Profiles will be posted below by a moderator. All posts are complete just as they were approved and will have a spoiler at the bottom containing a quote with your username. This will let you get notifications when edits are made to your profile by telling you that you've been quoted. We will put in a date and a link to your last update inside this quote. You can use that as a reference tool and so can we. It makes things a lot easier.
Posted: Wed Jul 11, 2018 7:15 am
◉▐▐▐▐▐▐___p e r s o n a l__○__d a t a
Username: Forks Anonymous Character Name: Veronif Zielbrandt Nickname: V; Valkyrie Gender: Female Date of Birth: November 15th Age: 23 Ethnicity: Caucasian Height: 5'7 Weight: 128 lbs
Personality: Veronif has always been described as a bubbly, cheerful, and friendly personality by those that meet her. Given her knack for interacting with others, it tends to comes as a surprise to those who learn that she finds the most joy from isolating herself and immersing herself with her own work. In that regard, she is a very driven woman who tends not to let obstacles or people get in the way of her dreams and goals. Playful and free-spirited in nature, she is never one to refuse a good adventure – the more dangerous, the better - which plays into her profession as a Treasure Hunter very well. Always in pursuit of something, be it a tangible treasure or general knowledge over a topic. On many occasions she is often described by her peers as a tomboy, and is never afraid of getting down and dirty when she needs to. She thrives on the idea of going against the grain and exceeding other peoples' expectations of her. Social Demeanor: In general, Veronif is always kind and courteous to others. She has a great respect for her elders and her superiors, but also has a very strong sense of self and is not a blind follower. She tends to carry herself with an air of confidence but never appears arrogant. When it comes to voicing her own opinions, Veronif tends to be very blunt and outspoken, rarely holding her tongue even when addressing superior officers. In conjunction with her infuriating stubbornness, she makes for a somewhat difficult individual to deal with when it comes to teamwork if she's paired with someone she disproves of. On the battlefield, Veronif always takes her opponents seriously, and for the right cause she is often more than willing to put her life on the line. Hobbies: Veronif is and always has been a bit of a fitness junkie; she is also a major adrenaline junkie Sexual Orientation: Heterosexual Significant Other: -
Biography: Veronif was born into an upper class family in Yorknew City, the youngest of five children. Though she grew up living an almost fairytale life, Veronif chooses not to discuss the affairs of her family. When asked, she often tells people that she never knew who her parents were, and that she grew up 'in the system' bouncing from home to home. Very little is actually known about her family apart from her parents’ occupations - her father was a successful layer who worked in a big firm in Yorknew City, and her mother was a homemaker. It is widely believed that Veronif’s father had extensive and deep ties with the seedy black market in the city. Despite her lavish upbringing, Veronif chose to leave her family at the age of 16 for undisclosed reasons, and has since severed all ties with her kin.
Following her departure, Veronif spent years travelling before she decided on pursuing a career as a Hunter. Along her travels, Veronif met a multitude of people and picked up an innumerable number of skills - a true jack of all trades and master of none. In addition to skills, Veronif developed a deep network of connections - friends in all the corners of the world whom she hopes to be able to rely on in times of need (connections are open - PM to hammer out details if interested!). Infatuated by the idea of traveling the world but forced to find a way to make ends meet, Veronif settled for a Hunter career, choosing to hunt specifically for priceless treasures. Her main interest is being sponsored by rich collectors willing to pay for her services.
Nen Sub-Types: Transmuter, Emitter Transmuter Level: 50 Emitter Level: 50
◉▐▐▐▐▐▐___i n v e n t o r y__○__d a t a
Jenny on Hand: J50,000 Jenny in Account: J1,220,000 On-Hand Inventory: 1/20 Off-Hand Inventory: 0/0
On-Hand Inventory
Hunter Identification Card [ PRICELESS ] This serves as identification to anyone to show that you are a Hunter. Without having this on hand, you will unable to access the Hunter Network, enter certain buildings, or take on contracts or tasks in any way. If lost, a new one can be obtained from the Hunter's Association, but it will require serious convincing.
