be naturally quiet without extra consideration on her part. Then, once she's noticed an offender, she has trained herself to quickly end the encounter. Currently, her first priority is escape, and she shows no shame in running away and being labeled a coward.
In the case that her hand is forced and she needs to fight back, Nai shows neither mercy nor excitement. She coldly finishes what needs to be done in the most efficient manner.
If she holds a desire for anything, it is the simple, instinctive desire to live. It is probably this instinct alone that has allowed her to survive all this time. It fuels her constant awareness and understanding of her surrounding. It triggers her instant reactions. It urges her to continue living even if she does nothing else. It is what has shaped what meager personality she has into its current form. Sexuality: . . . Quote: "I am the master of my fate: / I am the captain of my soul." Height: 5' 8" Weight: 131 lb. Eye Color: Black
Favorites:
• Troublesome… • Black/White (the better the contrast, the easier to see) • Pomegranate juice (loves the taste of pomegranates but can't be bothered with their seeds) • Fox (X has been her steadfast companion for years) • The Tower (easily accessed by a select few, making it a prime spot to be alone)
xxxxxA girl from the streets of Luimira, Nai started life with no past or future. She lived simply in the present and, even then, just barely so.
As a baby, Nai was found by slave traders and sold shortly afterward to a filthy rich vampire, an avid follower of Vaet Nocturnum steeped in Lumirian culture. The vampire, a he, wanted a battle slave, one that he could pit against other battle slaves in a coliseum or send out to hunt bounties for him. Of course, he also wanted to win with his slave and figured that the best way to do that was to raise the slave from as young as possible. He found that possibility in Nai's infantile age. Her female gender was simply an added plus: when she grew older, he could use her for other, less violent pleasures. Nai's first ten years of life was filled with death and discipline. Knowing nothing else, she easily melded into the ideal slave, one without emotion or feeling. She learned to kill quickly and did so without hesitation or guilt. The first and only language she was allowed to formally learn was Demonica, her master's way of marking his human object. She became his prized object, and even as she was sent into one life-threatening situation after the next, her proud master never let her start her "performances" (as he liked to put it) with a less than perfect appearance.
However, like any human, Nai could not be completely robotic. Beneath her doll-like appearance, she held one proof of free-will. She absolutely refused to die. She charged into fatal situations with a mere order, but she returned alive from far more than she would have if she did not have her ridiculously strong will to live. Through thick and thin, Nai would break expectations, push past her limits in order to survive to see the next set of 24 hours. Her desire to survive, unbeknownst to even her, melded itself into Nai. She became amazingly perceptive. Just by listening to the conversations happening around her, she mastered Demonica and became fluent in Common. Her pompous vampire master, of course, was oblivious to both these accomplishments as Nai was rarely expected to speak. He did see the results of her amazing perception in combat, though, but attributed that to his stellar training plan and amazing ability to spot talent.
Like most others battle slaves, Nai would have likely continued her life as a slave. She probably wouldn't have cared, either. However, at the age of 11, a lucky chance involving a battle between her owner and his rivals that ended up breaking her cell, allowed Nai to escape. Although, she had no reason to, she took the chance and ran. She didn't know why, even though it would be obvious to a normal human being, her instincts simply told her to. Her survival instinct urged her to run. She had no where to go to after her escape, of course, and lived on the streets for the better part of a year. Eventually, though Nai picked up on something of interest. She heard of Luimira's army and how new recruits were always welcome. In need of food and finally understanding the importance of money in Luimira, she joined as a trainee and quickly scaled to novice, shortly after which the adept exams were held.
During her first adept exams, in which she was partnered up with a siren by the name of Tsubasa Sonitus-Confuto, Nai received a permanent scar in the abdomen from a draconian by the name of Shruiken Kuroryu. At least, for any normal person the scar would have been permanent.
After the exams, time passed dully enough until Nai found herself plopped in front of a large tower. Most would think it ominous, but the numbed girl didn't know how to make such opinionated views. She only knew that the only way out was likely at the top. She went through trial after trial to ascend the tower, reaching the final floor and gaining her "reward," the Sin Sloth. The integration of the new being into her body gave her both new powers and new troubles. The king of Nocturne back then, Fenrir Graveheart, started to hunt down the Sins, including Nai's. She managed to escape, but only barely. Then, there was also the appearance of a companion, if X could be considered something so friendly. A fickle ally at best, perhaps.
After the ruckus caused by the Sins died down, Nai found herself wandering foggily through daily life once more. Nai ranked up to Expert. Nocturne turned into Horus and Luimira into Osiris some time during this hazy period. Next thing Nai knew, the newly renovated nation found itself without a prominent ruler. Once more, Nai found herself snapped back into action. She knew little about politics, but she could see that the lack of a definite ruler would cause trouble. Taking the side of the man legitimately selected by the people as the ruler--but remained a ruler largely only in name as the many underground remnants of Luimira plotted to take him down--Nai confirmed his, Amaterasu's, position and set it into stone. She did not install a new government nor did she rule from the shadows. All she did was, by acting on her own initiative, back off any hindrances/competitors for the position of Osiris's ruler. She continued to support the new king, giving him information that a ruler of light such as he would and should be ignorant of. She didn't care for anything in return for her services, not having trouble was more than enough, but she did learn a modicum of Angelica from Amaterasu's sister.
Then, Amaterasu passed on as well, not in the sense of death but in the sense that he left his position. Slowly, Horus's climate reverted back to that of Nocturne's. The sunny days were replaced once more with perpetual night. Shadows rose and the underground could rule as it did before. The peaceful citizens that Osiris had attracted were lost with the return of Luimira. Likewise, it became clear that the ruler of Horus could not rule Nocturne even with all the help in the world. Nai discontinued her help, not because she was intuitive enough to sense this needed change. She knew nothing about politics. Instead, it was because another change was happening at this time. One involving her body and thus one of more importance to the stray gunslinger.
As suddenly as Sloth entered her life, so it left. This was the change that Nai had been sensing for months. She could feel that all the other Sins probably had also left this world for who knows what other world. All that remained of their existence in Axiom was an inexplicable wish granted to each of their last hosts. At least, that was what Nai reasoned. After all, surely she couldn't have been the only one to receive such weird changes to her body after the event. It was funny to think everyone would have the same thing happen to them, so it must have been some variable change.
Nai withdrew from Luimira once more to play with and learn her newfound abilities. In fact, she withdrew herself from the rest of the world, befitting her quiet nature. For a few years, she disappeared on and off, spending long periods of time with only herself and her summon and then rejoining the fringes of society temporarily. Her disappearing acts were greatly helped with a little dabbling into the ninja arts, which Nai began to briefly study in.
Then, as Nai planned to return to Nocturne, Sloth returned to her for whatever reason. Judging from the feeling she got, the same had likely happened to all of the other Sins as well. She didn't ask; Sloth didn't bother to explain. The two simply acknowledged each other's presence and moved on with life. Nai returned to Nocturne, appearing older but no other visible difference beyond that. She planned to go straight to her usual bounty work in Nocturne, expecting no sort of fanfare or invitation. In the city of shadows, she had always been just another splotch of shade, something few recognized and even fewer bothered with. She preferred it that way, actually. She remembered the last king of Nocturne. He had attempted to kill her to steal Sloth.
After some time in Nocturne, though, Nai felt it was time to go. A random incubus had been stirring her in bothersome ways, and she registered at all as rather tiring, not knowing how else she could register the feelings. When that incubus ditched his adept test taking place in Los Anthos, Nai took the chance herself to resume wandering. The only thoughts on her destination,
Full Name: Apollo Vanderbuss Glaurung Nicknames: None Available Currently Age: Appears to be 18 but has lived for about 12,000 years Birthdate: January 17th Gender: Male
Shifting Punch Rank: E Description: The user rotates their shoulders to the side, useful when dodging an attack aimed at the center-line, and counters with a single swift punch to the opponent’s face or throat. Because they are striking the opponent while they are still trying to strike the user, the opponent has little chance of dodging this strike.
