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SirOni

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For the posting and discussion of characters.
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Heres the link on everything you'll need about magic that will be used by Art in SBS;

And here's Art's character sheet;

Name: Artemis Wingate
Alias: Art
Birth Date: 13th October 1894 (though because this is set in the universe of SBS his birth date is 18 years before the year SBS is currently in)
Age: 18
Race: Human
Height: 5’8”
E. Colour: Pale Grey
H. Colour: Dark Grey

Physical Appearance
Art stands about a few inches shorter than the average height for his age, Art is five foot eight inches with a toned build from the training he does most days since he was young. His hair, dark grey, hangs just above his shoulders, his fringe goes part his nose but various partings separate his fringe so it doesn’t cover his face completely. Art also has a bit of hair at the top and back of his head that sticks up regardless of what he does to it which on times annoys him.

Looks-wise Art is of average attraction, nothing spectacular is noteworthy about him though as mentioned he is physically toned partly thanks to his sword training since he was five. His skin is fair, no blemishes or marks mar his complexion and his eyes are pale grey, to a casual onlooker it would appear as if he lacks any pigmentation whatsoever to his iris, though if one were to stare into his eyes it would be clear that they are just that pale.

Art generally wears white shirts, red/reddish-brown vest/undershirt and trousers and a black pair of shoes. Art also sometimes on occasion wears a black tie, though its usually on a special occasion. The vest itself is made from cotton with the underside made from black velvet. Two pockets decorate the side of the vest, more ornamental than practical, they do however allow Art to store a small amount of Mythril inside. A breast pocket is on the inside on the right side of the vest. This too houses a small amount of Mythril. The trousers too are made from cotton, these are a size bigger than Art should wear as he likes to have plenty of room to allow for movement. For this reason he wears a black belt to keep his trousers up. His shoes are just plain everyday shoes, the kind you would expect someone to wear to a wedding or other formal gathering, though not as expensive. Art has several pairs, at least five just in case any get damaged. Art also stores some Mythril in the pockets of his trousers. Lastly his shirt is also made from cotton.

As well as his usual outfit Art also carries with him a travel cloak and his travelling clothes. These consist of a baggy pair of bottoms, this is to allow for movement. They are made of a material that keeps him cool but at the same time keeps in the heat when he is in cold environments, this is so that he doesn’t freeze to death. He also wears two tops, both of them are made from a thick material like his bottoms that allow him to stay cool and warm when the need arises. His travel cloak is made from the same thick material, though it is thicker than his clothes. On the inside are several belts that allow him to do up his cloak when the weather gets too bad, and as well as that he also wears a large scarf. The scarf is large enough so that he can wrap it around his head when the weather gets bad.

Personality and Background
Art is generally an easy going person, though since he was young he has had ADHD-I (Attention Deficit Hyperactivity Disorder, Primarily Inattentive or just ADD). Over the years it has gotten better though he finds it hard to concentrate when he has to fully concentrate on things or when he is in distracting environments. He can also act on impulse occasionally, finds it hard to do things on time and keep to plans. Because he finds it hard to concentrate it affects his ability to be able to meld Mythril effectively. This means that he cannot create things that require a lot of concentration such as battle suits and complex machinery. This also affects his ability with other magic’s but not to the same degree.

As a child Art’s ADD was a lot worse, he found it hard to keep still most of the time, often acted on impulse which often led him to the A&E of the local hospital, would go off on a tangent whenever he conversed with anyone before forgetting what they were talking about and then began a new topic of conversation and found it difficult to concentrate on anything. Though once he began sword training his ADD lessened until it is how it is today.

As said Art is generally an easy going person, he likes to relax just as his brother Grey does though not to the same extent. Art also likes to further his abilities to prove to himself that he can become better despite his problems with concentrating. Because of this he cannot and will not accept failure from himself and once he sets his mind on something he will see it through to the end regardless of the consequences. Because of this attitude he has often gotten into trouble, both with his school and at home. Art is a good friend, he’ll do his utmost to protect the ones he cares for even if it means he gets injured in the process. Because of the way Art is he can sometimes appear eccentric, he commonly speaks using archaic wording, this amuses his sister Emily greatly as he is the only person she knows that speaks like it. As well as archaic language Art also curses sometimes, though he only speaks the less harsh words as apposed to the more taboo words.

Art has a good relationship with all his siblings, though the one he is most closest to is his younger sister Emily. They often spar with each other, she often joins Art on his many ‘adventures’, acts of impulse that generally lead them both into mischief. It was Art that first noticed Emily’s ability to only use the element of fire and it was him who first taught her how to control her Anima properly. Art also shares a good relationship with his elder brother Grey, the two of them also spar with each other, and its Grey that Art turns to most of the time when he needs advice. They both often sit down in the drawing room and listen to music, mostly classical as that is Greys preferred taste in music. Art is also close to his sister Megan, though not as close as he is with his other siblings as she is distant with all three of them though she is closest to Emily.

Arts family is one of the oldest in the kingdom of Everett, as such they are quite well off. They moved from the capital city of Everett to the idyllic village of Travesse (Tray-Vess) while Art was six, his mother started work in the local hospital as one of its nurses and his father took up a teaching position teaching magic in the local school. Because of the family fortune and his parents being experts in the field of their work the family is in no short supply of money, though the children don’t have full access to the money until they are twenty one.

Art is one of the few of his generation to be born with Eterna Anima. This means unlike other casters he can theoretically use magic indefinitely in battle and just about anywhere, though if he does use magic all the time then he’ll eventually become fatigued to the point where he cannot continue. Typically Art can use magic in continuous combat for about four to five hours, this is him alternating between magic and swordplay, if he just uses magic then it is reduced to about two to four hours and if he is just using swordplay then it is increased to four to six hours. This is taking into account if he gets breaks between combatants.

Abilities

Sword Mastery
Art is an expert with the rapier so much so that there is hardly anyone in the kingdom of Everett that can best him in fencing. Art has also trained against people who use other sword styles so that he can be prepared when he comes to fight people who do use other sword styles. Art can fight using other swords and other weapons in general, but he favours the rapier though he has been known to fight using long swords, short swords, spears and staffs. Unconventionally Art chooses not to fight purely in an elegant style, instead he chooses to fight in a brash or violent manner as well. He has also trained to fight using two rapiers, this is often used to throw is opponent off-guard, especially because his actions in battle can be at times unexpected. Sword fighting and training is one of the few things that Art can fully concentrate on, for this reason he often trains most days.

Art can also fight in close combat, his strength is on par with a lightweight boxer though he prefers to fight using weapons as its how he’s trained.

Elemental Manipulation
Like everyone else who chooses to learn more about their Anima, Art can manipulate the elements though he chooses to mainly use fire and air manipulation as well as lightning. He does use earth manipulation though that is mainly to defend himself but because it leaves the caster momentarily undefended he prefers to use Mythril to defend himself when he has to defend himself. Art chooses not to use water manipulation for most of the time because it requires more concentration than the other elements.

Art generally uses fire manipulation to throw fireballs at his opponent, the sizes vary between the size of a ping pong ball to the size of a football (1 ½” - 6-9”) and he uses air manipulation to create air blasts and to slow his descent when jumping. Combining both fire and air he can create lighting, Art uses this to create arcs of lightning to attack his opponent with, and even channels it through his weapon to strike his opponent with it that way.

Mythril Melding
Art was born with the ability to meld Mythril, though because of his ADD it means that he cannot create complex things, he is limited really to simple things such as weapons, defensive barriers, everyday objects and a few other things. Because he finds it hard to concentrate under pressure it is difficult for Art to alternate between weapons in heated battles while he is using Elemental Manipulation and protecting himself and others so he chooses to fight with one or two different weapons while in states such as these. Art can also protect himself by using Mythril to cover his whole body but as it is generally a last resort tactic he has never actually done it before.

Generally Arts weapon of choice is the rapier as it is the sword that he trained with since he took up the sword, though he does alternate between that and the Bo staff normally when he has to use something different.

Body Enhancing
Art only really uses Body Enhancing magic to be able to increase the height and distance that he can jump.



I’m unsure how other characters would notice Art’s Anima, though I’m guessing that anyone who can detect magic or magic aura’s would sense that Art has another energy in him as that is what Anima pretty much is. Other than that I’m assuming that characters that cant detect anything like that cannot detect Art’s Anima. Though because he’s a character from my universe everybody in that universe has Anima so I’m not sure how Nunu and Darkfire want to deal with that. Though I’d hazard a guess that only my characters that I bring in that use magic would have Anima.
 
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SirOni

SirOni

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Re: Character Sheets

Name: Emily Wingate
Birth Date: 9th April 1899 (Like with Art, because this is set in the SBS universe take her birth date as thirteen years prior to SBS starting up)
Age: 13
Race: Human
Height: 4’ 6”
E. Colour: Brown-red (think a muddy crimson colour)
H. Colour: Black

Physical Appearance
Emily stands at four foot six inches, physically her arms and legs are well developed for her age as well as having a flat, toned stomach. This is because Emily has been training in kickboxing since she was six. Her hair comes down to her shoulders and much like her brother Art her fringe has several partings where he hair thins down into each separate parting.

Also like her brother she is of average attraction, her facial features, though becoming more developed more defined through puberty her face still has that childlike roundness to it, noticeably her cheeks. As mentioned, Emily’s arms and legs are more muscularly developed than the average girl of her age, though they aren’t as developed as an adults they still appear more athletically built.