Sungsam Solar System SSJ3 Phone [ J1,200,000] The perfect phone. It's durable, much more than the oPhones, and is known for excellent service. It can call anyone in the known world, provided you have their contact information. This phone will never crap out on you and will always provide the best service. It's no Lokia, though. It won't survive a nuclear fallout so well, nor will it survive a meteor landing on it, like the Lokia will.
Item Name [ Cost ] Description
Storage Location 1
Item Name [ Cost ] Description
Item Name [ Cost ] Description
◉▐▐▐▐▐▐___t e c h n i q u e__○__d a t a
Basic Nen of the Flame Techniques
Ten (点, Point) The user shrouds their body in aura. The aura forms a basic, shell-like shield over the whole body. This ability is useful in reducing damage from incoming Nen attacks. Using this ability reduces incoming damage from a Nen-based attack equal to 10% of your Aura Stat. This lasts until another ability from the Nen of the Flame list or the Advanced Nen list is used, or until dismissed by the user. Technique Type: Nen Point Cost: 10 Aura Requirements: The training for basic Ten consists of focusing one's aura and allowing it to envelop into a shroud around the body. To begin, the master that is conducting the training must release the aura nodes in the body. This is usually done through a direct strike using Nen. The master will ensure this strike does not kill the trainee. After taking the hit, the trainee must exert all of their effort shroud oneself will their aura. 200 words are required to be posted in training this technique.
Zetsu (舌, Tongue) Stops the flow of Aura entirely in one's own body. This is useful in concealing one's self from other Nen users. Using this technique increases the user's own Stealth Stat by 50% of their maximum Aura Stat. This lasts until another ability from the Nen of the Flame list or the Advanced Nen list is used, or until dismissed by the user. Technique Type: Nen Point Cost: 0 Aura Requirements: The trainee must close all of the aura nodes that they just opened through Ten in order to stop the flow of aura. This training takes a total of 200 words to complete the training for this technique.
Ren (錬, Temper) The user focuses Aura to be more condensed in certain parts of their body. Focusing it to the hands or feet increases the Strength stat by 10% of the Aura Stat. Focusing on both legs increased the Speed Stat by 10% of the Aura Stat (doesn't increase Evasion). Focusing on one's core and back increases the Evasion Stat by 10% of the Aura Stat. This lasts until another ability from the Nen of the Flame list or the Advanced Nen list is used, or until dismissed by the user. Switching the buff applied by this technique costs only 5 Aura. Technique Type: Nen Point Cost: 10 Aura Requirements: The trainee must make three post to learn Ren. The first post must be at least 150 words learning to increase the amount of aura in the hands and feet. The second post of 150 words must be learning to focus aura into both legs. The third post of 150 words is learning to focus aura in the core, around the diaphragm.
Hatsu (発, Release) Once learned, one would have the ability to awaken their true Nen abilities and have mastery over the Nen of the Flame Techniques. This technique, while having no direct application, allows a character to apply for a Custom Hatsu Ability. Technique Type: Nen Point Cost: Passive Requirements: The master will set a glass filled to the brim with water with a single leaf floating atop, and ask the trainee to hover their hands just around the outside of the glass. The trainee will perform Ren in their hands. The water will exhibit one of six traits. Depending on the trait, the user is a different type of Nen user. If the volume of the water changes, the user is an Enhancer. If the taste of the water changes, the user is a Transmuter. If impurities appear in the water, the user is a Conjurer. If the color of the water changes, the user is an Emitter. If the leaf moves on the water's surface, the user is a Manipulator. If a completely different change appears, the user is a Specialist. The trainee must make at least a 300 word post detailing this process.