Straight Blast Rank: D Description: A simple chain-punch combination that can dish out a lot of damage very quickly. Once in close range the user first unleashes 3 or 4 chain-punches to the opponent's chin/throat before bringing closing with a powerful elbow. All the while to user moves forward with their punches to blast the opponent off balance and finally send them to the ground with the final blow.This technique can also be linked up well with a close ranged kicking maneuver immediately afterwards.
Intense Friction Rank: E Description: While the user’s forearm is connected to their opponent the user vibrates the energy around their arm so quickly that it causes burns on direct skin-contact, giving your opponent something of an indian burn. It doesn’t cause any major or permanent damage, as its purpose is to either harass your opponent or create an opening for attack when they pull their arm away from the pain.
Palm Block Counter Rank: D Description: The user deflects a single punch or kick attack up to C-rank with a twist movement from their palm/forearm, while striking their opponent simultaneously with their other fist. Lasts two posts.
Snap Strike Rank: D Description: After blocking a punch with the corresponding arm the user snaps their wrist out to strike into their opponent’s body, thus blocking an attack and countering with a strike in the same motion.
Encircling Palm Strike Rank: D Description: After blocking a punch with the corresponding arm the user encircles their hand around the opponent’s arm, leading into a natural palm thrust to the opponent’s midsection. It has the same principle as the Snap Strike only the palm strike pushes the opponent away with the thrust.
Intercepting Front Kick Rank: E Description: When an opponent tries to throw a round-kick or a variation of the sort that is C-rank or under, a quick front kick from the user strikes their exposed thigh and stops the strike before it can hit the user.
Front Heel Kick Rank: D Description: In most styles a kick is often used to hide a punch, but in this move it works the opposite way. The user blocks an attack with their arms while striking out with a front kick to the opponent’s mid-section roughly the same time. This kick is not used to push the opponent away or heavily damage them, but instead its power is used stun them for an instant and give the user a chance to strike back. If this move is combined with an attacking skill in the same post it is used, ignore the energy cost of this skill. 2 post cooldown.
Double Stomp Rank: D Description: The user strikes their foot out to give a quick stomp on the opponent’s kneecap. If the opponent has placed their weight on the target leg, then this stomp may break their leg. If the opponent tries to step back or retreat from the first stomp, done using the inside of the user’s foot, then the user can quickly stomp the opponent’s other kneecap with the outside of their foot to harass and push the opponent off balance.
Iron Form Rank: D Description: once it is activated its limit is ten posts. You meditate pre-battle or while you are not being attacked it takes two undisturbed posts of meditation to activate. In iron form your body is as tough as iron meaning your punches hurt and getting hit by swords wont usually hurt you. Only C rank and above attacks can hurt you in this form
Ki Barrage Rank: D Skill description: A weaker version of the Ki Assault skill. However, what it lacks for the same power makes up for the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and is ranged. At Expert rank, they can send double the amount. Each blow feels like a punch
Mind over Matter Rank: C Description: A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant till the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness.
Light cuts and even deep ones as long as no muscle tissue is torn is one post. Torn muscles and fractured bones take two posts. Major Burns take three posts due to their nature. Light burns would take two posts. Punctured organs would take ten posts. If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons wont be cured.
Sword Arm Rank: C Description: A technique to catch others off guard easily. While in steel form or iron form, the user straightens out their hand to where its completely open and the fingers are together, like you do when you high five someone or of your crazy solute hitler. The energy flowing into the arm, the hand becomes as sharp as a sword. Capable of cutting through iron if iron form is active, capable of cutting through steel if steel form is active. This brings a whole new meaning into close combat, for the beserker now makes his body even more deadly a weapon. This lasts for five posts, though can be deactivated before then if needed. This skill literally lives up to its name. The drawback is during activity, the arm that is under the sword arm effect is incapable of using any skills.
Fighting Spirit Rank: C Description: A skill that gets the user pumped up, requiring at least two posts of undisturbed meditation. After the meditation, the user will be coated in a firey red energy of their fighting spirit, their will power. The user's strength and speed temperarily increases by one rank. At master rank it'll raise by two ranks. This lasts for 10 posts, and can only be used once in battle, or prior to battle.
VAMPIRISM
Nightshade D Though usually just for aesthetics this is actually a skill used in confusing the enemy. During the time of the dodge you leave a dark mist there. You still dodge it the regular way but you just block out their sense of sight.
The First Shadow D This spell can be done in darkness or in light, like all shadow techniques. Obviously, in darkness, it's much more difficult to detect, although never to the point of fully camouflaging with the environment. The vampire casts a shadow up to fifteen feet outwards, either in front of you or behind you (or to the side). When the shadow gets close enough to a victim, they will rise out of the ground and grab at the enemy's legs, preventing them from moving until the shadow has been destroyed. The shadow will take a few seconds to melt away even if completely annihilated, so you can't just instantly break free if you manage to destroy it. During this period of time, the vampire can easily close the distance and attempt at your murder.
Dreadmist D A skill that comes with most vampires, upon using this skill a thick fog rolls in. The fog is normally around to help hide the vampire, making it more difficult to fight them. From being created from the supernatural, this tampers with the senses of sight and smell, making it nearly impossible to see beyond 5ft. The sense of smell becomes confused, rendering it useless as everything around the target now has the same smell. This fog affects the entire area for 5 posts.
The Shadow of Pain C The second shadow. This shadow can be manipulated to take the form of whatever you like. It can break into a blade and shield, very sturdy and very capable of variating through forms. It can turn into a bow, an axe, anything. More importantly, the shadow can crawl onto the enemy once they've made impact with whatever it is that you have molded it into. If, for example, the enemy were to strike your shadowed blade, it would crawl along the length of their weapon (and quickly), making it to their neck in an attempt to strangle them. Or their ears to poke out their ear-drums. Or their eyes to... well, you get the idea. The shadow lasts for six posts, and is slightly sturdier and sharper than steel. The shadow can also coat itself around spells, increasing their strength by one rank, although this completely absorbs the shadow.
Feeling Batty? C A common ability used in traveling, even if the vampire is fast turning into a bat swarm is much more preferred if the distance is far. Though this is limited to within the city it does its job well. It cant be used if you were attacked in the previous post.
Personality: Apollo is a d**k, he's just a humongous a*****e. He only shows kindness and affection to those he cares about, but to others, he doesn't really give a s**t. To his superiors he shows respect. Sexuality: Bisexual Quote: "Hesitation comes from weakness, don't hesitate..." Height: 5' 10" Weight: 110 lbs. Eye Color: Blue
Favorites:
• Crimson Red • Flesh of the Living • His Kin • Lumira City • Blood
xxxxx Within the nation of Nocturne, Apollo Glaurung was born to Hans Glaurung and Nadene Glaurung, a boy that was not of the ordinary amongst this family that truly had no special talents. As Apollo grew, he was afraid of fighting and battling, always getting hurt and healing in a more painful way than anyone could posisbly imagine, though it was quick and didn't have a lingering effect, the pain during was excruciating. On the night of no moon nor stars, tragedy fell within the Glaurung household as Apollo hid within the closet and watched as his father was torn asunder by his mother, a wolf in sheeps clothing as it seems. Hans' stomach was torn open and his insides were devoured by Nadene during a calm and quiet night of afterglow and cuddling. Apollo was so shocked by the traumatizing event that he couldn't speak after that, it haunted him and still does, the coping mechanism was simple throughout his teenage years. Murder. Apollo simply wanted to feel and taste blood just like his mother did, it was a feeling that was embedded within his very subconscious but he was willing to take that chance and enjoy every minute of tearing apart fellow children that he played with. Upon his 17th birthday, he gained the courage to speak once again and enjoys using that to his benefit in order gain allies and tear apart foes with a sharp tongue. During his 17th year, Apollo was enlisted to be a citizen soldier of the small militia and spent his months doing reconnaissance and covert operations underneath the nation of Nocturne, during that time, he gained a...small lust for blood that seemed uncanny and absolutely ludicrous when you really think about it. Apollo grew more and more lustful for it until he developed an odd sensational craving to take it from anyone, even his allies, which caused a great purging of multiple fellow soldiers within his squadron. He was removed from the army and has hidden under a new face, and after 2 years of searching, they gave up looking for him.
