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Posted: Sat Jan 06, 2018 5:09 pm
Name: Knot Halyard, formerly Sol Olga Sayle
Nickname: (TBD through RP)
Age: 20
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.
PHYSICAL DESCRIPTION: Pretty much the same except for slightly longer hair!
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Posted: Sat Jan 06, 2018 5:11 pm
Senshi: Eternal Sailor Stillwaterite, Corrupt Senshi of Ships (formerly Sedna)
Challenge:
I’ll never let go, Jack.
Attacks:
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.
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Posted: Sun Jan 07, 2018 6:19 pm
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Posted: Sun Jan 07, 2018 6:38 pm
I ACTUALLY THOUGHT ABOUT MAKING THAT MY SIG FOR A BIT DON'T TEMPT ME
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Posted: Mon Jan 08, 2018 11:30 am
Looks good to me, have fun!
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