Advanced Nen of the Flame Techniques
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
Career Path Techniques
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
Custom Hatsu Ability
Valhöll Description: Even as a child, the concept of power and redemption had always been on the forefront her mind. Her father's position in society granted her an unprecedented look at the operations of those in higher seats of power, and in her youth Veronif had always associated with the children of crime lords and mafia bosses alike. Yet all Veronif ever saw growing up was pure greed and chaos borne from powerful men and women who operated above the law – chaos that her father so fervently defended in the courts. Veronif’s father had always taught her to pick her battles and the importance of winning on pure merit and wits alone. With that in mind, Veronif chose early on to never allow herself to stray down the same path her father did. She would never sell her soul to defend others who didn’t deserve it. Much of her decision to break from her family was a result of this. Upon her departure, Veronif swore to gain power only as a means to help others. She swore to always be judicious about the battles she picks, to never fight solely for money and power.
It turns out that her Hatsu grants Veronif such power through the path of least resistance - following in the footsteps of most enhancers, Veronif's Valhöll functions much like one would expect - through the use of her Hatsu, Veronif can boost her physical attributes (namely defensive and offensive capabilities) to incredible levels beyond that of normal limits. Her status as an enhancer grants her a unique physiology, granting her boost in her natural power, and with specific techniques, Veronif is able to enhance her raw power to superhuman levels, but with one major caveat: the boosts in offense and defense are allocated to one side each: her raw physical offensive power is localized to her left (non-dominant) arm, while her defensive power is localized to her right (dominant) arm - a testament to the more defense-driven nature of her abilities. As an Enhancer, Veronif’s regenerative capabilities are also naturally enhanced, and through certain techniques she can push her regenerative factor to inhuman levels and extend these capabilities temporarily to others.
In Norse mythology, Valhöll (aka Valhalla, the hall of the slain) is an enormous hall in Asgard that is ruled by Odin. Half of the viking warriors slain in battle are taken to Valhalla by the valkyries, and the other half are taken to Fólkvangr. According to legend, the hall is majestic and "gold-bright", with a roof of made of shields and spears for rafters. The vast space is filled with feasting tables, with breast plates for seats. The einherjar spend their days in combat, and their evenings in Valhalla where their wounds are healed as they feast on the meat of Saehrimnir and mead from the goat Heidrun - an endless supply of food and drink.
Nen Type: Enhancer Nen Sub-Types: Transmuter, Emitter
Vow: Valhöll must only be used to serve and protect a cause that Veronif deems worth fighting for. Punishment: If this vow is broken, Veronif’s body will be stricken with rapid peripheral neuromuscular degeneration, resulting in a near total paralytic state for the rest of her life – a fate to her that is worse than death.
Passive Abilities:
Fortitude of the Valkyrie: Befitting of a true angel of death, Veronif's base endurance stat is increased by double its base value. Berserker Rage: The power of the ancients courses through her veins, blessing her with double the value of her base strength. Fólkvangr: When standing within a 15ft radius of Veronif, damage done to others is reflected onto her as well at 10% power. All but fatal attacks are fair game. This is used to passively charge Glasir.
