School: Finishing degree at Destiny City University through online program (and working as a secretary)
Hobbies: Sign Language – This hobby happened by chance. Solas saw a flyer advertising Sign Language classes, was interested, took the classes, and then fell in love with the visual language. Since then, she’s become dedicated to becoming fluent in American Sign Language, and is working on learning a bit of other variations of Sign Language as well.
Cooking – Having spent the past year of her life nearly eating out or consuming junk food, Solas has become dedicated to cooking and preparing her meals. She’s teaching herself how to cook, and how to make a lot of things from scratch. While she’s no Master Chef (yet), she works hard at getting better every day. She also enjoys cooking for others, and takes pleasure in making things for friends.
Sailing – The proud owner of a sailboat (and also as the senshi of Ships), Solas has picked up the hobby of sailing. She loves the freedom it allows, for one to just leave the land and head out into the open water. She also enjoys the feel of the wind and the speed of which the craft cuts through the waves. It’s a way to unwind and get away from it all at times.
Virtues: Steadfast – Once Solas has made up her mind about something or someone she is dedicated and loyal to the end. This goes from her treatment of people, to how she operates, to how she handles matters in her life. She is not shaken or deterred from her course by others or outside factors.
Calculated – Long gone are the days of rushing in without thinking of the consequences. Solas weighs all her options before she acts or speaks. Even if a decision requires quick action or thinking, it’s a guarantee that she weighs the pros and cons before she moves in hopes of the best possible outcome.
Flaws: Taciturn – Unless you’re one of her friends, Solas is tight lipped and unforthcoming. She will speak when spoken to, but it will be minimal and direct. This also extends to how open she is about herself, which isn’t very open at all. She keeps people at an arm’s length, and doesn't let anyone get closer than that to her as well.
Stubborn – Once Solas’ mind is made up, it’s made up, and it takes a lot of hard facts and evidence otherwise to make it unstuck. She’s rarely unyielding unless soundly proven otherwise. She’s also more than willing to get confrontational due to her stubbornness.
Name: Knot Halyard
Nickname: (TBD through RP)
Age: 21
Birthday: She feels like she’s a winter baby, so she made it January 1st
Sign: Capricorn
Gemstone: Garnet
Height: 5'11"
Blood Type: O
Fav. Food: Perogies
Hated Food: Pickles
School: N / A
Hobbies: Ghost Hunting – Knot truly believes there’s something happening after people die, and since murder happens a lot in Destiny City, it’s the perfect place to find out! Plus there are so many old, creepy and abandoned buildings around as well. Knot can be found in them, trespassing and trying to find proof of the supernatural in the late hours of the night with an amateur set of equipment.
Krav Maga – Inspired by her “colleagues”, Knot picked up learning one of the most deadly forms of martial art. She felt she needed to in order to defend herself, both from people who should be on her side and those on the other. She trains regularly, whether it is out patrolling or during her down time.
Volley Ball – This hobby happened by accident. She always had the height and she found it fun, so she joined. Knot plays for a casual league, or hops around to others whenever they need a spare player for a game.
Virtues: Authentic – Knot is Knot. She doesn’t try to hide who she is and what she does. She doesn’t act differently depending on the person she’s interacting with.
Perseverance – Knot stays her course. Once her mind is set on something, she will do whatever she needs to and whatever it takes to reach the end. This extends for herself and for others, as well.
Flaws: Idealist – Knot operates on how she thinks things should be and not how they realistically are. This creates strife with how she can operate day to day, and with what she is supposed to be accomplishing versus what she’s actually doing. She has a hard time compromising.
Volatile – She can be chill and relax one moment, and the next, if something sets her off, can have her in your face and ticked off. Sometimes she can flip like a switch, and sometimes she can do a 180 if she feels threatened or if someone she cares about is threatened. It’s situational most often than not.
Posted: Tue Aug 18, 2015 8:35 pm
Sedna
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Senshi: Super Sailor Sedna, Senshi of Ships (formerly Corrupt Eternal Stillwaterite)
Challenge:
Adjust your sail.
Attacks:
Sailor Scout Attack: Your Ship’s Sinking Sedna focuses on one target (can be Order or Chaos), and holds a hand out to them. Her magic takes the form of a small ship that’s half her height and moves in a linear path that spans 10 feet. Target feels trapped in a sinking ship and feels like they’re drowning. It feels like they can’t breathe and lightly choking. Sedna must be able to see her target to cast this, and the spell gets interrupted if she’s attacked or distracted. Lasts for 30 seconds and can be used 3 times.
Super Sailor Scout Attack: Your Ship’s Sunk Sedna focuses on one target (can be Order or Chaos), and holds a hand out to them. Her magic takes the form of a ship that’s her height and moves in a linear path that spans 15 feet. Target feels trapped in a sinking ship and feels like they’re drowning. It feels like they can’t breathe and does choke them (how much up to player, and if they want to push it further for RP flavor). Sedna must be able to see her target to cast this, and the spell gets interrupted if she’s attacked or distracted. Lasts for 35 seconds and can be used once.
Eternal Sailor Attack: Sail Away Sedna calls out the technique name, and motions her hand either away from herself or towards herself. Her energy comes forth and takes the form of a ship (the size of a pick up truck), and can carry herself and/or target in a linear path a range of 15 feet. This can be used to move herself out of danger, towards someone or something quickly, to get an opponent away from her, or to carry an opponent into something to damage them (like a wall). The force of impact (with a wall / big object) can temporarily stun and knock the wind out of a target. It can be dodged if expected or with quick reflexes, as it travels fast. Can be used once.
Sailor Scout Attack: Your Ship’s Sinking Stillwaterite focuses on one target (can be Order or Chaos), and holds a hand out to them. Her magic takes the form of a small ship that’s half her height and moves in a linear path that spans 10 feet. Target feels trapped in a sinking ship and feels like they’re drowning. It feels like they can’t breathe and lightly choking. Stillwaterite must be able to see her target to cast this, and the spell gets interrupted if she’s attacked or distracted. Lasts for 30 seconds and can be used 3 times.
Super Sailor Scout Attack: Your Ship’s Sunk Stillwaterite focuses on one target (can be Order or Chaos), and holds a hand out to them. Her magic takes the form of a ship that’s her height and moves in a linear path that spans 15 feet. Target feels trapped in a sinking ship and feels like they’re drowning. It feels like they can’t breathe and does choke them (how much up to player, and if they want to push it further for RP flavor). Stillwaterite must be able to see her target to cast this, and the spell gets interrupted if she’s attacked or distracted. Lasts for 35 seconds and can be used once.
Eternal Sailor Attack: Sail Away Stillwaterite calls out the technique name, and motions her hand either away from herself or towards herself. Her energy comes forth and takes the form of a ship (the size of a pick up truck), and can carry herself and/or target in a linear path a range of 15 feet. This can be used to move herself out of danger, towards someone or something quickly, to get an opponent away from her, or to carry an opponent into something to damage them (like a wall). The force of impact (with a wall / big object) can temporarily stun and knock the wind out of a target. It can be dodged if expected or with quick reflexes, as it travels fast. Can be used once.