Energy Color: Black Energy Meter: 350 Element: ---- Battle Strength: Savage bursts of both strength and speed upon utilizing his body advantage of not feeling pain and achieve levels of super-human strength. Battle Weakness: Feeling no pain makes Experiment 496 oblivious to whatever damage he takes in combat, he lives to fight and lives only as a weapon. The endless need to feed on the living swells within him and makes him blind to practically all reasoning. He is unable to cast elemental magic, only use his own body for destruction.
Fights Won: 0 Fights Lost: 0
Talent: ---
-Completed Quests- S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
• StrengthE-A Depending on your need you may augment your muscles. This is the strength augmentation. Your muscle mass grows and you too grow to a bit depending on how much energy you use. This temporary growth is not sudden and takes a certain number of posts to gain. You may attack as you gain the muscle mass.
E= You can break bones in a punch, requires at least trainee, instant D= You can break THROUGH a person in a punch, Requires at least Novice, one post waiting gain. C= Breaks Iron, Requires at least adept rank, two posts waiting B= Dents steel, Requires at least master, Three post waiting gain.
• LeapD Depending on your need you may augment your muscles. This one is limited to your muscles needed in jumping. With this you may leap a distance of eight meters standing and running leap of twenty meters.
• SpeedD Depending on your need you may augment your muscles. The speed is only temporary and you gain only the speed of someone above your current rank. This lasts five posts.
• Sticky BileD Though it will take at least five posts for you to switch from sticky to acidic bile this can be useful. This will slow what is hit down for four posts. It can be washed away by water.
• Nail and TeethD You actually manipulate the cells of your nails and teeth hardening them to the strength of steel and sharpening them like katana. Your nails will grow to at most a foot long and your teeth will gain an extra inch. You can drive your nails into the walls to climb them.
• SpineC Its simple really. Your grow spines out of your arms, legs what ever and they are as tough as bone but sharp. Have fun with them
• TongueC Your tongue grows to the length of ten meters and then you literally lash it out at your opponents. Though practically harmless the tongue can choke them, drag them, and even squeeze them. Yes you can use the strength augmentation for your tongue however disturbing it may sound.
• Bad BreathC After inhaling you exhale a noxious greenish olive cloud. This cloud is quite hard to see through and has a foul smell. To humans this smell can cause head aches this is amplified for a werewolf due to their sensitive nose. The cloud also causes a minor stinging sensation.
• Gut WrapB This is one of the many disgusting attacks of the Feral class. They would literally cut their gut open and control those muscles shooting the intestines at you to entangle you. Unlike the tongue which is a single object the intestines shoot out at you in several coils and can wrap around your body easier than the tongue.
Hand-to-Hand
Boxing - Mastered
xxxxxSTAGE 1: Movement - Footwork Simple really. The boxer learns how to take a generic stance against his opponent. Properly placing his feet beneath him and staying upon his toes. In doing so they properly learn to move about without tripping themselves up. They'd literally have to be tripped somehow in order to lose balance. Techniques Side-StepE Just as simple as how it sounds. The practitioner picks up how to swiftly sidestep to avoid an attack. Though it does not have to truly be done to the side alone and can be take into any eight directions of the eight trigrams configuration, even forward. In doing so the speed of the movement is slight greater (in a sense equivalent to +0.5Spd. Not even a whole stat). NullD Learning to maintain near perfect balance allows the boxer to maintain steadiness. This technique allows him to take on the blow of an attack, equivalent to their strength or below, and continue to stand with being "rocked" of balance.
xxxxxSTAGE 2: Punching This is where the user learns to throw a solid punch. They learn the four basic strikes within the boxing arsenal: Jab, Straight, Hook, & Uppercut. Training with weights within the hands is normal for a boxer to hasten his strikes to look like a blur for those below his speed level or without heightened reflexes. Techniques Double JabD With whatever hands in lead, closest to the opponent, the boxer will throw two swift jabs. The jabs being so fast, to the normal eye, it would seem as if the boxer merely threw a single punch at his opponent. Even if the first is blocked a second punch is still deployed. One, TwoD The boxer will toss out a jab first, either as a faint or to stun the opponent, and then right behind it will come soaring a straight with enough to force to break bones. Double HookE Similar to the Double Jab, but a bit slower considering the jab is a boxer's fastest strike. This is done with a single hand as well. A hook is thrown for the torso of the opponent at a normal rate of speed. It is intend to make the opponent flinch, block, etc.; react in a way to leave their face open, although the strike can land and still follow up with the second hook. Now the second hook is devastatingly faster than the first. Regardless of who its thrown at all they'll see is a blur.
xxxxxSTAGE 3: Movement - Dodging In this stage of training the boxer starts to learn how to dodge what's thrown at him. The basis of ducking and dodging is a concept that is picked up easily and allows for the boxer to perform the most minute of dodges, most attacks narrowly escaped by the slightest of movement. Techniques DuckE Nothing more simple than learning how to duck. Same as the Side-Step the speed about such a basic movement is even a tad bit more than usual. This, however - and like many other techniques - will soon find themselves necessary for others. SwayE Simple as the Duck and Side-Step, as well as allowing for slightly a bit more agility like the others do, simply swaying to and fro, left and right tends to leave the boxer finding such a dodge very helpful. Bob & WeaveD If the opponent flies at the boxer with a series of ferocious combinations of attacks they will find it counteracted by a series consecutive dodges no matter how close together the two are. This can only be done, however, if the speed of the two are equivalent or the boxer "outranks" the opponent in speed. As well this can only be done against physical attacks such as other combat styles, weaponry, and magic which takes physical forms(i.e. Elemental magic).
xxxxxSTAGE 4: Placing It All Together - Combinations and Counterattacks Exactly what it sounds like. In this stage the user will begin to put what he has learned into a compilation. This will allow for them new movements and combinations and such which they would have never had believed to be possible by simply stringing together the "basics". Techniques Surprise! - Rising UppercutC The boxer will Duck beneath an oncoming attack. After the Duck is performed they use their, now compact form, to spring them up into an uppercut. Being they just dodge this would normally seem very unexpected. If the uppercut connects with the target, whether torso or head, bones will be broken and organs surely ruptured. Surprise! - Disemboweling HookC Close to exactly the same as the Rising Uppercut. But now it is the hook's turn to be thrown. As soon as the boxer ducks they will send a hook flying for the side of the opponent's torso, considering they are fighting another man - feel free to use creativity. If the hook connects the target can expect to have their rib cage shattered. Endless OnslaughtC This technique fires off a seemingly endless amount of attacks for the opponent but, for any watching, is truly rather brief. If a punch is landed up to fifteen more punches are thrown right behind it. This is done in a mere matter of seconds while the opponent suffers through an onslaught of attacks. Depending on the strength difference of the two fighters this could lead to some severe injuries for the opponent or be not more than taps. (If the opponent is one Rank bellow the boxer this will cause internal bleeding. Two Ranks it will break bones. At three it will rupture various organs, nothing lethal - just painful - and shatter bones. Equivalent Rank will do basic bruising and damage. One above they will feel the attacks' pain. Two, they feel it but aren't even affected. Three, still caught within the onslaught, but nothing will be done to them.) GoneB This technique is a technique in which the boxer will seemingly disappear from sight simply by the execution of the technique. In a mixture of all three basic techniques - Side-Step, Duck, and Sway - the boxer will essential perform a seemingly different move all together for they are done nearly simultaneously. Whilst swaying to the outside of an attack, like a punch/stab/etc., they will also step forward and duck. At such close intervals(for it is a CQC style) the boxer will disappear out the line of sight. The step taken can either propel them as far as behind the opponent or right at there side. This technique can only be used for a dodge but does boost the rate of speed +1. Shoryuken! - Killer Rising Uppercut (Berzerkers Only)A The technique will go about the same way as before. But now there is a more devastating, crucial element. The uppercut is backed by nothing but energy that literally launches them into the air. The burst of energy provides for a burst in strength and speed(+1 Each) that will probably shatter the skull and cause organs to explode depending upon the area of the strike.