Hatsu Techniques
Einherjar In Norse mythology, Einherjar are the spirits of the Viking warriors slain in battle that were selected by Valkyries to live in Valhalla. They spend their days fighting and their nights feasting, all in preparation for Ragnarok. Viking warriors aspired to be einherjar when they died. A general enhancer technique wherein Veronif uses her nen to power every cell in her body, fortifying it to give her enhanced strength and defense. The unique aspect of Einherjar is that unlike traditional enhancer techniques, Einherjar is split between Veronif’s left and right sides, where her left side (she refers to as Gungnir) is focused solely on the offensive aspect while her right side (she refers to as Svalinn) is focused solely on the defensive aspect. Any and all attacks hitting her right side have reduced effectiveness, decreasing the damage she receives to only 75% of its effective power, while the other 25% effective power is absorbed and used to power the technique (no aura cost for that post). Consequently, her left side is much more vulnerable, where she will receive double the damage if an attack lands on her left. The loss of defensive potential is made up for in the immense boost in her offensive power – upon activation of this technique, she receives a 13% boost in melee accuracy for all attacks from her left side. When enhanced with this technique, her strikes, though they pack a punch, seem to also have an added piercing effect. (ie. If she were to punch a wall, the damage would be pointed conical in shape instead of blunt spherical). Upon activation, Veronif’s nen becomes a visible shroud of fiery/wispy ghost-like silver armor. The Norse wrote of a legendary shield and a legendary spear. Svalinn is the name of the shield the Norse gods placed in front of the chariot of the sun, and legend dictated that if the shield ever fell, the land and oceans would burn. Gungnir is the legendary spear of Odin, crafted by the Dwarves, and legend dictated that Gungnir was crafted with such balance that it could strike any target, regardless of the strength or skill of the wielder. Point Cost: 10 SP / 50 Aura to activate, 5 Aura/post to maintain and reactivate Nen Type: Enhancer, Transmuter Requirements: N/A
Glasir In Norse mythology, Glasir is the name for a tree, described as the most beautiful among gods and men that bears golden red leaves, that stands outside the doors of Valhalla. Glasir is powerful enhancer technique wherein Veronif bathes each and every one of her cell with nen to power their processes. A beautiful golden aura is emitted from her body, taking on the appearance of golden roots that wrap around her body and the bodies of anyone within a 5 foot radius of her. Anything the roots touch acquires a temporarily (1 post to describe, just for funsies) enhanced healing factor, giving them a complete return of 25% of their maximum HP. It is believed that this regenerative factor may be powerful enough to bring the freshly dead back to life, but this has yet to be tested (for reference, if those who recently died in battle are revived with Glasir, they are revived with +5% of their HP recovered). Point Cost: 10 SP / 50 Aura Nen Type: Enhancer, Emitter Requirements: Veronif must have accumulated sufficient damage (below 15% max HP) before it can be used; must not be using Einherjar at the time of activating Glasir.
Ragnarök In Norse mythology, Ragnarök (The Doom of the Gods) is regarded as the end of their mythical cycle. It is a destiny that the gods themselves are aware of and are in constant preparation for. At the end, the ravaged land sinks beneath the ocean, only to return for the cycle/creation to begin anew. After the conditions are met for the use of Ragnarök, 90% of all available Aura and Stamina is consumed, and their values are totalled and divided by 10 for the damage multiplier. A wispy black aura then surrounds Veronif (known as Ginnungagp), signifying the successful initiation of the technique. She then has a 5 post window to strike, and multiplier is applied to the damage of her attack. The Norse referred to the void before creation (and after Ragnarok) as Ginnungap, a bottomless abyss. After the use of this technique, the consumption of Aura and Stamina will render Veronif virtually incapacitated, making it a powerful all-or-nothing last ditch attack. Point Cost: 10SP / 90% of current Aura Nen Type: Enhancer, Transmuter Requirements: Can only be used after Einnherjar and Glasir have been used at least once in battle, with 50% or less HP.
General Techniques
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
Custom Techniques [Non-Hatsu]
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
A L L___R I G H T S___B E L O N G___T O___W I N N I E P G G D O___N O T___S T E A L P M___F O R___P E R M I S S I O N___T O___U S E ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂
Username: Burrtii Character Name: Felida Snelt (fel-ee-dah snelt) Nickname: Fel Gender: Male Date of Birth: April 4th Age: 28 Ethnicity: Japponese Height: 5' 4" Weight: 122 lbs.