Emily usually wears skirts, mainly pleated skirts as well as tee-shirts, hooded pullovers/jackets and the occasional dress even though she’s a tomboy. Footwear regardless of what Emily wears most of the time consists of steel-toe capped boots, if for some reason she chooses not to wear boots or she’s been instructed not to wear them then Emily will generally wear trainers or sandals. With skirts Emily usually wears fishnet tights/stockings

Like with Artemis Emily also has a set of travelling clothes which for the most part consist of the same clothes that Art has with two noticeable differences; two tops (one under-top with slightly longer arms than the over-top and made with a thinner material), travel cloak with a hood to protect against the elements, large scarf, skirt that goes to just below the knee’s and a thick pair of tights to protect the legs.

Personality and Background
Emily, much like her brother has Attention deficit Hyperactivity Disorder (ADHD), though unlike him as she grew older with drugs and learning how to kick box she had managed to for the most part ‘grow out’ of it. Because of their similarities Emily was closest to Art than any of her other siblings, which the two of them often went out on ‘adventures’, meaning they both normally caused trouble for others and ended up getting into a lot of trouble. As she got older Emily became interested in martial arts, mainly because Grey had taken up boxing and Artemis had taken up fencing. Feeling left out of her brothers ‘worlds’ Emily decided to take up a martial art, though all the ones that she tried she couldn’t get to grips with until her father suggested taking up kickboxing. And to this day she has been keeping it up as it’s helped with her ADHD.

As mentioned previously Emily mainly hung out with Artemis, and because of their habit to get in trouble and the occasional harm she often shared the same injuries as her brother. She’s also like Art in the way that she feels that she has to prove herself, often challenging people who she feels is better than her or have better control over the element of fire as she is a Fire Caster (a caster that can only use the element of fire). In school Emily generally is good with her studies, though she can become lax with them when others ask her out and she does get bored of it easily.

Emily is somewhat shy around stranger’s, quite a contrast to how she is when she’s with people that she knows and is friends with. She finds it difficult to talk to people she doesn’t know and often seeks to be on her own when there’s no one she knows around, though when she’s with people she knows she can be rambunctious and easy going, much like Artemis in a way. She’s not flirtatious though she does wear shorts under her skirt or dress and because she moves around a lot her skirt or dress sometimes comes up revealing her shorts. She often giggles and jokingly tells people off for looking and accuses them of hoping to see her underwear. Though again she only really does this with people she knows and is friendly with. She does it in combat though to throw off her opponent, sometimes it works and other times it just infuriates them because they get the wrong impression and thinks she’s accusing them of being something they’re not.

Because Emily is a Fire Caster there are a few things different to her to a usual Caster. Firstly because she is a Fire Caster she can only use the element of fire, this doesn’t necessarily mean she’s worse than another Caster that can use all types of elements, it just means that she can only master the one element born to her. Because of her unique Anima makeup large bodies of water hurt her (eg. She can be out whilst its raining but she cant enter lakes, pools or baths) this is not because water bests fire in the ‘elemental rock-paper-scissors table’ but because she can only use fire her natural body temperature is increased by twenty degree’s. This has no effect on her on its own but when she enters bodies of water like the ones in the example it heats up the water rapidly and scalds her. To another person touching her she would feel extremely hot. Because of how Emily’s Anima is she does not and cannot be harmed by any fire whatsoever. This is beneficial because she cannot enter water without harming herself she cannot clean herself how people normally do, instead she creates flames all over her body to cleanse herself of any dirt. This does however give her a distinct scent of ash. Like Mythril Melders, Emily’s Anima flows into anything she’s wearing, holding, touching etc… and makes it flame resistant, this means that she can torch whatever she’s holding and use it as a weapon without damaging the item in question. Because of the increased body temperature however she finds it hard to sleep, often only sleeping an hour or two each night. Though because it has been like this all her life, or perhaps because all Fire Casters are like this it doesn’t affect her much, though she does have bags below her eye’s.

Abilities

Kickboxing and Strength Enhancement
As mentioned Emily has been kickboxing pretty much all the time since she was six years old. This doesn’t necessarily mean she’s an expert, though she is unparalleled in her village, even the adults cannot best her in the ring. Though she has taken part in several contests and only came first once out of five. Physically she has the strength of an adult middle weight kick boxer, as is her speed, though Emily almost always wears half-fingered gloves with half a ruby inset on the top of the gloves to give a strength boost to herself. With the gloves on Emily’s strength is doubled, meaning that she can hold her own against most people, though if she can beat them that’s a different story altogether.

Fire Manipulation
Because Emily is a Fire Caster she can only use the element of fire which to others would make her seem like a pyrokinetic. Because she can only use one element it has given her time over the years to master her control over her Anima and the element of fire. This doesn’t mean she can destroy whole cities on her own, what it does mean is that it gives her an edge over most other Caster’s when they use fire.

With this Emily can create fireballs up to the size of a car, though keeping a constant stream of car-sized fireballs would strain her Anima as she hasn’t grasped complete control on limiting the amount used in each magic she uses. Emily can also create fire streams, think a flamethrower from her hands, though again prolonged usage of a fire stream can tire her out quickly because of the large amounts of Anima used. Normally Emily uses fireballs that are at most the size of a football as they don’t require large amounts of Anima to create. As well as fireballs Emily has taught herself how to give her fire a physical form and when thrown cause a small explosion, not unlike a mini grenade minus the shrapnel. These explosives are the size of a ping-pong ball with an explosive range of three foot and look like small compressed balls of magma. These ‘balls of fire’ explode on contact with anything solid, with solid items such as dirt (eg, a field, plain’s, sand etc…) debris flies out in all directions often creating a ‘crater’ only a few inches deep. With surfaces like concrete (eg, building asphalt, paving etc…) it would crack the surface and with repeated damage it would cause the surface to weaken and probably chunks are blown off with each repeated explosion until holes are created.

As expected Emily can create fire on any part of her body, for example on her hands or feet and use it in addition to her physical attacks to cause extra damage.

As a rule Emily cannot create fire without first having it on herself first. For example, Emily can create a fireball then throw it at someone but she cannot create a pillar of fire to engulf someone with because she hasn’t got contact with the person. If she was holding onto the person then she could create a pillar of fire or she could create a stream of fire across the ground to attack someone with because she is touching the ground.

Body Enhancing
Much like other Casters Emily can use her Anima to propel herself into the air higher than normal jumping would allow. Though there is a difference to the way hers is done; because she is a Fire Caster and her Anima is made up differently to other Casters when she uses her Anima to jump higher she leaves scorch marks where she was standing. The fire Anima isn’t enough to ignite any material she was standing on though if she was standing in a puddle of oil or other such flammable liquid then yes that would ignite. Unlike other Caster’s Emily has no way to slow her descent, so she chooses not to jump too high lest she be hurt in the landing.

Misc.
As mentioned previously because Emily is a Fire Caster she has several things different to her than other Casters;

Fire Immunity - Emily is immune to damage from any and all fire, though that is not to say she is immune to the effects of walking into a lake of magma, having molten metal poured on her or being in an explosion (though the heat of it wont harm her the actual explosion would). As well as being immune to fire herself her Anima, much like the Anima of a Mythril Melder, pours into whatever she’s wearing, holding, touching (exempt from this rule is other people, animals, living plants eg. tree’s that are still rooted) and becomes fire resistant so that if she does happen to engulf herself with flames her clothes wont be burnt off and Emily left naked for example.

Weakness to Water - Because of her increased natural body temperature Emily cannot enter large bodies of water without rapidly heating it up and causing it to scald her. She can stand out in rain but the water evaporates as soon as it touches her and steam rises up from where it touches her. In a heavy rainstorm this can make it look like her body is steaming.

Sleep Depravation - Again, because of her increased body temperature, or perhaps its just something Fire Caster’s go through, Emily doesn’t sleep all that often, only normally managing one to two hours a night. This doesn’t appear to have any affect on her physically or mentally, though Emily does have bags under her eye’s and can be somewhat hyperactive though that’s probably mostly down to her ADHD.
 
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SirOni

SirOni

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Re: Character Sheets

(new character)

Name: Isabella Folmarv
Nickname/s: Is, Isabel, Bell, Bella, Belladonna
Birth Date: 24th December
Age: 16
Weight: 116lb
Height: 5’ 3”
H. Colour: Black (comes down to her waist and straight)
E. Colour: Light Blue

Family History
The Folmarv’s, unknown to most of the world except for the Folmarv’s themselves, the Folmarv occultists/fanatics and one or two other people, were not originally a family, they first started out as an occult. In fact ‘Folmarv’ was the demon that these occultists worshipped. The people who made up this cult were wide and varied, coming from different backgrounds and belonging to different races, though the one thing they all had in common was that they were shunned from society because of their beliefs or actions. Like most who were shunned by society they decided to return the kindness by bringing destruction to the people that didn’t believe in their ways and only having the world filled with people that followed their ideals, this is where their preaching and worship to Folmarv comes in.

The cult, originating in Eastern Europe and rumoured to have been formed around the time of Christ‘s birth, turned to a demon they all referred to as Folmarv in the hopes that it would give them a way to open portals to Hell that would bring forth demons to do their bidding. Eventually, after much praying and sacrifice their prayers were answered and Folmarv came forth, it gave them a way to bind demons to objects to create portals so that higher demons could be summoned forth. Choosing a drawing implement and something to draw onto, the Cult of Folmarv began to create portals to bring forth said demons, though it wasn’t all to their design. The demons summoned were much too powerful to be controlled by the demonic powers that brought them to Earth and so the demons wreak havoc, killing all that they could find. Luckily the power that summoned them was too weak to keep them there permanently and after a time the demons found themselves sent back to Hell. Now knowing a limitation to the artefacts the Cult of Folmarv over the years practiced and experimented with these tools, finding out the full extent of the power they held.