xxxxxSTAGE 5: Ultimate Defense In boxing attacking is virtually the only thing there is. Counterattacking is usually the best defense to a good offense and spotting openings and so on and so forth. Rarely a boxer is pushed to the point they need to take up an actual blocking defense but when they are they do not really block at all. They take the impact correctly. Techniques Just Roll With ItB Regardless of where they are struck the boxer will twist either one way or the other and simply allow the kinetic energy behind an attack to continue flowing as well as allowing the physical attack to virtually slip off of him. This does not completely prevent an attack at all. Just weakens it (-1Str.) Philly Shell (Berzerker Only)S This technique is a crucial to those who can utilize it. By taking a specific stance in boxing, known as the Philly Shell, the boxer actual plants his feet firmly upon the ground. The same twist and turn method is used as before. But now the boxer coats himself in his own energy. This allows the act to just slip past him without any damage. This can only be done for a small amount of time, however(2 Posts. Can only use once within combat.).
Raging Fist - Stage Four
Wavering Fist- E The user from their stance, waves their off hand, quickly following with a direct fist to the opponents body. This is a quick and effective movement, as it will knock an enemy off balance if braced, and if unbarred usually sends them tumbling.
Iron Trap- D The student grabs the opponent by the throat or another limb, performing a sort of death grip. From here, they will clamp on as long as the student has the strength to carry on (5 pts per post).
Epic Elbow-D The student will quickly spin towards the opponent, catching them, or nailing them with their elbow. This is a costly movement, as missing, leaves you severely open. But if it hits the opponent in the head, it will easily disorient them, possibly knocking them over. Violent Fist- C The student, from punching the tree in short bursts, has learned how to put that short burst to work upon the enemy. They quickly punch the enemy where ever they can land the hits. Depending on the student’s strength to carry they may carry on more hits. Hammer Fist- D The student, using only their fist, and body weight, will bring a single arm/fist down upon the enemy. This is another move that is high risk high reward, as if it hits, it will bring the enemy to their knees. If it misses, the student may lose balance, falling to the ground.
Arcing Uppercut-D The student brings their fist into the opponents gut, sending them up into the air. From this position, there’s much a student can do with the opponent, such as a follow up.
Bone Block-B A student, will block an attack with his shins/forearms by: If facing an armed opponent, instead of blocking the blade, they will catch the opponent at the forearm, hurting the opponent. It’s essentially the same if blocking an unarmed foe.
Over Hand Crush – D The student will clasp their hands together, and bring them down upon their opponents head. A simple, and powerful technique as it can send opponents through the floor of a building.
Spartan- D The student will bring their leg up horizontally to their chest, and will put it to an enemy, sending them back. Although the student may modify this to get away from the opponent by jumping off of the opponent, sending both their separate ways.
The Hi-Jack –C The student, quickly spins, bringing their leg up, and kicking the opponent in the face. Although this is a lethal move, it can easily be turned around by a creative force sending you flying instead.
Wing Chun - Stage Three
Shifting Punch Rank: E Description: The user rotates their shoulders to the side, useful when dodging an attack aimed at the center-line, and counters with a single swift punch to the opponent’s face or throat. Because they are striking the opponent while they are still trying to strike the user, the opponent has little chance of dodging this strike.
Straight Blast Rank: D Description: A simple chain-punch combination that can dish out a lot of damage very quickly. Once in close range the user first unleashes 3 or 4 chain-punches to the opponent's chin/throat before bringing closing with a powerful elbow. All the while to user moves forward with their punches to blast the opponent off balance and finally send them to the ground with the final blow.This technique can also be linked up well with a close ranged kicking maneuver immediately afterwards.
Intense Friction Rank: E Description: While the user’s forearm is connected to their opponent the user vibrates the energy around their arm so quickly that it causes burns on direct skin-contact, giving your opponent something of an indian burn. It doesn’t cause any major or permanent damage, as its purpose is to either harass your opponent or create an opening for attack when they pull their arm away from the pain.
Palm Block Counter Rank: D Description: The user deflects a single punch or kick attack up to C-rank with a twist movement from their palm/forearm, while striking their opponent simultaneously with their other fist. Lasts two posts.
Snap Strike Rank: D Description: After blocking a punch with the corresponding arm the user snaps their wrist out to strike into their opponent’s body, thus blocking an attack and countering with a strike in the same motion.
Encircling Palm Strike Rank: D Description: After blocking a punch with the corresponding arm the user encircles their hand around the opponent’s arm, leading into a natural palm thrust to the opponent’s midsection. It has the same principle as the Snap Strike only the palm strike pushes the opponent away with the thrust.
Sticky Hands (Chi Sao) Rank: C Description: User places their hand/wrist/forearm against their opponent’s hand/wrist/forearm on the corresponding side. So long as the touch is maintained the user can deflect any attacks that try to come from the arm they are blocking. Ki is used to keep the user and opponent stuck together in this fashion so it can be difficult to break free.
Trapping Hands Rank: C Description: The user grabs the opponent’s arm just above the elbow and pins it against the opponent’s chest so the opponent’s arm extends out to its opposite side. This keeps the opponent from being able to strike at the user or advances towards him, as simple pushes on the arm/chest of the opponent knocks them off-balance and thus negates their attack. Also their other arm can’t get enough range to punch the user as the lock prevents them from turning their shoulders enough to reach. An excellent technique for stopping enraged opponents.
Intercepting Front Kick Rank: E Description: When an opponent tries to throw a round-kick or a variation of the sort that is C-rank or under, a quick front kick from the user strikes their exposed thigh and stops the strike before it can hit the user.
Front Heel Kick Rank: D Description: In most styles a kick is often used to hide a punch, but in this move it works the opposite way. The user blocks an attack with their arms while striking out with a front kick to the opponent’s mid-section roughly the same time. This kick is not used to push the opponent away or heavily damage them, but instead its power is used stun them for an instant and give the user a chance to strike back. If this move is combined with an attacking skill in the same post it is used, ignore the energy cost of this skill. 2 post cooldown.
Double Stomp Rank: D Description: The user strikes their foot out to give a quick stomp on the opponent’s kneecap. If the opponent has placed their weight on the target leg, then this stomp may break their leg. If the opponent tries to step back or retreat from the first stomp, done using the inside of the user’s foot, then the user can quickly stomp the opponent’s other kneecap with the outside of their foot to harass and push the opponent off balance.
Stomp Kick Combo Rank: C Description: The user strikes their foot out to give a quick stomp into the opponent’s kneecap using the inside of their foot. If the opponent has placed their weight on the target leg, then this stomp may break their leg. The user then turns their foot and strikes the opponent’s midsection with a side kick. This is an effective combo because once the stomp breaks the opponent’s balance the side kick will make them fall.
No Running! Rank: C Description: Most efficient when an opponent is charging the user, but can still be used regardless, the user hits the opponent’s midsection with a stunning front kick to stop their advance. Then while the opponent’s body is stunned the user can either trip-throw the opponent to the ground by pulling their striking leg back to sweep the opponent’s front leg, or they can stomp down on the opponent’s kneecap instead to push them off-balance. This technique can be made B-rank for B-rank cost instead of C-rank.
Berserker Skills
Iron Form Rank: D Description: once it is activated its limit is ten posts. You meditate pre-battle or while you are not being attacked it takes two undisturbed posts of meditation to activate. In iron form your body is as tough as iron meaning your punches hurt and getting hit by swords wont usually hurt you. Only C rank and above attacks can hurt you in this form
Ki Barrage Rank: D Skill description: A weaker version of the Ki Assault skill. However, what it lacks for the same power makes up for the number. The user throws punches and kicks made purely of energy up to 5x each. (meaning 5 from hands and 5 from feet). These can easily break through D rank things and is ranged. At Expert rank, they can send double the amount. Each blow feels like a punch
Ki Assault Rank: C Description: You throw a punch that is purely energy. This punch can easily break C rank things out of the way and is ranged.
Mind over Matter Rank: C Description: A non combat skill, this is useful after battle. You slowly heal your wounds during this meditation period. Though it cannot heal a removed limb, it can heal anything that did not kill you will be healed over time. The C rank energy usage is constant till the wounds heal. The amount of time for a wound to heal varies due to the wound's seriousness.
Light cuts and even deep ones as long as no muscle tissue is torn is one post. Torn muscles and fractured bones take two posts. Major Burns take three posts due to their nature. Light burns would take two posts. Punctured organs would take ten posts. If you are disturbed you must start over since it is a form of meditation. Note if the wound is that serious you may die as you try to heal it this way. Poisons wont be cured.
Catch Blade Rank: C Requires: Activated Iron form Description: This skill takes quite a bit of skill to pull off. You wait for someone who uses a sword or some sort of bladed weapon to attack and with the proper timing you catch it with one hand unharmed. This only works if the attack is not a C ranked attack. Masters can catch without the iron form and remain unharmed.
Force Breaker Rank: C Requires: Novice Rank Description: A skill that can devastate those struck by it. By focusing energy into one of the user's arms, it'll grow slightly and begin streaming with energy. The strength in that arm grows by +2 ranks. Upon punching an object or another with the charged up arm, all the energy will be let loose in one point at once, resulting in a explosive, destructive punch. This can easily shatter concrete and even steel walls should your strength already be 9 or higher. After usage, this skill cannot be used for another three posts and the strength returns to normal in the arm. The only negative side to this skill is upon striking the target, when the energy explodes the bone in your arm becomes fractured from the sudden release of concentrated energy. Using this skill again without medical attention will result in the bone shattering, requiring master rank cleric to heal the injury. Until then, that arm will be useless.
Sword Arm Rank: C Description: A technique to catch others off guard easily. While in steel form or iron form, the user straightens out their hand to where its completely open and the fingers are together. The energy flowing into the arm, the hand becomes as sharp as a sword. Capable of cutting through iron if iron form is active, capable of cutting through steel if steel form is active. This brings a whole new meaning into close combat, for the beserker now makes his body even more deadly a weapon. This lasts for five posts, though can be deactivated before then if needed. This skill literally lives up to its name. The drawback is during activity, the arm that is under the sword arm effect is incapable of using any skills.
Fighting Spirit Rank: C Description: A skill that gets the user pumped up, requiring at least two posts of undisturbed meditation. After the meditation, the user will be coated in a fiery red energy of their fighting spirit, their will power. The user's strength and speed temporarily increases by one rank. At master rank it'll raise by two ranks. This lasts for 10 posts, and can only be used once in battle, or prior to battle.
Personality: Experiment 496 is a creature of wrath and chaos, living only to feed and cause havoc on the living to those no aligned with him. He seeks to kill and only thrive with the flesh of others. With no name, he was created as a weapon and created as a lab experiment gone horribly wrong -- In short, his personality has twisted to the point of beyond most of human reasoning seemingly a creature with the mindset of an animal. He can however think for himself and generally acts mostly secluded to most of his own nation. Quote: "MEAT!" Height: 5'8'' Weight: 165lbs Eye Color: Red Favorite Band: --- Theme Song: Battle Theme: Favorite Anime: --- Favorite Color: RED -----------------------------------------------------------------------------------------
╫Background Information╫
Act 1: The Created
The byproduct of an experiment gone completely wrong, Experiment 496 is a creation of necromancy and bioengineering in the attempts to recreate and form a human weapon. To create a creature capable of human thought and then some with superior strength to that of humans. While the necromatic science of the Experiment had succeeded, it did not turn out as expected once the creature had been let loose from his hold some four hundred years in the past. Driven mad already by the altering of the mind and his body, the Experiment slew and practically demolished the creators that had been responsible for making him as so. As a result, the 'work' of his body was never complete with an animialistic personality and the Experiment was a creature on the loose to forever prey upon the living to sate his endless desire to kill and maim. In the depths of Nocturne, he rose back into the pages of history and his story would begin once again.
Act 2: The Return
Lost in the recent turning of events in Axiom, the Experiment #496 had dropped from the pages of history after a failed attempt to civilize itself. Devoid of emotions except for its extreme lust for flesh and hate of man, Experiment had in actuality sealed itself away in the crypt of the city. To sleep and only rise when it wanted to and for that would not last long. Months passed for a sleep that was meant to be eternal, death was reluctant to grab the poor soul and now the cry of moans, cries and screams awaken it once again. In a furious fit of rage, his sealed coffin was blasted open with a single punch as the distant moan of ghouls excited and enraged the Experiment at the same time. It was his return.
Energy Color: Hot Pink Energy Meter: 550 Element: Fire Battle Strength: Getting very physical with his opponent Battle Weakness: Long ranged fighting
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent:
RPC Name: Marcos Santiago Rank: Novice Bloodline & Class: Incubus/Berserker Talent Description: Hungry Eyes: Marcos can focus his sexy into a single look that enraptures an opponent one rank above his seduction's power level. They'll be completely hot for him, thus distracting them from other things such as the happenings around them and losing the will to fight. Even when the look is broken there is still a lingering yearning for Marcos. Talent Weakness: If the target sees Marcos acting violent towards them the spell is broken. If there is a fight actually happening they will only be hindered, not completely stopped. How did the character get this talent?: Marcos is just too damn sexay. He had to rely on his ability to draw people in with just his body and just got so good at it. Sample: -
Personality: Marcos, like every other incubus/succubus, is a highly sexual person. He craves physicality and will maneuver and manipulate others to get what he wants. On the outside he comes across as an innocent incubus, wanting to only fulfill the desires of his partners. On the inside, Marcos is a devious mind. He has absolutely no qualms with killing his sexual partners and may try to do so if they disappoint him in anyway. Marcos will use his body to gain many a favor, even if the sex isn't good. He is a natural flirt and depending on his mood can seem quite jovial. When he is angered he does not explode in rage. Marcos will brood over events and can hold grudges for a very long time. He'll wait for the right time to enact his vengeance. Sexuality: Bisexual Quote: "It's not the size of the boat, nor the motion of the ocean. It's whether or not the Captain stays in port long enough for all passengers to get off." Height: 6'1 Weight: 198 lbs Eye Color: Brown
Favorites:
• Pink • Shellfish • Cougar • Luimira • feel free to add your own
xxxxx Marcos hails from a land very far away from the known nations of Axiom. It was an extremely wealthy nation. His mother was a succubus who served a great lord, her master. Marcos was the result of a drunken fling much to the dismay of the lord. He had fathered a b*****d, and a demon b*****d at that. Marcos and his mother were banished from the lord's estate, cast out into the world with nothing to live off of. Marcos' mother tried her hardest to give Marcos a life worth living, but the weight of her master's abandonment crushed her soul. When Marcos was 16 she took her own life. With hate in his heart and a yearning for blood Marcos planted himself within the Lord's home, making sure he was noticed. It was only a matter of time before the lord summoned Marcos for an intimate night. Marcos laid with the Lord and gave him the night of his life. Just as the night was reaching its peak Marcos crushed his throat between his hands and watched the life drain out of the Lord. He fled the land soon after and came to Nocturne. Over the years he has begun to brush up on his skills and has fully accepted what he is, and what he does.
Energy Color: Lime green Energy Meter: 550 Element: Water Battle Strength: Good at all ranges, although not 'amazing' at anything Battle Weakness: Few weaknesses, as he's a well-rounded fighter. However, he cannot fight in industrialized areas for long or he will enter critical condition.
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent:
RPC Name: Hadrian Conchor Rank: Novice. 200% OG Bloodline & Class: Mer, Dragoon Talent Name: All Life is Sacred
Talent Description: This is a seashell bond at its finest. When a Mer bonds with an animal, they agree to grow with one another until the end of their lives. That beast acknowledges that if the Mer dies, they die, and they accept that they must protect them at all costs. Furthermore, a magical energy flows into the beast's body, and allows them to grow in size and strength as if a mutant, especially compared to its kin. This is all true for Lancer, Hadrian's dragon, who acts as his summon, Dragoon companion, and seashell bond. He is Hadrian's greatest treasure, and they expect to fight in countless battles alongside one another.
From this close bond, they have formed a link. They are already capable of using telepathy and tracking each other, as that's a part of the Dragoons. This link takes it to the next level. Because of this string of magical energy between them, Hadrian's water skills are empowered by a rank. Also, the dragon is capable of swimming as adeptly as Hadrian is.
Talent Weakness: First of all, they will both begin to feel each other's pain because of this link. If you shock or incapacitate one, the other will surely be weakened and debilitated from it. Second, this talent does not directly give any strength to anyone, only allows for better synchronization. How did the character get this talent?: From his own self virtues, as well as time and care.
Personality: Like most Mer, Hadrian finds beauty in everything. All around him, there's light, the breeze, and the smell of nostalgia. The seashore. Or the creatures within the ocean. He enjoys life, and adventure. Contrary to other Mer, however, he was not born in Los Anthos, but in Aramil. Thus, he is not racist like most of his kin, and has no severe connection to his people. Sexuality: Homosexual Quote: "Reiko ZEENAAAAAAAAAAAAAAAA!" Height: 5'11" Weight: 176 LBs Eye Color: Blue
Favorites:
• color: teal • food: salmon • animal: black bear! • city: Los Anthos (he doesn't particularly dislike other Mer, so he has made an effort to visit their capital)
xxxxxHis mother and father were two well-known fishnet speakers (you could consider it like a conspiracy newspaper amongst the Mer). They were labeled as fugitives, after having spoken out against Kaminae, denouncing her practices of sacrificing young Mermaids to maintain her immortality. After having escaped to Aramil, they settled down and gave birth to Hadrian, although the city was blown up completely while he was still a growing boy. Many people actually did survive the explosion, as the most frequent cause of death was drowning (since the infrastructure wasn't literally immolated). Considering Hadrian could breathe underwater, he came out fine. His parents were also okay at first, but they were brutalized by sea monsters that had taken the opportunity to attack the lost-at-sea survivors of the destruction of Aramil. His father lost both legs, and his mother lost five fingers on her left hand trying to battle off a young sea-drake from eating her husband alive.
Shortly after, his father killed himself. Without his legs (and thus his lower Mer half as well), he couldn't walk or swim, and there was no reason for him to live. Mer lived to swim, and to explore, and when they can't do that, they become extremely depressed and filled with lackluster emotion; emptiness. His mother became heart-broken, and she developed a victim complex after that, always acting as if she is living through a nightmare and everyone around her is out to get her. Including her son. When he finally smartened up and realized he was only feeding her flame, Hadrian moved in with a few of his good friends in the recreated Aramil and got on with his life. Now, he's decided that the setbacks in his life have prevented him from living up to the same education as his peers, and his paranoia of the sea monsters after the aforementioned traumatic experiences have pushed him away from Aramil, and into Nocturne, where he'll entertain a job that needs no real education; fighting.
- - - - - -
I met the ocean floor, staring into complete darkness, the light of the sun far lost from the weight of the waves. The first thing I could remember was the bomb coming down on us, and destroying the city. It was quick, like a flash of thunder, and then everything was nil. In the last few seconds, I watched my father cry, as he mourned everything he'd ever worked for. His life, the construction of the city, was about to vanish before him. His friends, who lived on the upper-portion of Uuma, were all about to die. I can't quite remember why, but I found myself feeling a great apathy for him. I felt almost obligated to pretend I didn't know what was going on, as I was still a young child.
I was supposed to die innocent, unknowing of what was to come upon me. That was what every parent would like to wish for their child. So, as my last act, I didn't speak or cry, I only looked into my father's eyes. I held his hand, and then a great big smile covered my lips. Begrudgingly, I held the truth back. However, the next few instants revealed to me that we hadn't died yet. My mother and father held my tightly in their grasps, as we were pushed deep below the surface by the kinetic force. Thousands of the non sea-oriented people died in that instant, but because we were Mer, we survived. We swam westward, the only thing we felt we could do. My father and mother remembered that the great island of Aramil was that way, and it wasn't too far off. All we needed was to swim back to the surface, and to swim west. The great landmass of the island was already in our sight.
However, there was blood and guts floating all around us. A city of hundreds of thousands had just died, so the water was a haze red. I even felt urine swim through my nostrils, before I eventually grew accustomed enough to it and no longer cared. My mother and father seemed to be sensitive to everything at that moment, though. I had no great attachment to my friends, or my city. But for them, it was everything; it was an escape from Kaminae, some true freedom.
That freedom disappeared in a flash, beneath the whim of the black-haired tyrant.
My mother and father were in a great hurry. They bended the water around us, and tried to help us back to the surface via a typhoon of water. However, it didn't prove to be quick enough. It wasn't long before we were surrounded by shark-like monsters, attracted to the blood and macabre of the situation. Then, leading this horde of vultures, came the great drake. My father tried to fight him using his steel-like water, but his skin was too tough, and he proved too agile. Soon enough, he was beneath my father, biting off his legs. My mother swam in to try and save him, and actually managed to kill the creature. However, by that time, she had already lost all of the fingers on her right arm.
With the sharks closing in, we were completely doomed. My father was in too much pain to use magic, and my mother and I knew he was to die. She, in her grief, became paralyzed. I was alone and defending against them all, with nothing but childish naivety and weakness. In my desperation, I continued to swim, and they responded with a chase. I don't remember what happened next. All I recall was a great light wash over me, and a horrible cold. Then, the sharks were all gone. My mother, my father and I were alive, for the most part. My mom did her best to get us up to shore, where she managed to bandage my father and keep him alive. It didn't matter though, at that point. He'd already been completely destroyed, his legs -- and therefore his identity -- devoured. He would never walk or swim again.
He'd be nothing. He'd live for nothing, and enjoy nothing. All of his friends had died, and his work had died. So, he created a dagger of ice, and stabbed himself through the heart until he couldn't see or feel anymore. My mother screamed in anguish and told him to stop, but was unable to do anything. I watched, and that became my second memory.
Everything from before then was washed away from me. Nothing really mattered anymore. I lost all of the experiences I had with those two, and they were replaced with complete heartbreak. My mother and father, my bond with them, it just didn't matter at all. When the woman tried to come over and grab me, after she'd bandaged her right hand, I pulled away. I remember screaming at her: you were too weak to save father. She remembered those words, certainly, as she began to regret that event for the rest of her life. We moved onto the island and were kept fed and alive by one of my dad's business partners, who eventually married my mother. He treated me like his own son . . .
But I didn't treat him like my father. He was just a replacement, really. I inquired for him to educate me rather than give affection to me, and for him to teach me how to fight. The basics, I was taught. I learned how to use a spear, and how to properly fight in dragon scale armor, which was rare and valuable. He was my first mentor, and eventually his time came as well. He passed away due to a sudden illness, right around the time his marriage started to fall apart. I felt a very unsteady fissure in my heart at that moment, wondering just what type of person my mother was. I then wondered what type of person I was, so jaded and apathetic to everything.
I tried to be more like my people. I started to revel in the stupid things, like the sandy beaches and the crabs. I listened to the waves through my conch, and smiled and hummed in delight. Maybe that was just my way of coping, but it did bring me true happiness for a long time. Even with everyone trying to pull me away from that life, as it was doomed to fail, I found the time and made my way. Bit by bit, I learned from the songs of the sea. And I found myself all the way in Nocturne, and have since tried to forget about everything from before. And yet, here I find myself, at the bottom of the ocean floor, every night in my dreams. Every night, I come closer to remembering the source of that great flash of white, the face of the one wielding that power. I wonder, for a moment, if that force was not there for the satisfaction of chivalry and good deeds, but for me.