Personality: Fel is a secretive and aloof individual who spends most of her time in preparation for whatever job she has next. She is generally stoic and focused on the task at hand. She is kind and will go out of her way to do the right thing, but also understands that completing her job is the most important thing at times. Fel can be rather aloof and will often hide the nature of her agenda from others. He reticence in interacting with others is an act of self-preservation and to limit the amount of knowledge she gives to others. The more secretive she can be, the more comfortable she can feel. Social Demeanor: Fel can be either warm and friendly or cold and stoic when with other people. Her attitude almost entirely depends on whether or not she's working. She enjoys spending time with other people in social situations. It's something she didn't have a whole bunch of when she was growing up and, as an adult, she's happier than can be to be able to develop relationships with others. Hobbies: Painting, playing the grasswhistle Sexual Orientation: Demisexual Significant Other: N/A
Biography: There is little known about Fel by anyone outside of her home village. She was born in Jappon to a family sworn to protect their village as militants. Fel's father was even a personal bodyguard to the local political officials. He had trained Fel to do the exact thing when she'd come of age to do such work, but she instead had an interest in seeing the world. Getting out of the village one day was on Fel's mind as early as nine years old. At age 16, her father set up a trip to Yorknew City, where she'd be able to register for the next Hunter Exam. Fel knew that once she got a Hunter's License, she'd be able to travel the world doing whatever work she wanted. This opportunity was a true blessing for her.
Fel had no problems obtaining her license and would begin to do work in various regions of the world for the next few years. Eventually, Fel encountered a man who'd teach her about the powers of Nen. Once she learned this, she'd continue to train diligently to hone her skills and better serve herself as a hunter.
Jenny on Hand: J0 Jenny in Account: J704,400 On-Hand Inventory: 2/20 Off-Hand Inventory: 0/0
On-Hand Inventory
Hunter Identification Card [ PRICELESS ] This serves as identification to anyone to show that you are a Hunter. Without having this on hand, you will unable to access the Hunter Network, enter certain buildings, or take on contracts or tasks in any way. If lost, a new one can be obtained from the Hunter's Association, but it will require serious convincing.
Stun Glove V2 [ J1,800,000 ] Like Vol. 1, but with a bit more juice. Produces 100,000 volts. This weapon does a base of 25HP in damage and causes an opponent to lose one standard action on their next post. If they have no actions left, then they cannot use techniques, attack, or move. This effect must be recharged after successful use. This effect has a 4 post cooldown period.
Item Name [ Cost ] Description
Storage Location 1
Item Name [ Cost ] Description
Item Name [ Cost ] Description
◉▐▐▐▐▐▐___t e c h n i q u e__○__d a t a
Basic Nen of the Flame Techniques
Ten (点, Point) The user shrouds their body in aura. The aura forms a basic, shell-like shield over the whole body. This ability is useful in reducing damage from incoming Nen attacks. Using this ability reduces incoming damage from a Nen-based attack equal to 10% of your Aura Stat. This lasts until another ability from the Nen of the Flame list or the Advanced Nen list is used, or until dismissed by the user. Technique Type: Nen Point Cost: 10 Aura Requirements: The training for basic Ten consists of focusing one's aura and allowing it to envelop into a shroud around the body. To begin, the master that is conducting the training must release the aura nodes in the body. This is usually done through a direct strike using Nen. The master will ensure this strike does not kill the trainee. After taking the hit, the trainee must exert all of their effort shroud oneself will their aura. 200 words are required to be posted in training this technique.
Zetsu (舌, Tongue) Stops the flow of Aura entirely in one's own body. This is useful in concealing one's self from other Nen users. Using this technique increases the user's own Stealth Stat by 50% of their maximum Aura Stat. This lasts until another ability from the Nen of the Flame list or the Advanced Nen list is used, or until dismissed by the user. Technique Type: Nen Point Cost: 0 Aura Requirements: The trainee must close all of the aura nodes that they just opened through Ten in order to stop the flow of aura. This training takes a total of 200 words to complete the training for this technique.
Ren (錬, Temper) The user focuses Aura to be more condensed in certain parts of their body. Focusing it to the hands or feet increases the Strength stat by 10% of the Aura Stat. Focusing on both legs increased the Speed Stat by 10% of the Aura Stat (doesn't increase Evasion). Focusing on one's core and back increases the Evasion Stat by 10% of the Aura Stat. This lasts until another ability from the Nen of the Flame list or the Advanced Nen list is used, or until dismissed by the user. Switching the buff applied by this technique costs only 5 Aura. Technique Type: Nen Point Cost: 10 Aura Requirements: The trainee must make three post to learn Ren. The first post must be at least 150 words learning to increase the amount of aura in the hands and feet. The second post of 150 words must be learning to focus aura into both legs. The third post of 150 words is learning to focus aura in the core, around the diaphragm.