Though do to the nature of the artefacts it was somewhat difficult not to bring forth a demon of a much higher power than they could control, and ultimately some of the Cult of Folmarv realised that maybe they were going about things all wrong and escaped the cult altogether. These members would not be heard from again until many years to come. This is rumoured to have happened around the time of the death of Christ.

The other members, the ones clouded by the power bestowed upon them and angry at the world and by the fact that they were abandoned by some of their brothers and sisters stopped caring whether they could control demons of a higher class or not and started to summon demons without caring about their own safety.

Unknown to the Cult of Folmarv a curse was also put upon them at the time they received knowledge on how to create artefacts to create portals to Hell that would make their actions irrelevant to the passage of time. The curse itself erases nearly all knowledge of anyone from the Cult of Folmarv and anyone who uses their power, be that people initiated into the cult or any family that they create. Because of this curse many important historical points have been altered, such as the many religious crusades that have been said to been done for many things, the real truth is that they happened because people took up arms against the Folmarv’s and the demons they summoned and eventually after many, many years the cult was brought to its knee’s and thought to have been destroyed. Though a few members did manage to escape and swore revenge on the people who killed their brothers and sisters and on the brothers and sisters that abandoned them. These few managed to get others, be that by creating a family of their own or teaching their gift to likeminded others throughout the ages, and through this way they survived up to the present day, their anger still as strong as when they first became the Cult of Folmarv.

Nothing was hinted at the escaped members of the Cult of Folmarv until around the 1500’s when a single book had the name ‘Folmarv’ and list of various paintings, though not masterpieces in their own right they were still of superb quality, unrivalled by most. This would be the last true hint at the survival of the runaway cultists, though mention of unnamed individuals inspiring, tutoring and generally pushing the worlds great artists such as Leonardo DaVinci and Pablo Picasso to name but two as well as pushing various art styles as the cornerstones of the development of art. Though as mentioned because of the curse placed upon them all the cultists who had become a true family and taken up the name Folmarv as their own last name they were left unknown to the world and so their great deeds that helped and developed the art scene to what it is today were left unknown. It is unknown why they took up the name of the demon they sought to glean power from.

Though the Folmarv’s helped in art they also led their own lives, the family, getting as big as it was, branched off and moved to different parts of the world in the hopes of teaching more people and to hide from those that wish them harm. Though the family had sworn never to use their ability to bring forth demons ever again, instead to use their power like a gift to create and not to destroy. Many fine pieces of art can be found all throughout the world that was created by members of the Folmarv family though because of the curse they have been left unnamed though still worth quite a lot.

Unknown to the Cult of Folmarv until much later and only found out by the family of Folmarv by accident anything they draw other than a portal to Hell with the drawing implement comes to life. Though how long the creature or object lasts for depends on where it was drawn. If it was drawn on the source of paper then it lasts until the source of paper is closed in some manner. If it was drawn on something other than the other artefact then it only lasts for thirty minutes, after that it dissolves away into nothing.

It wasn’t just greatness that they inspired though, many of the worlds most ‘evil’ people were inspired by the Cult of Folmarv. Even though their actions as a whole was left unknown few things slipped through, such as their motives, what they wished to create and a hint of demonic involvement, though their name was never mentioned. One such person inspired by them even though it was never known by more than one or two people was Adolf Hitler. As said, Hitler was inspired by the Cult of Folmarv and the mention of demon summoning, it was for this reason why he ordered the extermination of the Jews and others so that he could bathe the world in enough blood to hopefully bring forth a demon to allow him the ability to summon demons for his own bidding. Ultimately though as everyone knows Hitler failed in his attempts and committed suicide as the war ended.

Demonic Artefacts
As mentioned the Cult of Folmarv used a drawing implement and a source of paper to draw onto to create portals to summon demons from Hell. Throughout history these artefacts have taken on many a shape, from quill and scroll to the modern day artist pen and sketchbook.

The manner in which it is created is by drawing a pentagram with blood inside a circle that touches all five points and another circle that is five inches into the pentagram. On the tips of the five arms of the pentagram a twelve inch black candle must be placed and lighted, the objects that are to be used in the artefact creation then must be put in the centre of the pentagram, in this instance it would be the artist pen and sketchbook. Once that is done a ritual to summon twin demons, one for each object must be done, the ritual must consist of at least seven people and no more than thirteen, they then perform the ritual for seven hours and seven minutes plus one minute for every other person there to a maximum of thirteen minutes. Only once the ritual is finished are the demons stripped of their physical forms and bound to the objects.

Because the demons are born and put into the pen and sketchbook roughly at the same time their human companion is born the demons aren’t inherently evil, instead they take on the nature of their human and often guide them, though they can only contact their human whilst he or she are sleeping. Because of this the demonic aura given off by them is perceived depending on how they have grown with their human; if the human is good then it is a good aura they give off, likewise if the human turns to evil then it is an evil aura, though most often than not it is a neutral aura given off because of the human being neither good nor evil. The demons themselves can also sense other auras, be that demonic or otherwise and can choose to tell their human companion about it if they want to though most off than not they’ll only tell them if it’s a threat to their companion.

As their owners grow older the artefacts and the creatures made become stronger. From about the age of 35 to 50 the creatures made are at their strongest, any creature created from an existing character or from a person that has a natural ability will be at the same strength as the character or person mimicked, though their defence will only increase slightly. After the age of 50 the creatures start getting weaker again.

Creatures created have a solid form (as in they aren’t like origami) though they are lighter than expected from their size.

Creatures can be made outside of the sketchbook with the pen though they only last for thirty minutes until they collapse and dissolve or if they‘re destroyed before that time. Likewise creatures created in the sketchbook stay around indefinitely until the book is closed, then like the ones created outside of the sketchbook they stay until thirty minutes is up then they collapse and dissolve unless they are killed before the book is closed or the time is up.

Character History
Isabella is much like how she is now when she was a child; she is quiet and keeps herself to herself, though this is mainly due to her powers and people not understanding them. During her childhood Isabella would often be teased by a group of boys because she spent most of her breaks in school sitting in the corner of the schoolyard drawing small creatures to keep her company. Most of the other students would often ignore her, only talking to her when necessary such as in group projects and none would stick up for her.

During primary school an incident happened that drove Isabella deeper into herself. The boys that picked on her were being particularly nasty to her, more so than usual. It got to the point where a group of people started gathering around them to see what was going on. One of the boys, the leader, went too far and hit her, at this all the creatures that Isabella had drawn merged into one and became a five-foot stick man and started to attack the boys. Most likely they would’ve been killed if it weren’t for the fact that Isabella had some control over it and managed to restrain its full power. The boys got off with only a few fractured ribs and two of them with a broken arm. Though after that day the boys left her alone and everyone gave her a wide berth, including the teachers.

All was fine then up until she went into comprehensive school. Almost instantly it was just as it was like in the first few years of primary school. Most people would ignore her though there was a group of people who would bully her. Though Isabella did find something she was good at; from all her time running away from the boys that picked on her in primary school she had become a pretty fast runner and before long she was beating all the record times the school had set in track. Her top record which she easily reaches is 7.2 seconds in the 100 metre sprint, this is without breaking a sweat.

Everything was going alright for Isabella until the second year of comprehensive. The bullies had decided to take it to the next step and started hounding Isabella every chance they had, of course no one tried to stop them because they didn’t want the same happening to them though some felt sorry for her nonetheless. It was one lunchtime during winter when they stole her sketchbook from her as she was drawing at a table outside. One of the girls hit her and then the event from her childhood happened all over again; her creatures all merged together again but this time it formed a twelve-foot tall stick man. It attacked them, fuelled by Isabella’s anger at them, though she managed to control its power somewhat again so that they weren’t killed. Instead just like last time they survived though they ended up with more injuries, all of them had either broken legs, arms or both as well as extensive bruising and blood loss. It was a few months before they came back to school but they never bullied her or anyone again. Though she had earned the nickname ‘Belladonna’ from this event.

During the time her bullies were in hospital Isabella became frightened by her ability, and fearing she’d hurt someone else she locked her sketchbook up and didn’t go back to school. It took some time to convince her but her parents managed to get her back to her senses and explained to her that what happened was only her creatures protecting her. Eventually she went back to school though again everyone gave her a wide berth and only talked to her when it was absolutely necessary.

Nothing eventful happened further until her fifteenth year, her parents received a letter through the post explaining that the sender knew who they were and what they can do and that they’ll come for their daughter eventually to educate her in the proper way a Folmarv should be. Her parents, fearing for her safety, stopped her from going to her track club and meets after school and increased the security on their manor and around their daughter to hopefully stop the rogue cultists of Folmarv from getting her. Though their worry was short lived as they heard rumours of a school isolated from the rest of Britain on an island with the only other occupants being the villagers of a small village. Researching more into the school Isabella’s parents soon found out the rumours were true. It wasn’t long before they had enrolled Isabella to continue her education at Gossamer Falls Boarding School. Unhappy about the choice made, and unknown about the true reason(her parents felt it best that she not know about her families true history) why she had been enrolled there, Isabella went along with her parents decision. Isabella also had her own agenda for going along with said plans; she had been kept in the dark about her family history all her life and with the opportunity of being separated from her parents she could finally perform research on her family background.

Character personality, quirks, miscellany…
As mentioned before Isabella is a quiet person who tends to keep herself to herself. Though that doesn’t mean that she isn’t curious about the people around her, indeed it is quite the opposite. She often draws the people around her in her sketchbook to play around with them for a while before banishing them away. Oftentimes she can be found hiding just out of sight of someone busily studying them and sketching them in a normal sketchbook for later reference, making notes about them for later use. Its not just people she draws, she draws various characters from comics, video games, films etc…, these characters retain their abilities though there are some limitations though this will be expanded on later on. Two characters she brings to life is Deadpool and Wolverine from the Marvel comics and makes them have a slapstick fight to brighten herself up when she is feeling down and depressed.

Isabella however tries to avoid being around large groups of people whenever possible mainly because she feels awkward and out of place with them all. Though there are exceptions, such as class and school clubs. She rarely ever attends school social events, though that was at her old schools when she knew people didn’t like her all that much. When in crowds of people Isabella tends to stay quiet and only speaks when someone addresses her. Isabella also doesn’t do well in combat, given the chance she’ll run at the first opportunity while her creatures give her time to create some distance between her and her assailant before they are destroyed.

On her own (or around people she has grown accustomed to and befriended) Isabella is a carefree person, her room is often cluttered with sheets of paper with half drawn pictures waiting to be finished at a later date or tossed to the side as a new idea springs to her. She is enthusiastic about drawing and art to the point of turning down a chance to compete in the Olympics with a high chance of winning in all the track races. Isabella is often followed by a dozen or so multicoloured butterflies that she draws, and often when she is sitting on her own in a quiet spot she’ll create small cute animals to keep her company.

Isabella’s most used creations are a 24” lego man-esque man and a 2” flying eyeball. The man is used generally as a servant, it runs errands for Isabella such as fetching meals, opening doors, getting her clothes, tidying her room etc… but it can also act as a bodyguard in large numbers especially when equipped with weapons. The ‘Flyball’ as Isabella has affectionately named it is accompanied by a monitor screen drawn on a page in the sketchbook. These two creations allow Isabella to see what the Flyball see’s as it flies around. Because of how small it is, it is mostly unnoticed by people though because of the nature of it it is incredibly weak, a simple flick would destroy it.

Isabella prefers the feel of silk against her skin more so than other fabrics, for this reason most of her clothes have silk in them somewhere or are lined with silk. She wears silk pyjama’s most nights ranging from silk night gowns to the two piece button up tops and bottoms. Isabella also has several silk dressing gowns and most of the time she wears underwear made from silk. For casual wear Isabella tends to wear clothes that are single coloured and lack any patterns or designs. Normally she’ll wear a baggy silk long-sleeved shirt, normally white or cream in colour, a black cotton dress with buttons fastening the fabric that goes over the shoulders to the front of the dress and a denim skirt underneath. As well as that she sometimes wears a pair of stockings, either black or another dark colour, and accompanying the stockings she’ll wear a pair of boots (tan in colour) that come halfway up her shins. If she’s not wearing stockings then she’ll wear socks and normal footwear. Isabella also likes to change her hairstyle regularly, often sporting different styles during one day.

As well as her sketchbook and pen Isabella normally has on her a messenger bag that she uses to store said pen and book as well as an assortment of other belongings. Generally she carries with her two or three other normal sketchbooks with pictures of various characters and people with note about their abilities and powers and a few normal pens and pencils to sketch with in her normal sketchbooks. She also carries with her a laptop for when she feels like surfing the net or writing, playing games etc…, an iPod to listen to music while she’d drawing or relaxing and an assortment of hair accessories including hair ties, bands and clips.

((holy shit, character sheet goes over the max amount of words. Second half in next post))
 
OP
SirOni

SirOni

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Re: Character Sheets

((second half))

Powers and Limitations
Isabella’s powers aren’t what could be considered as a typical power. She uses a sketchbook and pen that have two demons bound into them. With these she can create a variety of things to aid her and occasionally others too.

Common Creatures - As mentioned above Isabella has two creatures that she creates more than any other. Though weak on their own the mini men are quite powerful in large numbers. The strength of a single one is about the same as an average adult male, though their defence is where they fail on their own, a few hits is enough to destroy one this is the reason why a large amount is needed to overpower an opponent. The monitor that shows what the Flyball see’s shows things in real time and in full colour as if the person viewing the screen is actually there. Though as mentioned the Flyball is incredibly weak and as such cannot sustain any damage without being destroyed. Because of the manner of the Flyball and monitor only one can be created at a time.

Fictional Characters - In the last fifty years various mediums have provided us with an increased amount of leisure activities, ranging from video games and comics to the internet and home computers. Because of such things the Folmarv’s have had access to a wider range of creations and in particular creations with varying powers. From characters such as the ones seen in the Marvel and DC comics to characters in video games and even anime the Folmarv’s have been able to use their abilities for their own cause. Isabella is no exception and often carries around a few normal sketchbooks full of pictures of characters and notes about their powers. Though these creations are not as strong as the characters that they are based on, their normal physical strength is about the same or slightly stronger than the mini men and their unique powers are about 1.5 times as strong.

Living People - As well as fictional characters and their abilities Isabella can also copy real people and if they have any special abilities that she knows about then they can be applied to the copies as well. Though the powers that can be copied are limited. The copies that Isabella draws cannot copy any aura’s that the people project (such as Vivica’s ‘Aura of Lust’) as well as not being able to copy any ability gained from technological sources (such as Siphons varying technological items), items that possess power or are possessed by another life form (such as Barry’s glove) or any powers gained that the person didn’t have naturally (such as Simons shadow). If the person in question possess’ a ‘second form’ (for example Al’s Grim Reaper form, Siphon’s Talvesh form or Mikhail’s demonic form) Isabella would have to have knowledge about them as well though to create them she would have to create a second copy of them because the copy of them in their normal form would not be able to transform into their other forms. Isabella cannot also copy any abilities that would deal an instant death to the person it was used on. As well as those limitations Isabella cannot draw any copies or herself or her sketchbook and pen, this stops her from creating an infinite amount of herself and her tools. Creatures created also cannot mimic any fire or water abilities because of their weakness to said elements.

Natural Weakness - Being creatures originally made from pen and paper any creatures created have a natural weakness to water and fire. Any creature hit by a fire attack (be that magical or even from a lump of wood on fire thrown at them) catches on fire and dies a few seconds later. Any creature hit by water, depending on how the water hits them takes a different amount of time to die; creatures in a light rain for example would take a few minutes (roughly 3-5 minutes) to dissolve completely though as time goes on they get weaker. Creatures in a moderate rain take about 1-3 minutes to dissolve, again becoming weaker as they get closer to death. Creatures in a heavy downpour take about 30 seconds to a minute to dissolve. If a creature is hit by water for example from a water gun depending on where it was hit depends on if it dies instantly. Head shots kill instantly while being hit in the chest would most likely only cause a hole as wide as the blast in question and the creature might break in half. Typically any water attack that would destroy a half of the creature or more will kill it instantly.

Ink Change - More of a cosmetic power than anything else, if Isabella speaks a colour out loud while holding her pen then the ink will change to the colour she said. This allows her to create vibrantly coloured creatures and objects.

Objects and Object Limitations - Isabella cannot only create creatures and people, she can also create objects such as swords and other fighting weapons. Though she is limited as to what objects she can actually create. Most melee weapons (swords, hammers, spears etc…) can be created while nearly all ranged weapons (handguns, rocket launchers and other technologically advanced ballistic weapons) cannot be created. There are a few ranged weapons that can be created however, such as a sling and bows and arrows. As well as weapons other mundane and ‘household’ objects can be created, though these generally hold no use other than decoration. There are however some objects that would normally require a power source to run such as a fan so long as she draws it attached to one of her mini men.

Properties - Different properties can be given to the likes of weapons such as steel and iron by writing the word of the property on the object so long as Isabella is familiar with the property she wants to apply. For example she can make a sword as tough and durable as steel by writing the word steel on the sword while it is being drawn though she cannot apply the property of titanium or gold because she isn’t familiar with them.

Absolute Defence - An ability that Isabella has no control over whatsoever, it happens naturally whenever she is threatened beyond what she can normally handle. Any creatures she has created combine into one giant stickman and attacks her assailants without remorse. In the times it formed Isabella has shown some degree of control over how much strength it uses though beyond that she has no control over it. From the time it is created the stickman lasts for two minutes and thirty seconds, this may seem like a short period of time but the stickman is incredibly resistant to damage, even fire and water attacks seem to barely harm it. Its strength is roughly that of ten adult males, though depending on how much Isabella subconsciously limits its power its strength can go as low as five adult males.

Absolute Defence Alt. - If Isabella has no creatures out and her life is in danger then the demons residing in her pen and sketchbook unleash a mental attack on her assailants that can potentially make them brain dead. Though they have never had to because Isabella has only been in danger twice and she nearly always has creatures around her even if they are only simple butterflies.

Speedy - Because of the amount of time spend running away from bullies Isabella is incredibly fast, so much so that she was offered a place in the Olympics though she turned it down because it wasn’t what she wanted to do. Her highest time in the 100 metre sprint is 7.2 seconds and that’s without breaking a sweat. She can run further, up to about 700 metres at full speed before needed to take a break or slow down somewhat.

Frail - Isabella isn’t that strong even for a girl her age, this and because she doesn’t like to fight when she can help it is the reason why she usually runs away from people who wish to do her harm.




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Notes:
Due to the nature of the demons (as in they can communicate with Isabella only when she’s asleep) if Isabella is ever pulled into Vivica’s Dreamscape then the demons will accompany her as glowing balls of light (pink for Celeste and blue for Devurne) and cannot be separated from her. They’d most likely be unaffected by the affects of the Dreamscape and if any danger were to come to Isabella then they’d make to attack Vivica with their mental attacks.

As the Cult of Folmarv is at least from 2000 years ago Yuuki would most likely know something if not nearly everything about them seeing as she’s a being that predates time. Yuuki will more than likely be able to ‘smell’ the demons bound to the book and pen as well as the smell of demon on Isabelle because of her having the book and pen with her almost constantly.

==========================================================

Extra Tidbits

By being frail I mean that when she hits people there isnt much force behind it and she cant take much damage herself. It's probably a wording error on my part. Her speed is from constant fleeing from bullies and constant training on the track when she's in school and obviously as she trains she gets better and can pace herself much more competently.

In regards to her book and creations there are a few things I forgot to put into the character sheet. The book and pen cannot be destroyed because of the demons, once Isabella dies the demons die with her and then the book and pen ignites into flames and is destroyed along with their deaths. The book and pen cant be used by anyone other than Isabella because of the connection her and the demons share.

In regards to the book being closed by other people it can be closed just as easily as a normal book would be. The demons only bring life to the creations and prevent the book and pen from being destroyed, it doesnt stop others from touching or closing it. This is one of the main reasons why Isabella keeps the book on her almost all the time.

The power of the creations that are of fictional characters or people with special abilities goes; normal physical power the same as any other creation (which would be about as powerful as an average adult human) and any special abilities they have (eg any abilities that increase strength, limit breaks, magical attacks that arent fire or water based) do 1.5x the normal damage of they're physical attacks. This of course is balanced out by them having low defence. It only takes a few hits (up to about 5 depending on the strength of the attack) to destroy them. Though the desperatin attack is handled somewhat differently because it only happens when Isabella's life is in danger.
 
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Keylo

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Re: Character Sheets

(Can I get this approved?)

Name: Slythien Droganouv
Alias: Sly
Gender:Male
Age: Appears to be 16 in human form. In actuality, only about the equivlant of a 12 year old in earth years.
Race: Snake Magus
Appearance: In his human form, he possesses blonde spiky hair with black stripes along the sides of his face as well as a pair of golden eyes. Silted pupils and venomous fangs among his teeth show his inexperience as a magus. While he may change to a variety of snakes, one can always distinguish him from his yellow color with black stripes along his body.
Personality: Brash, unrefined... punk attitude. Think one of those delinquent types from high school life anime/manga and you can't go too wrong.
Background/Abilities: Sly is the offspring of a particular tribe of snake magi, a intelligent "race" of reptile dominant over other reptiles and capable of utilizing various PSI abilities including, but not limited to, hypnosis, levitation, and telepathy. They may also transform themselves to take human form in order to blend into their surroundings, or into other species of snakes as needed. As he is not fully grown, he can only make use of basic levitation and hypnosis as well as relatively imperfect transformations (evident from his failure to change his pattern and venomous fangs regardless of what type of snake he transforms into.

As for how he came to be in SBS... to make a long story short, he took a nap in a bag he found one day belonging to Mia, Mia throws the bag into the shadow realm and forgets about it while she fights, after rematerializing the bag for her change in residence in SBS, Sly wakes up to find himself buried under an assortment of objects from clothes to trinkets from other worlds...

Powers

Transformation

Sly is able to transform himself into a variety of snakes, ranging from a harmless garden snake to a 28 foot anaconda. However as mentioned before, he will always retain his patten of yellow and black stripes along with his poisonous fangs (although they morph to match the size of the body.)

Hypnosis

The simplest ability amidst a snake magus's PSI arsenal, yet one of the most effective against the weak willed. By staring into the eyes of a person for an extended period of time he can "coax" a person to do his bidding. The stronger willed the person, the more they will be able to resist the hypnosis.

Basic Levitation

Purely for moving things around in his snake form, as he has not fully matured, the best he can do is levitate himself in his snake form to reach a higher platform or lift a small object a few inches off the ground.

Dominance over Reptiles
Being a snake magus, Sly is able to not only understand and communicate with other reptiles, but hold "absolute dominance" over them and make them automatically compelled to follow an order from him. He himself at the time, does not realize that he hold control over other reptiles, but is aware of the fact many reptiles are irresistiably drawn to following his suggestions.

Role in SBS: None currently, slave to Mia/guardian to Ima in the future...
 
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Pale

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Re: Character Sheets

Ok, two... Alazais first.


Name : Alazais Azema (Al-a-zay-is Az-Ay-ma)

Gender: Female

Legal and Apparent Age : 19.

Physical Description (As most people would see her):
Alazais, or Pale as she prefers to be known, is an albino. Pale-skinned, red-eyed, and white-haired.... she's certainly not the most normal-looking of people. She's 19.. but in an academic year for 18 year olds, for unknown reasons. When asked, she tends to avoid the question, or otherwise refuse to answer. Not that many people would be in a position to ask - she's not a social type, and not fond of extended conversations. She doesn't dress to attract attention.. favouring long trousers, often jeans, and long-sleeve shirts, even a wide-brimmed hat.. ostensibly, to protect her delicate skin from the rays of the sun. Because of her condition, Alazais is usually excused from wearing the normal school uniform, as leaving skin uncovered in the rays of the sun would be a grave mistake for her. She speaks quietly, and carefully, with a slight lilt that fits her delicate stature. Most wouldn't notice it.. but she's on the tall side, for a girl..

Out of lessons, she spends her time reading, or in her room. Past roommates describe her as "Hardly ever there, even when present.", She spends her time reading, writing in mysterious notebooks, and frequently goes for long walks. She's been described as a little, morbid.

History: ((On official records))

Born to fairly normal parents, in a fairly normal part of England, and raised as an only child. Nothing was ever reported wrong with Alazais Azema, nor with her parents, her record is full of crossed Ts and dotted Is. She was, however, moved from school to school, rarely staying in one place for more than a year, and she's been in fully boarding education since the age of 6. Her school fees are always paid on time, and she receives a fairly generous monthly stipend, and occasional letters, but apart from that, no one has ever seen evidence of her parents. They can never make it to Parent/Teacher conferences, and they never come to pick her up at the end of term. In fact, if not for the paid fees, and the letters, one could easily presume Mr and Mrs Azema were nothing but ghosts. Similarly, Alazais does not talk about her parents.

She took a year out, mysteriously, at the age of 14, for "medical reasons", and simply, was not seen for a year. After that, she returned to school as if nothing had changed. School reports, throughout her life, describe an introverted, shy child, with an aptitude for learning, but occasionally, an attitude which could frustrate teachers.

She spent a great amount of time in martial training, presumably at the assistance of her parents, looking into arts such as aikido to make up for her physical frailty. Despite this, she never got into fights at school, she simply wasn't there when they happened. She tends to decorate her room with a Daisho, and often, a naginata over her bed, as well as more diverse weapons, occasionally. One presumes that most of her valuables, though, are kept in the battered black trunk that seems to follow her everywhere.


The only thing to note, is that her record, while fully documented with birth certificate, etc, bears the evidence of fabrication. If one were to enquire, each of the relevant people would be able to describe her, but a professional would still get the nagging feeling that something wasn't quite right, her record just seems,. too neat.

Classified information (Not known to most):

Alazais Azema came into existence on Friday the 13th of January, four years ago, age fourteen. She has no memories before that time, but apparently, everyone else does. At first, she was confused, and indeed, worried, and she ended up in a mental hospital for a year. After nine months of tests and examination, Alazais decided to start lying. She told everyone that she had regained her memories,. and they believed her. As a result, she was sent back to school, albeit a year out. She has never told anyone of this fact, and has made it her mission in life to find out who she was before the 13th of January.

Abilities: (That she is aware of)
The lack of memory isn't the only strange thing about Alazais. As she grew up, she started to notice things, things that became more apparent with every passing year. At first,. it was just a peculiarity. Alazais was sensitive to death. Ordinarily, she didn't notice this, but one day, while on a school-sponsored hike, she knew someone was going to die. Just knew. And within five minutes, a girl slipped, and plummeted to her death. Alazais, while shaken, quickly resolved to tell no one. She soon realised it worked with animals, too, after a school minibus ran over a stray dog while in Greece.

On her second birthday, Alazais discovered another power she didn't know she had. The cat of the dorms where she was staying brought in a bird, and she, on a stroke of whim, rescued it. However, the creature was gravely injured, and soon to die. Alazais held it, staring at it helplessly, wishing she could help, but it didn't die. In fact, it clung to life for the next hour, sitting on the albino's palm. Eventually, she decided to put it down, and the moment it left her hands, it died. Alazais had discovered her second ability: to prolong the life of a dying creature.

On her third birthday, when she turned 17, Alazais had one her most traumatic experiences, in her whole life. By now at her third or fourth school, she was paired with another girl as a roommate. This girl was going through a deeply depressed period of her life, and was on the verge of suicide, and she took to confiding in the albino, talking to her earnestly about her wish to die. How she absolutely hated life, and would do anything to be allowed to die. During the last of these conversations, the girl turned to look for a knife, and Alazais reached for her hand. The unhappy girl dropped dead on the spot, much to the horror of Alazais, Thus, her third power. If Miss Azema touches anyone who truly, deeply wishes to die, they drop dead. Their heart simply stops.

Naturally, Alazais was horrified by this discovery. Therefore, on January 13 last year, she confined herself in her room. She didn't want to risk discovering any more awful abilities. In fact, she lay on her bed, and stared at the ceiling.... and.. stared at the ceiling... and.. you get the picture. Eventually, she drifted off to sleep.

She woke, slowly, turned over, and slipped out of bed, glancing at herself in the mirror as she passed. What she saw froze her in her tracks.Night wings stretched from her back, and a black robe swathed her form. Her face was swathed in a dark hood.. nothing but a pair of red eyes. Most ominously, the hands that she held up before her eyes, were nothing but bones. Then, she fainted. When Alazais awoke, everything was back to normal once again. But on her birthday, every year, she wakes up with wings of black flame, and boney hands.

Abilities (Latent)

Alazais doesn't know this yet, but if she touches something that is supposed to be dead, a zombie, someone who's used magic to extend their lifespan, a lich,. and so on, they immediately relinquish their somewhat fragile grip on life.

Something Alazais doesn't know, is that she can't die. And she'll never age past her 25th birthday. Alazais's existence will come to an end when all life on the planet does.

That doesn't make her invincible, though. She's completely mortal, a sword through the chest, a bullet through the head, would kill her. Under such circumstances, Alazais bleeds and dies like everyone else, but then her body fades away into nothingness. However, after 100,000 people have died worldwide, she returns to life, simply fading back into existence on the same spot where she faded away. (This usually takes about a day)

And, although when in her supernatural form, she can summon her weapon to her, (she hasn't discovered this), Alazais cannot kill. Not so much as an ant. Even in self-defence, Alazais cannot take a life, except for those who are not supposed to be alive, or those who truly wish to die.

Summary of Abilities:

I realise I didn't make it very easy to understand Alazais' exact powers, so I'll detail them here.
  • Sensitive to Death. Alazais knows if someone is going to die within a hundred meters of her location, five minutes in advance. She doesn't know who, or where, or how, but she knows someone will die.
  • From Death's Clutches. By touching the skin of someone close to death, and concentrating, Alazais can keep them alive. This can only be done by an effort of her will, and such, cannot last more than half an hour or so. As soon as the contact is broken, the person or animal dies.
  • Euthanasia. If Alazais touches someone who truly, utterly wishes to die, or is living on borrowed time, such as an undead creature, or someone who was supposed to die long ago, they go to their final rest.
  • Incarnation. With concentration... Alazais can become a dark-cowled skeleton, with wings of black, but not burning flame(In fact, the flames are cool to the touch). She has yet to work out how this form aids her in any way..but it will..
  • Immortal. Alazais.. can't die. She can be killed.. but after about 24 hours.. she returns to life. As simple as that.
  • Not quite Human.. When it comes to spellcasters.. a spell thrown at Alazais designed to hurt a mortal would have little to no effect. Flames would burn her, lightning shock her.. but she wouldn't be stunned, or knocked unconscious.. or killed by an instant death spell. However.. there are rites known in this world for dealing with one such as she. There exist, in long-forgotten tomes, spells to summon her to any place in the world.. and keep her there for a few minutes, spells to stun her, reveal her presence.... and even more powerful spells to permanently imprison her. Such spells are very costly, though... and worse in consequence. Should Alazais be placed under such a spell.. everything, everywhere would simply.. stop dying.

Limitations:
  • Despite her.. quirks, Alazais is nineteen years old. She's not going to be lifting cars.
  • She feels pain like everybody else.. dying is not a pleasant experience.
  • Due to her.. unusual nature.. Alazais cannot kill. Not so much as an ant. However.. she can fight demons, angels etc... because killing them will not result in a death.


    And.. 2.. Maia.

    Name : Maia Pleideia Tauri
    Age : Unknown
    Callsign : Tauri 20
    Unit Code : B7III

    Known simply as Maia to most, this girl leads a rather mysterious existence. For the past sixty years, or so, she's been a maid, cook, cleaner, and general helper to the Sukai family, as long as anyone alive can remember. She's served as a nanny to the children, a nurse to the elder members of the family, and nursed more than one of them as they lay dying, of disease, or simple old age. Maia has outlived all of them - apparently, without aging a single day. Her appearance never seems to change, in fact. A young, unlined face, unhindered by makeup, and devoid of defining features - no birthmarks, no scars, no interesting cleft palate - nothing. Her eyes are a clean, easy blue. Perhaps the strangest thing is her hair. Short, reaching only just to her neck at the back, and straight, and very dark. Dark as the night sky, one could say, with the same navy hints. One presumes she uses some fancy dye, but the family never ask. She does her job, and that is enough. Her 5"7 frame never intrudes upon their business, so they never intrude upon hers.
    Personality wise, she serves as an excellent maid. Her face remains neutral, at all times, and she seems to have no interests of her own. None of the family really know what she does in her own time, and once again, they don't ask. Most recently, she's been assigned to Megumi, as a guardian, but up to this point her duties have essentially consisted of being a nanny, a teacher at times, and a maid. It was her that taught the recalcitrant teenager to iron. When Megumi decided to make her independence known by signing herself up to a private boarding school, using her trust fund, and running away, it was Maia that was sent after her. A few days after Megumi's "Exodus", Maia turned up out of the blue, dressed impeccably, as always. Now... Maia has orders to watch over her young charge, and intends to do so.

    [CLASSIFIED INFORMATION]

    Maia Pleideia Tauri is in fact, not human. Multifunctional Artificial Intelligence Array, is in fact what her name stands for. She's a member of the Pleiades, the Seven Sisters, 7 androids created in the form of human females for unknown purposes, by a secret military lab. She is believed to be the only survivor of the accident that destroyed her birthplace... because she is believed to have caused it. As the strongest, and most advanced of the Seven, she was the only construct invested with a full Artificial Intelligence, albeit, inhibited. Not only that, but several limits were placed on her combat abilities -- this was a precaution designed to protect humans from her, if ever she should decide to go on a killing spree.

    Exact spec -- Maia is -not- built from metal. She resembles, in all ways, on the outside, a living, breathing, human female. A doctor examing her would even find a pulse. However, in reality, she is constructed from artificial materials - mostly extremely advanced plastics. It is believed quantum technology was used in constructing her brain, but the exact tech behind that was lost with it's designer. As such, she's in fact, lighter than a normal human, rather than heavier.

    Abilities :

    As an android, there are a few things that set Maia apart from the crowd. Speed, strength, endurance. She's lethally quick, both in reaction time, and actual movement to the level of being able to dissect bullets in mid flight. As for her intelligence, combining the near limitless knowledge base of a computer, with very human intelligence, few problems are beyond her. Her frame belies her strength - at full power, Maia could lift a car with little difficulty. The endurance of her carapace is varied - her actual skin can be damaged, revealing her internals, but only a very lucky bullet would do serious damage. Her frame is not solid enough, however, that she can use it as a weapon - punching a wall would do more damage to her than the wall. As an android, Maia can learn things incredibly quickly, and is an impressive mimic. She has never been quite able to master music, though. She just has no ear for it.

    In addition to her abilities, Maia has various weapons built into her frame, that she can use. A folding rifle that converts both into an assault rifle type weapon, and an extended barrel sniper variant, an electric discharge tazer-based weapon, and a blade, that she can extend either to typical sword length, or when this is unnecessary, a simply dagger blade. Her crowning glory, though, is a trick called a nano-field.This works by extending a particle-thin layer across the edge of the blade, making her cuts much more precise. Of course, this makes the blade much, much sharper.. allowing it to cut through all but the hardest metals, and slice through concrete with relative ease. In addition, Maia possesses the knowledge to repair herself, and does so when needed, though generally, she has to hunt around a bit for spare parts. It is believed she keeps a store somewhere, though the family do not know where. Upon asking, they are told that is a Access Level 4 piece of information.

    Limitations ---

    Maia is seeming rather overpowered at this point - however, as I mentioned, there are significant limits. Maia's abilities and arsenal are divided into "Access Levels". To reach an Access Level, she requires the appropriate clearance.

    Access Level 0 - Her default mode. This allows Maia access to strength and speed only mildly greater than a human's, her tazer, but only at non-lethal voltages, and her sword, but only a short section of it. Maia is not given freedom to take human life in this mode.

    Access Level 1 - This permits access to Maia's assault rifle based weapon, her full length sword, and lethal voltages on the tazer. It also boosts her strength and speed to roughly half of her maximum output. This mode requires Maia to be under threat, or a human being to be under threat. Maia is not compelled to save the human, however. In this mode, Maia can take life, but only in self defence.

    Access Level 2 - At this mode, Maia gains access to her sniper rifle, and two "Boosts". Choosing either strength, or speed, Maia can boost one to it's maximum output. This reaches approximately 5 x human speed or strength. Maia can dodge bullets or lift cars in these modes. This mode requires formal verbal permission from a lower-level VIP, such as Megumi. The permission takes the form of a five digit code, which changes each time it is used. Maia can kill at her discretion in this mode, and it is deactivated upon the permission being rescinded.

    Access Level 3 - Maia gains access to the nano-field technology in this mode, as well as prioritised use of the family satellites - for GPS data, and support. She also gains access to Maximise modes. Again, she can choose either Strength or Speed, but only for a minute. This boosts her output to Maximum, enabling her to move roughly 10x times the speed of a human, or utilise 10x the strength. In this mode Maia can cut bullets in half mid-flight, or lift lorries. This mode requires formal verbal permission from at higher level VIP, such as one of Megumi's parents, or, a lethal danger to a higher-level VIP. The permission takes the form of a ten digit code, and it is rumoured this code has been made known to the HeadMistress of Gossamer Falls. It lasts until the permission is rescinded, or the danger has passed, + ten minutes. This last safeguard ensures that if a member of the family is knocked unconscious, or otherwise rendered unable to give permission, Maia still has time to escape.

    Access Level 4 -- ??????? Access Level 4 is known to exist, but the family have yet to find a way of unlocking it, or what it does. Presumably Maia's creator could unlock it... but he is dead.



    P
 

Unknown Squid

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Re: Character Sheets

I thought I'd post my characters here for another reference on top of the guide. Simon, Grace, and Ellisia. No changes. Still as seen in the guide.


Grace Vasser


Appearance: Golden blond and gently wavy hair, at upper back length. Amber eyes. Petite framed.
Height, Weight: 5'1", 113 lbs
Age: 17
Powers: Barriers, seals and protective magics.
Speaks in: "Dark Red"


Background:
The daughter of the long respected but reclusive Vasser family of magic users famous for their expertise in protective magic, seals, barriers and boundary manipulation. An only child Grace had a lonely childhood of extensive magical study and a large amount of home tutoring. She was rarely allowed out of the large old fashioned family estate alone, a powerful barrier constructed by her parents preventing her from slipping out. While repulsion enchantments hid the mansion from the attention of the outside world. Even the house itself was packed full of barriers and blocking seals restricting everything she did.

Like one might expect, this over controlling environment only encouraged rebellious behaviour. Grace tried to break away from her parents and family ideals in anyway she could, longing to escape their antiquated ways, and all the talk about her "noble heritage". She tried the normal bad dress sense and messing up her hair, but found it only angered her parents and didn't really change anything, nor was it what she was really trying to escape from. A secret computer and collected modern articles provided a form of escape and connection to the outside world, as well as helping to reassure herself that she wasn't really living in the past. She became something of a black sheep at family gatherings, always making a scene and shunning tradition.

The one thing she didn't abandon was the thing she hated most of all. Her family's speciality magic. Though she kept it a secret, she was studying her family craft more diligently than ever. Slowly as her skills improved she was able to overcome some of the barriers placed by her parents. She put her natural talents to use breaking into areas she'd never been admitted before. The entire estate was like an assault course, always another challenge, another barrier to break, a seal to bypass. She made sure to rebuild any spells she dismantled as she went to ensure her meddling would remain undetected. The day she was able to break through the estate barrier was a special one. Upon her return she was caught coming back through. Her parents told her she would be leaving to live in a far off boarding school. Grace didn't understand their motives at all, but wasn't about to turn down a chance like this.

Abilities/powers: Grace's school of magic is very specific. The basic magical language used by the Vassers dates back so far, and has been so highly refined to suit its field, that it has become almost unreadable by others of the magical community. This works in two ways, as Grace has had very little experience of the more universal magical language that most other mages employ. While she craves the power to conjure flames, summon strange creatures and warp dimensions, she is essentially a novice in all other fields of magic and has an extremely limited range of "non Vasser" spells. However her skills with the protective magics are excellent, particularly barriers and seals.

Barriers- Grace can construct a wide range of magical barriers, including force, elemental, and even spiritual based ones. She is also very adaptive with highly specific barriers given time to work one out. She can summon instant spontaneous temporary barriers requiring only a second or two too cast, such as a protective shield or entrapping cage around someone. Or given more time and possibly other material components, can construct permanent larger or more resilient barriers. The permanent barriers still require maintenance, but will typically drain her less than the spontaneous variety. The spontaneous type also has less scope for customisation, since she will need to have practised it before hand. The general size and resilience of any barrier effects it's difficulty and drain on her. Most of the barriers can be made to be either visible (typically a glowing pane of force, sheet of mist, or sometimes floating arcane symbols) or hidden (invisible or can only be seen under certain circumstances, or by someone familiar with barrier magics). Hidden barriers are generally equal to a visible counterpart, but are slightly harder to construct depending on how much effort is put into keeping them hidden. Much to her frustration Grace has found her family's magic style seems incapable of producing the "destructive barriers" some other mages can employ. They will not disintegrate someone at the touch. Ones that expel a minor force on contact are the limit in this direction, and these are more fragile.

Seals and wards- Placed on a specific object, with effects such as locking the magic or spirit inside it, holding a chest firmly shut, or keeping people at bay from the item. Could even be potentially cast on living beings, however any resistance from the target would make the attempt very futile. Grace has also learned of a unique trick used in the far east, where a seal is prepared on a special paper charm note, which can then be attached to the intended target. Use of these notes is more limited however, takes longer, and Grace has not yet mastered part of the creation technique. Her family training also never included any use of "trap seals" which activate other spells such as shocking the one who triggered it.

Protective spells- Designed to be cast on individuals, granting things such as a resistance to extreme heat, a slight resilience to bodily harm, or a degree of immunity to life draining attacks. Grace never focused on this part of her studies as much, and so is less proficient. Less familiar and more complex spells are not guaranteed to work, She is not very good at adapting new uses like with her barriers. Also she hasn't yet quite grasped maintaining them without having to concentrate on it, so will often be distracted while using one.

Boundary manipulation: The highest level of magic developed by the Vasser family. The same trick that renders her parents house in an undefined location. Can be used to extend, and fold space, as well as manipulating the boundaries between dimensions, the spiritual world, and the connection between magic and matter. Grace cannot do this. While she wishes she could and likes to try, she is a long, long way from achieving it in any form.

Other schools (of magic): Grace dreams of having power beyond the passive nature of her specialisation, and likes to imagine herself as a powerful multi domained wizard in the future. However as mentioned above, this could be more than difficult due to the inherent specialisation coded into the base magical language she has been taught since she was little. While something of a magical genius, her skills being beyond that expected for her age, she has major trouble breaking family trained magical habits that have became second nature to her. On top of that she has had no correct training in standard universal magical techniques, her attempts being self taught adaptations of Vasser technique. She has been practising cantrip spells designed for amateurs and new apprentices, such as summoning a tiny lick of flame at her fingers, simple tricks of the light and making a nearby object fall over. Her ultimate goal right now, is to master levitation, portals, and massive death lasers. New developments on this particular ambition are understandably slow.


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Ellisia Alvante

Pseudonyms: The Etherian Sword, Knight Comander Alvante, (Titles from her own world)
Appearance: Light blond, neck length hair. Blue eyes. Tall and athletic. Often has a serious or stern look on her face, but can be pleasant when relaxed. Would normally wear her knights uniform, but will be wearing school uniform or casuals here.
Height, Weight: 5'10", 153 lbs
Age: 19
Powers: Expert swordsmanship, Sword spirit.
Speaks in: "Blue"


Background: Ellisia Alvante is from Etheiria, a country in the world of Arthe. She was born in a small border village on the edge of the empire. She was seven when an incursion of demons of unknown origin swept across the region and razed the village. By the time a military response arrived it was far too late. However against all the odds Ellisia had somehow survived. Found hiding in collapsed barn, dirty, bloodied and clutching a broad sword. Ellisia herself can't remember any specifics of the attack or her survival, she has little memory of before that time. Without anywhere else to go or any known family to turn to, she was taken back to live in the capital and ended up enlisting into the Etheirian military at a very young age under the special circumstances.

Here she grew accustomed to a honest respectable life of service and hard work. She idolised the shining spirit knights that would visit her barracks. The spirit knights were icons of courage, honour and the ideals Etheiria stood for. And with their companion spirits, possessed the power to uphold those ideals. Ellisia saw them, and like many an ambitious youngster, confidently declared that she would some day wear that armour. Some day soon. And she did. After obsessive training, and every spare hour spent clutching a sword, at the age of 17 something came to her. A companion spirit, the essential prerequisite to entry to the spirit knights, had accepted her as a host. And not just any lesser spirit, but the renowned 'Etheirian Sword', which had not joined with a host for over a decade. Ellisia was the youngest by far to ever earn the acceptance of the Etheirian Sword, and very young among spirit knights in general. But the order knew from past knights that the sword spirit choose solely on skill and character, and had long provided the Empire with some of the finest knights in its history due to its chosen partners.

Now a commander after only two more years and several successful missions, Ellisia was summoned by the leaders of her order to undertake one of her least straight forward missions to date. She was tasked with travelling to Earth, and to live in secret there studying a certain region the dimensional astronomers had detected, as well as tracking down a mysterious being that had fled to that world. The mission was a strange and unorthodox one, with her as an unlikely candidate, but she eagerly accepted the chance to prove herself to be capable of being more than a simple human siege weapon.

Arriving at the school under the pretence of being a new student in the upper years, she's began to get a feel for the world. She has yet to track down her quarry, but feels she is getting closer.

Powers: Ellisia is a Spirit Knight. She draws her powers from the "companion spirit" bonded to her. Hers is a sword spirit, retaining the skill of over a hundred of the finest swordsmen throughout Etheirian history, these being all the hosts it has joined with before. It can lend her this skill to enhance her own, and grant her it's energy boosting her strength, speed and resilience. It can keep her alive despite wounds that would have killed a normal human. And allows her to wield her heavy choice of swords without tire. It's power also extends into the sword strengthening it. Ellisia can use a variety of sword types and styles, her preferred being double edged two handers, longswords and broadswords. The more different or exotic the weapon, the less her sword spirit can help with it. The sword spirit is a noble one, and not the kind to randomly fling its power about. It will typically only grant it's powers in combat or special times of need, and will not assist acts it doesn't approve of. In return for this, like all Etheirian companion spirits, it slowly feeds off Ellisia's own lie force, adding to it's own. This may seem severe, but it is something all spirit knights understand. As long as Ellisia remains bonded to the sword spirit she will still have access to this life force, and will not suffer or weaken because of it, even remaining young and healthier for longer. This is how the spirits grow ever stronger with each host.

Possessions: Ellisia has brought with her two swords, her armoured spirit knight uniform, and a special travellers disc necessary for her to contact home and arrange for a dimensionalist to bring her back. The two swords are, one, her favourite claymore, a huge blade crafted by the finest Etheirian military smiths. And two, an ancient family heirloom of unknown construction, the broadsword she took with her from her burning village. Old, yet faring well and unusually sharp despite it. The armour is a custom made piece as given to every spirit knight, hers being an elaborate royal blue high collared and long sleeved 'dress' with integrated plate armour. A central breast plate, gauntlets, shin guards and banded mail sections on the hips and upper legs are the visible parts. Hidden underneath the dress are pauldrons in the slightly puffed shoulders, and a light chain under layer that runs through the torso and skirt. Though it is unlikely a time will come to use it. However she will be wearing the spirit knight insignia pin from it. A pair of silver wings aside a central sword, more likely to be confused with an airforce or SAS insignia in this world.


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Simon

Appearance: Short black hair, often a little scruffy. Wears the uniform, and often a long blue grey coat with brown soft leather collar and lining on the cuffs and pocket. Has a very emotionless expression, and a bit of a tendency to either stand staring and motionless, or to be fidgeting and restless.
Eyes: Green
5'4", 143 lbs
Age: 18
Powers: Shadow Guardian.
Speaks in: "Std Black"

Background: Simon is an orphan, never knowing his parents and with very little information on him. Regardless he was happy in his early years and seemed normal, with the dismissible exception of his 'imaginary friend' he talked about constantly. Ever since he was little he's known that something was different about his shadow. It talked to him, and did things other shadows did not. It was nothing sinister though, not until a certain incident involving a bully cornering Simon in an empty class room. The police found an unexplainable scene, with the bully strewn about the room in pieces, and what looked like impossible claw marks raking deep into the floor and walls. Simon was found cowering in a corner. Investigators were baffled. After that things changed. Simon isolated himself, refusing to go near to anyone in fear of what the shadow might do. Further minor incidents only pushed his sociophobia further, and the shadow seemed to get increasingly "defensive".

Simon was transferred between a few schools, before coming to Gossamer Falls at around twelve. He's found the extra space it gives him preferable and seems to be doing better. Generally known to the staff as something of a 'special needs' student, he is left to his own devices and studies alone, taking examinations solo and acing them. He is rarely seen, traveling the school carefully and giving corners a wide berth, but loves to keep up to date on events around the school and is insatiably curious, always watching. He's made himself quite at home in the school, with known safe routes, and several little havens stashed with scavenged school equipment.

Powers:
Simon's "powers" are in his shadow. It acts as his ever watchful guardian, whether he wishes it to or not. He takes great care to ensure that it never has the need to 'protect' him. It's exact nature isn't known even to Simon. What he does know, is that when people get close to him they get hurt. He can feel its tension as it watches all nearby. It constantly whispers to him in his mind, but not in any language, just thoughts. He has slowly grown more able to understand it, gaining a subtle pseudo sixth sense, aware of the presence of those around him, and getting 'hunches' about certain things. He sometimes feels he can sense the spiritual, but has never been certain. It used to be the only thing he ever talked to, though he has been opening up a lot recently. He has also noticed the shadow being comparatively more relaxed lately, though by no means does he want to test this.

I'm keeping the details of the shadows exact nature under wraps, but here's the general information, the important bits, since the shadow is a purely reactive power and kinda dangerous. The shadow is (extremely) over defensive, and regards virtually anything as a threat, including a friendly approach. Sudden movements or apparent aggression double the chance of trouble. Simon has no control on it whatsoever. It is triggered and limited by proximity to Simon, not the actual location of the shadow (ie, it won't level the school at sunset). The range for triggering it is typically a meter or two depending on the situation, and possibly more if directly provoked. The extent of it's abilities also depends on distance from Simon, being overpowering within a meter, but weaker the further it stretches. Being a reactive power, please remember I need to be given a chance to respond if it should have been triggered (ie, writing that you bump right into Simon and then run off would be ignoring his power). It can block various attacks efficiently, and is almost impossible to attack the shadow itself directly. The shadow is very difficult to detect by those sensitive to auras, magical or such, seemingly a void of any power, and hides Simon's own life force from detection as well. Only detectable by those specifically looking for the strange ethereal gap it leaves. Simon himself is still a perfectly mundane human behind it, and very limited and vulnerable if the shadow cannot protect him from something. Also finally, Simon is simply not the type to randomly run about and cause deliberate chaos with the shadow, if I ever do this I fully expect an execution from Yuuki.
 

ShadowWolfSBI

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Re: Character Sheets

Since I am still planning on bringing him back in...

Name: Kyle Atreus
Age: 18 (Apparent, actual age unknown)
Gender: Male

Appearance: Slightly unkempt dark brown hair with silver streaks, Green eyes, light skin complexion.
Height: Believed to be between 6'4" and 6'6".
Weight: Approximately 195 lbs.
Mental Health: Questionable. Shows signs of being both absentminded, and slightly "general-purpose" crazy.

Abilities: Minor Item Summoning/Creation, Adept Acting, Heightened Recovery

Summoning/Creation: There is some question as to whether this ability is creating an item out of thin air, or pulling it in from an alternate reality. For all intents and purposes, it's creating something out of thin air. Although the "true" form of the ability allows any item that can be physically carried to be "drawn in", Kyle sealed most of his power away, then removed his memories of doing so, effectively making the seal permenant. As such, he can only create "mundane" objects, such as food, clothing, books, or school supplies. No weapons or armor.

Adept Acting: Kyle is fairly skilled in a few forms of acting. {Edited. Reasons stated below.} Also, he can almost perfectly fake any accent, if he's heard the accent for at least a minute total, and he can perfectly fake a handful (British, Scottish, Irish, Russian, and Romainian). In order for him to perfectly mimic an accent, he needs to have studied it deliberately for at least an hour. Occasionally quotes old poems, old songs, or Shakespeare for little known reason.

Heighted Recovery: Kyle heals differently than others. Most forms of injury heal at least twice as fast as they would on a normal person. Crippling injuries can even be healed. Total immunity to toxins, and some diseases. What diseases he can get last at most half of the normal time. Kyle is also effectively ageless. He can still be killed, like a normal person. However, viciously beating or torturing him and leaving him for dead is probably not going to work.

Outfit (when not busy with school stuff): Black button-up shirt long sleeve shirt, Dark blue loose-cut jeans, Black mechanics boots, red/yellow/white Hawaiian-print coat (Don't ask.) Otherwise, wears the appropriate school uniform (Full).

Personal Belongings: Travel chest containing assorted notebooks and hardbound journals. Backpack containing clothes.

Biography: Kyle Atreus was a normal human for much of his early life. As the son of a physics professor and a chemistry professor, he rather unsurprisingly is knowledgable about both sciences. He's also done some metallurgy studies. One of his experimental alloys, coupled with a gas main explosion and a bizarre chain of events, lead to him being transported...elsewhere. His abilities, and mild insanity, are a result of that trip. Given the fact that his insanity was much worse during the first part of that trip, and that he's mucked around with his own memories, it's not too surprising that details are a little fuzzy. {Edited for now. Got a little personality surprise in store. I'll only explain to players of characters from the original SBS for now, and only in PMs.} His actions are never overly threatening, or even remotely hostile, just random. In fact, he almost never seriously threatens harm or attacks, since it seems to be damn near impossible to actually anger or infuriate him. Even Kyle's not sure why that is, but he suspects that it has something to do with what's happened in his past.
 
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lurker

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Re: Character Sheets

Justa Postin Trixie here

First, Backstory:

UNKNOWN EXPLOSION JUST AS MYSTERIOUS; SYLPH LABS SUSPECTED CAUSE

Scientists at nearby Sylph Labs refuse comments on what many people consider a scientific anomaly that showed up sometime late yesterday. Various sightings in the Gosamar Falls area have reported seeing a gigantic explosion, though most people belive it was more landbased then the 'airial devestation' others have called in with.

Silph Labs has been belived to work with the military on a rumored 'swarmer' project for the future military, though the reports, like the rest of this report, is uncomfirmed.

Now, the bio:

Name: Specimen 1904-3, also known as 'Trixie'
Age: Biolgically engineered 3 years ago, appears and acts like her late teens.
Height: Standing, 5'9", All fours plus tail horizonally, 6'6"
Weight: 134 lbs, 2onc.
Appearence: Short red hair eternally messy, red eyes, pointed chin, very light frame for entire body, light brown carapace, twin large scythearms from just behind her shoulders, three clawed fingers and one thumb per front leg, triple-jointed, three-toed rear legs made for four-legged running, 9" spike-tipped tail, small armored carapace plate from shoulders to small of back.
Power: Short bursts of blinding speed, temporary mutative powers to shrink 'nonhuman' parts.

Bio: Trixie was made as part of a secret Sylph Labs military project, like several of her brothers and sisters. Unlike the rest of her siblings, for some reason she was the only survivor in a cataclysmic destruction of a transport truck that carried sever of the Swarmers to a testing ground. She also suffered amnesia, not rememberig her original intended use, waking up somewhere in the woods near Gosamar Falls..
 

SiphonTalvesh

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Re: Character Sheets

REMOVED DUE TO ERROR.
 
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