Energy Color: Black Energy Meter: 700 Element: All Battle Strength: Magic and Arcane Arts Battle Weakness: Hand to Hand
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: 0 A Rank: 0 B Rank: 0 C Rank: 0 D Rank: 0 E Rank: 0
Talent: (A) He doesn't need to use his hands nor his staff to use Magic...at all. (B) Vahn's Magic Energy Use is lowered by one rank, no matter the spell. (C) Vahn can store energy into certain magical items he carries and gather that energy later on in battle. (D) Vahn can hold and release spells while moving due to his increased/enhanced concentration and focus. Talent Weakness: (A) Vahn can only learn staff/rapier-based weapon styles, nothing else. If there's a book weapon style, he can learn it, but nothing else after that. (B) If the soul is struck with an attack B-rank or higher, it will be heavily damaged, and you will have to retreat or pass out in 3 posts. (C) Holy magic is strengthened by another rank against him.
• Detect Magic [Passive] The user can detect magic. This means when others cast spells, or emanate high amounts of energy, you can see their aura. This also means you can detect magic in an area, meaning if an area has something magical about it, you can feel it. At higher ranks, you can determine the source in an area.
• Light [E] The user pushes energy into an object, and causes it to glow brightly. This easily illuminates and area.
• Energy Ball [E] The basic and starter skill that the arcanist should learn before he or she can learn any other skill. Its quite simple to preform. You move your hand in a circular motion gathering up energy and as soon as it forms into the white ball of energy you can toss it at people, it has no weigh thus it travels in a straight line and it is quite fast. Being hit by one of this is like getting punched. If it hits leaves they tend to turn into ash and human flesh suffers minor burns the strange thing is there is no heat present. Upon reaching adept rank this skill can be used by just aiming your open hand at the enemy and the ball will fly out. At master rank five at a time can come out yet it still just costs E rank energy. Well its not incredibly powerful anyway.
• Mage Hand [D] You aim your finger at something, and can lift it and move it from a distance. You can propel it, hold it in a certain fashion, and possibly manipulate it if it can be. This only forks for 10 Meters and 10 pound objects, and once it passes that mark, the objects falls victim to gravity again.
• Ghost Sounds [D] The user causes the sounds of anything they wish, from foot steps to a roar.
• Projection [D] The user will make the image of anything they wish appear before, or near them. Be it a man, monster, or object. Although it makes now sound whatsoever.
• Acsio [D] An incredibly basic spell its force is equal to the force of the user. The user creates a magical circle over the target object and pulls it towards him, there is no distance limit but it has to be visible to the user.
• Energy Coat [D] Since Arcanists need lighter equipment because they would be focused on dodging their enemies rather than taking the hit they created this spell. They will create a magical circle around them and from that they will be covered with a coat of energy. 4 E rank or two D ranks will break the defensive coat anything stronger than D rank will go clean through it like it was not there. It lasts till it breaks or 5 posts, which ever comes sooner. Has a 4 post cooldown period after it breaks or fades away.
• Mystic Impalement [D] The arcanist forms energy in their hand and he or she swings it down towards the ground. This energy impacts the ground and then it forms into a wave of energy spikes headed towards where the arcanist is facing. This has a range limited to five meters. A total of four spikes are headed towards the target each one as sharp as a regular spear.
Personality: Vahn is eloquent and graceful, but has sinister intentions on the side given his lineage. Vahn is considered to be the villain with most class if this were a guild about heroes and villains. Sexuality: Bisexual Quote: "When punishment comes, we take it like men." Height: 5' 11" Weight: 112 lbs. Eye Color: Red
xxxxx Vahn was a bookworm for a majority of his life, constantly reading whatever he could get his hands on and absolutely despising the light and what it had to offer. Vahn read at home, at school, amongst his friends, and amongst his family when they all ate together. Vahn's main goal in life was to obtain all of the knowledge that he could, but then, one day, he had opened a book that was not for him, that was considered forbidden amongst his family. He opened the Forbidden Tome of Dark Elves, one that would unlock secrets of high skill, but it was at the cost of dying and being reincarnated into one of them. He had died after 5 remaining years and reincarnated into a Dark Elf. Nah, just kidding, he was on the john and passed out, woke up and suddenly he remembered he was a Dark Elf, he walked out of the john and realized that he ALSO had a normal life, filled with normal people, mom, dad, and vicky who did not understand. He also had two magical goldfish who granted him any wish.
Posted: Wed Aug 07, 2013 1:47 pm
MAIN INFORMATION
Full Name: Mamoru Shigehito Nicknames: The Fox Age: 21 Birthdate: 04/24 Gender: Male
Energy Color: Purple Energy Meter: 900 Element: Wind Battle Strength: Incredible Speed, Gun Mastery and Sword Proficiency Battle Weakness: Close Combat, Lack of Armor and Arrogance
Fights Won: 0 Fights Lost: 1
Completed Quests
S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Talent:Danger Intuition: His sixth sense allows him to detect any dragons, demons or holy men with in ten feet of him. This sixth sense also allows him to become attuned to his surrounding from a protective barrier of five feet away that would let him know if anyone plans to harm or maim him.
Talent Weakness: Dark and Holy attacks deal +1 rank for damage Holy Barriers or Wards drop his stats by -1/-1 Anyone that is empathetic or able to block sensing abilities would stop this effect.
Personality: He is extremely arrogantly about his speed, which causes him to belief that no one will be able to tough him. He is playful and conniving like a fox, but he is carefree just like the wind. He can be extremely perverted at one moment and the next a gentleman, but the biggest problem is that he refuses to speak for a personal reason. This personal choice makes many wonder if he is a mute or has some form of disorder that prevents him from talking. Sexuality: Hetero-sexual Quote: I have one speed, I have one gear: Go! Height: 6’ 11” Weight: 110lbs Eye Color: Red
Favorites:
• purple • sushi • foxes • Luimira • Speed
Theme Song: Fear of the dark – Van Canto Battle Theme: Speed of Light –Van Canto
xxxxx Mamoru was the black sheep of the Waktu's race as his facial features resemble that of a lanky black and white fox. His difference of appearance causes other people to bully and make him try to find ways of making money to support himself. He tried to gamble in different ways by borrowing money from loan sharks, but he lost all the financial gain and was unable to pay them back. He had to learn quickly to avoid being hit or detecting people, which caused him to take the trickster ways. He later joined the military of Nocturne to hid from his debt collectors and advance himself in power/speed to escape pain. Although this hasn't been easy as it resulted in a massive amount of disadvantages.
Side Note: His left hand as been replaced with an artificial appendage with the toughness of leather and the strength to bend steal.
Full Name: Greed Damon Nicknames: hotshot (by alex) and many colorful insults by everybody else Age: 107(looks to be in his early twenties) Birthdate: unknown Gender: male
Culture: Luimiran Religion: N/A Languages:
De Facto - common Fluent - demonica Basic - elvish
Energy Color: black and red Energy Meter: 1400 Element: Fire and electricity (Inner storm replaced wind) Battle Strength: physical confrontation; he is somebody you don't want to let get close to you. Battle Weakness: long ranged battles; He isn't much one for a long ranged confrontation, and it is painfully obvious. not to say he is completely defenseless, but it's certainly not his strong suit.
Fights Won: 0 Fights Lost: 0
Completed Quests
S Rank: A Rank: B Rank: 2 C Rank: 3 D Rank: 2 E Rank:
Talent:RPC Name: Greed Rank: B Bloodline & Class: Diabolus berserker Talent Description: The Herald of Chaos This talent is an interesting mutation that occured within Greed upon obtaining Pain. Pain benefitted from this as well, becoming Greed's dark descent to madness form and being able to use all of Greed's skills as well while in that form. How greed benefits from this symbiotic relationship is simple. At expert rank, the demon's body will mutate and he will get the remaining Diabolus traits he doesn't already have, which are the horns and fangs. On top of this, All of his elemental skills gain an extra rank in potency and The hand of satan passive applies to his elemental attacks as well. However, having the demon merge with his conscious was not all pros and no cons. No, Pain likes to argue with Greed. He tries to get Greed to do violent things, especially when the demon is angry. It is obvious when Pain begins to take control. The demon's irises will become purple and his pupils become reptilian like in shape. Usually, the Diabolus can succeed in keeping the argument in his head. However, when Pain really starts to take control he begins to say stuff aloud he only meant to say in his head. In a way, taking the strength of Pain was also like taking on a second personality disorder as well as an anger management problem. Talent Weakness: Greed can no longer subclass. This makes him extremely lacking in versatility. On top of this, Greed also takes an extra rank in damage from water based attacks. This talent makes Greed's anger very hard to control. On top of this sometimes the demon can take over Greed's voice and on even rarer occasions, his actions. This makes the Diabolus kind of a ticking time bomb as if you know how to push his buttons right you can forcibly make him enter his dark descent to madness state. However, making Greed angry is not a simple matter of insulting him. The demon is much too sarcastic for that. you have to know inside him quite well to figure out how to really piss him off. So his weaknesses summed up: - Extra rank in water damage - personality disorder - No sub class - anger problems; can occasionally trigger forced descent to madness How did the character get this talent?: Upon obtaining his dark descent to madness form, something within the Diabolus mutated, making him even stronger than before. This was due to Pain (His dark descent to madness form) fusing his conscious with Greed's.
Weapons: A pair of black combat boots with 3 inch knives that come from the tip for D ranked energy. The material strength of the knives correspond directly with his rank. Inside of his jacket there are multiple throwing knives held. The last weapon the Diabolus has is a set of Demascus steel trench knives, each approximately 7 inches in length.
Armor: his own skin is as strong as iron. Nocturno (his shirt) makes wind skills up to B rank useless against him, and the hood completely shadows his face no matter the angle you look at him from.
Machine:
other: His wedding ring, which is hidden underneath the metal hard structure of his claws.
• iron form • ki barrage • Ki Assault • mind over matter • catch blade • sword arm • fighting spirit • steel form • havock palm • Awakening
Sub-Class
• TEXT HERE • TEXT HERE • TEXT HERE
Hand-to-Hand/Weapon
• boxing up to stage four and techniques up to B rank • Capoira stage 5 and techniques, all berserker techniques up to A rank • Muay thai stage 5 mastered & berserker techniques • Wing chun stage one & berserker techniques • Raging fist stage 5 and all berserker techniques • Inner storm stage 5 and all techniques • Jiu jitsu stage one and techniques • Dim Mak stage 4 & techniques
Personality: Cocky, Arrogant, and sarcastic. Rarely is there a person that uses the word 'nice' to describe him. His tongue is nearly as sharp as his claws, and he does not hesitate to use either. Nocturne's military training and battle experience has molded him to be one thing; a brutally efficient and smart, calculative killer. If he considers you a threat, he will off you without a second thought as soon as an opportunity presents itself; such is the way of a hunter. Greed has attained a much higher level of prowess than most could hope to accomplish upon assimilating with Pain... but at a cost to his sanity. The demon has chipped away at Greed's mental well being, attempting; and sometimes succeeding in prying himself through the cracks. When this happens, there is a very small chance of survival. In terms of people he tolerates and 'befriends' however, Greed is loyal, and unwaveringly so. Sexuality: straight Quote: "Don't get in my way." Height: 6'1" Weight: 229 lbs. Eye Color: Bright red
Favorites:
• color; red and black • Person; Alex his wife • animal; dragons, he admires their capacity for hoarding jewels • city; Nocturne • bright lights • jewelry and 'shiny' things
Theme Song: tech n9ne - paint a dark picture Battle Theme: bump in the night - twisted insane
xxxxx Greed does not remember much about his upbringing. He just remembers his father was a demon... and a rather nasty one. And in this case, the apple does not fall far from the tree. Some say greed got his cruelty and apathy towards life by emanating his father... others say it is because his father beat the compassion and kindness right out of him. due to this upbringing, greed began to have a serious case of kleptomania. Soon, the young demon's name began to match his habits, as he had various treasures that he had stolen or otherwise achieved. Jewels, precious metals, and anything shiny in general attracted the demon's want. these, and interesting gadgets and gizmos. greed excelled in hand to hand combat, even as a child. Once he was old enough, his father sent him to train with the berserkers in nocturne, hoping his son would amount to something as a warrior.
Weapons: A pair of semi-auto pistols that shoot silver and holy rounds (one gun for each), a pump-action shotgun, shuriken, some incendiary grenades, a large greatsword with diamond edge. Armor: leather clothing
xxxxxChase was human, once. He lived a normal life in a normal town doing a normal delivery job, until a pack of dumbass vamp teens on a blood run ran him off the road and to his untimely death. Chase didn't stay dead for long, though. He had score to settle that even death couldn't stop. He eventually got his revenge, but even after it was over he just couldn't move on. Now he spends his days running transport jobs in Luimira, the city of monsters, not to mention the only city where he still feels welcome.
Personality: Quiet, precise, and weak to his vices. Sexuality: Straight Quote: "It must be in our minds..." Height: 6 feet 0 inches Weight: 170 Eye Color: Hazel
Favorites:
• color: blue • food: brownies • animal: cat • city: Luimira City • music artist(s): Soular Order, Direct • pastime: peoplewatching
Theme Song: Distance by Soular Order Battle Theme: Delusion by Direct
xxxxxZethus was that quiet kid in the back of the class that no-one remembered the name of. He could never really relate to anyone, so he kept to himself. He had only one friend, a good-natured guy named Dene, who could always get him out of his shell. But Dene was killed by a mugger a few years back, and Zethus retreated into himself, speaking only when necessary and constantly observing others. Then he discovered that he was a half-demon, a Dreadnought. He really had no idea what to do with himself and his new abilities, so he decided to seek out someone who did.
Full Name: Damian Kull Nicknames: N/A Age: ?? Birthdate: June 28th Gender: Male Nation: Nocturne Rank: Trainee Title: Citizen Bloodline: Dawn Elf Class: Seul Strength: 6 Speed: 8 -----------------------------------------------------------------------------------------
╫Major Information╫
Demon/Implant: N/A
Energy Color: White Energy Meter: 350 Element: Wind / Earth Battle Strength: Fighting Spellcasters Battle Weakness: Energy Reliant
Fights Won: 0 Fights Lost: 0
Talent:
-Completed Quests- S Rank: A Rank: B Rank: C Rank: D Rank: E Rank:
Personality: Damian is normally easy-going and carefree, able to put on a smile even in the most dire of situations. However, there are times when he becomes stoic and silent and only focusing on the job at hand. Quote: "Try to have some fun, eh?" Height: 5'6'' Weight: 190lbs. Eye Color: Yellow Favorite Band: ?? Theme Song:X Battle Theme:X Favorite Anime: Gurren Lagann Favorite Color: White -----------------------------------------------------------------------------------------
╫Background Information╫ Kull is not a family name, it is a clan name. The Kull clan is renown for being a spellcaster's worst nightmare. Using their own innate abilities mixed with special training, they learn how to manipulate arcane energies to fight magic users. From spell disruption to energy sensing, they leave no stone unturned when training their minds, bodies, and spirits for the day they are needed. However, Damian is an oddity. While most Seuls train in melee combat, Damian has trained in melee, ranged, and casting. He seeks to become as well-rounded as one can be. His iconic Hex Jaeger forms a bow when he uses it, allowing him to attack from afar.
As far as fame is concerned, Damian has not made his mark on history, yet. He is just breaking the shell of his potential, just now reaching the point where he will start doing great things.