Hatsu (発, Release) Once learned, one would have the ability to awaken their true Nen abilities and have mastery over the Nen of the Flame Techniques. This technique, while having no direct application, allows a character to apply for a Custom Hatsu Ability. Technique Type: Nen Point Cost: Passive Requirements: The master will set a glass filled to the brim with water with a single leaf floating atop, and ask the trainee to hover their hands just around the outside of the glass. The trainee will perform Ren in their hands. The water will exhibit one of six traits. Depending on the trait, the user is a different type of Nen user. If the volume of the water changes, the user is an Enhancer. If the taste of the water changes, the user is a Transmuter. If impurities appear in the water, the user is a Conjurer. If the color of the water changes, the user is an Emitter. If the leaf moves on the water's surface, the user is a Manipulator. If a completely different change appears, the user is a Specialist. The trainee must make at least a 300 word post detailing this process.
Advanced Nen of the Flame Techniques
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
Absolute Zero
Description: Felida grew up with a family that would train her in some of of the harshest climates in the world. She'd excel in most of these training missions, but found herself most at home in a colder climate where she was surrounded by ice and snow. Her comfort here and the serious training she was forced to endure led to her Nen taking a particular icy and snowy form.
With this ability, Fel is capable of turning her body to ice and snow as well as create weapons and structures from ice. Her powers take the form of a chilling wind that will form into different items. When attacking with any weapon, Fel is able to use her aura to augment regular strikes with freezing energy.
Nen Type: Transmuter Nen Sub-Types: Conjurer & Enhancer
Vow: Never harm a child (age 14 or younger) with Nen abilities Punishment: Entire body will become encased in ice for 96 hours (4 days)
Passive Abilities:
Fel's evasion is now equal to the Speed and Stealth stats combined, rather than the average of the two As long as Fel's Evasion Stat is 150 points higher than an attacker's Accuracy Stat, she can evade any attack by winning a roll. Fel must roll a 100-sided die and score 51 or higher. If so, the attack is avoided completely. Fel's Speed Stat is doubled.
Hatsu Techniques
Ice Needles Fel's summons a chilling wind to her hand. Icy needles will appear between her fingers. Each use of this technique creates 3 needles made of durable, solid ice that are able to be thrown at a target. Each of these needles can do 5 HP in damage. Only one can be thrown per standard action. Point Cost: 1SP / 5 Aura Nen Type: Transmuter & Conjurer Requirements: N/A
Ice Armor Fel summons a chilling wind that covers her body and solidifies into a solid, icy armor. The armor is strong and capable of taking away a lot of the impact of enemy attacks. While the armor is on damage is reduced by 10 HP. The armor lasts for five posts before it will crumble off of Fel's body. Point Cost: 4SP / 20 Aura Nen Type: Transmuter & Conjurer Requirements: N/A
Ice Katana Fel holds a hand out and calls upon a chilling wind to her open palm. The wind will coalesce and become solid ice that takes the form of a 5ft. katana. The blade is as strong as steel and just as sharp as the katanas from her homeland. This katana will last until dismissed by Fel. If it takes 50 HP in damage directly to the weapon, it will shatter. While using this weapon, basic attacks have a base amount of damage of 25 HP plus the standard scaling with the Strength Stat. Point Cost: 10SP / 50 Aura Nen Type: Transmuter & Conjurer Requirements: N/A
Job Skills
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
General Techniques
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
Custom Techniques [Non-Hatsu]
Name Description Technique Type: Point Cost: Requirements:
Name Description Technique Type: Point Cost: Requirements:
A L L___R I G H T S___B E L O N G___T O___W I N N I E P G G D O___N O T___S T E A L P M___F O R___P E R M I S S I O N___T O___U S E ▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂▂