Evanescent Fairytale[retold]Discussion/Signup

Hey. I'm not very sure about the Guardians thing. Must all characters have a Guardian?

Hm, anyway, I made this character with Ralcitch in mind. So, if possible, could I take that Guardian?

Name:

Gloria le Fey

Age:

20

Alliance:


Neutral

Race:

Human

Element:

Lightning: Strong against -> Water, Weak against -> Land

Occupation:

Traveling Merchant

Personality:

Gloria is a free-spirited individual who has no qualms about having fun at the expense of anything, or anyone for that matter. She is inconsiderate to a large extent, often ignoring the fact that her actions could cause someone inconvenience - and sometimes, harm. However, this inconsideration is counterbalanced by her conscience, which also ensures that nothing goes beyond salvation.

She is generally approachable and friendly, so long you do not have a job that requires her to commit heavily. Otherwise, one would only have about a minute left with her before she slips away.

In battle, she is a ferocious enemy highly focused on bringing down her enemy - permanently, if possible. Because of this ferocity, and the bad rumors that spread as a result, she tries to avoid doing battle wherever possible.

Appearance:

Gloria le Fey

Gloria was never a stickler for long hair, thinking it to be an irritation in battle. She favors her hair short, and neatly trimmed at the back, with a fringe left undisturbed. Her complexion is sickly pale - which causes her to appear weaker than she really is - while her eyes are a unusually deep blue.

Her height is about 1.70m, and she appears generally good looking to most males. A common first impression for guys would be that she makes a nice target to hit on, while for girls, she can appear somewhat loose, or somewhat nice to have for a friend.


Weapons:

As pictured.

It isn't really a weapon. A mere cudgel with an ornamented end, and an other end that is plain; this is often used more as a walking stick than a weapon. While Gloria is capable of spinning it fancifully, she is unable to use it with as much skill as a trained warrior.

She is capable of using it to bludgeon an unsuspecting person, or simply to parry attacks coming her way. Alternatively, she can channel her magic into the cudgel to slam at her enemies (Though the magical powers are significantly reduced because the cudgel does not facilitate magic).

Her gauntlet could be considered a weapon, however, because of it's ability to facilitate magic.

Armor:

Being more a merchant than a warrior, Gloria goes for light armor to allow her to lug her haversack of goods with her. Her only armor is a small, upper-chest plate, as well as a partial plate for her right arm. This partial plate is peculiarly shaped to deflect slashing strikes.

Leading down from the partial plate is a metal gauntlet she calls the 'Monster Claw'. This jet black gauntlet is made of steel, is highly durable, and greatly facilitates her magic spells.

She also wears a fur mantle which holds her cheap, cloth cape for the purpose of warmth in the colder regions she visits.

Abilities:

Thanks to her lithe figure, and exposure to combat, Gloria has rather good stamina and is able to last long in a battle with ease.

Having been a merchant for some time, she has grown to be able to identify edible and useful herbs - poisons included.

Having also been quite a poor merchant for some time, she has grown to be able to pickpocket people.

Magic:

Lightning Force-

Facing her gauntlets in a certain direction, Gloria is capable of blasting a single bolt of lightning. This bolt is blue in color. It has only enough voltage to cause a brief moment of pain from which a person may recover easily in about 3 seconds. Costs 1% mana.

Enchant Lightning-

Gloria is able to enchant her gauntlets such that it contains a small charge of electricity enough to either surprise anyone who shakes her hand, or knock someone out. (Not for use in combat)

Storm Seek-

Summoning a bolt of lightning from the natural surroundings, Gloria blasts a bolt of lightning that delivers a tremendous amount of pain. Extent of damage depends on the person's resistance to electricity. The worst possible outcome of this skill is incapacitation. Costs 5% mana.

Lightning Stab-

Gathering 10% of her mana, Gloria summons a blade of electricity that swings down from the sky onto her enemies. The blade is not physical in nature and is able to go right through a person - though it does no damage. As soon as it makes contact with the ground, it begins to cackle with a menacingly powerful amount of electricity that is capable of killing an ordinary person (excluding key NPCs and player-controlled characters).

The blade takes 3 seconds to swing from the sky to the ground. The damaging area of effect lasts for another 3 seconds before fading away. This blade is blue in color, and does not differentiate between friend or foe.

Nine Tail Bolt-

Gathering 20% of her mana, Gloria summons a magical circle that appears vertically before her. This circle proceeds to blast nine bolts of electricity simultaneously at all enemies within range (directly in front). Alternatively, Gloria is able to focus all these nine bolts into one concentrated bolt that is capable of either dealing heavy damage or kill.

Thunderstorm-

With a hefty 50% of her mana as payment, Gloria is able to summon storm clouds immediately above her and bring down bolts that are as powerful as a concentrated Nine Tail Bolt. The number of bolts that she is capable of summoning depends on the environment, with 2 being the minimum, and 5 being the maximum.

These bolts are moderately accurate. There is a brief flash before the lightning strikes the area, allowing an agile person to dodge it. (Think Thunder Plains in Final Fantasy X)

History/Background:

Contrary to what many would possibly assume from her behavior and dressing, Gloria is actually the daughter of a rich aristocrat. Born with a silver spoon in her mouth, Gloria was given everything she could possibly wish for. It was only at the age of 4 that her father discovered that she was not his real daughter - a devious scheme orchestrated by a mistress that desired the aristocrat's love.

Gloria's mother was promptly chased out and died alone in the outskirts of the city while Gloria was raised under the cruel parenting of her new step-mother. It wasn't so much of a bad thing, if the step-mother ended up molding Gloria into a highly practical and resourceful person. At age 16, she was engaged to another noble family's son by her father.

Her father had never once treated her well for as long as she could remember, so she did not hesitate in protesting against this decision. Of course, nothing gets through the man of the family. And the woman of the family, no less. With both father and step-mother against her unwillingness, Gloria turned to a more desperate measure, selling her belongings to prepare to break away.

Her status was a helpful thing, for it ensured that her items were always of high value. She amassed a small fortune and started purchasing supplies to prepare to leave. The engagement date was set several months later, so she had quite some time to prepare. Her father started sending her for classes to prepare her to be a proper bride, but she uses this as an opportunity to swap her tutors with a magic tutor that taught her the art of magic.

Meanwhile, she continues to amass her wealth, now moving to items around the house. She stole several portable objects of value which she kept in a haversack that she recently purchased. These actions, however, were noticed by her step-mother. She was confronted then and there, she bludgeoned the step-mother to death.

Deeply horrified, she grabbed her belongings, changed out of her formal wear and left. For several months, she had to lay low as wanted posters of her were put up. She decided to trim her hair short during this period to alter her looks, and also as a decision to sever ties to her past (since the long hair was considered by her father to be a desirable trait among noblewomen).

She was 17 then, and managed to eke out a living selling the objects she stole. Later, she learns from a merchant that she traveled with about the way to identify useful herbs and poisons to sell. As she also helps to protect this merchant along the way, she develops her magic such that she can be considered a rather skillful magic user.

However, as she never dedicated herself fully into being a merchant or a mercenary, she did not have a definite source of income after the objects from her old home were all sold. For some time, she had to resort to thievery. Slowly, she begins to learn to pickpocket.

For the next 3 years, she would survive on a mix of pickpocketing and picking herbs and poisons to sell. She has just based herself in Siard, having stirred up too much problems for herself in other villages and cities.

Character themes:

Gloria's Theme (Dragon Nest OST: Mana Ridge)

Battle Theme (Dragon Nest OST: Abyss Battle)
 
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Well.... My character is done Oli so have a look at her. I lost interest in the history so its a bit meh imo.

And here is my second character



Name –
Anachia Iilyavich "Electricus" Vesperia - Sevensheep (An-nar-ki-ah Ee-lee-yah-vick Ves-pee-ree-ah Seh-van-she-ep)

Her full name is Anarchia Iilyavich
"Electricus"Zazie Farandole Vespertania Vesperia - Sevensheep

Title

Railgun, Captain/ Kapitan/ Hauptmann, Electricus, Princess Apparent of Troika and Orinthia Anarchia Iilyavich "Electricus" Zazie Farandole Vespertania Vesperia - Sevensheep

Alignment

Chaotic Neutral

Race

Human

Gender
Female

Age

22

Element

Lightning: Strong against -> Water, Weak against -> Land

Occupation

Captain of a military unit and Princess Apparent of her land. Her occupation in Balaika is not important in Agia.

Appearance
1# 2#
Anarchia is a pale woman, hailing from Troika, in Balaika, on the northern continent of Europa. Her homeland is extremely snowy and such, little sun. Hence her lighter skin colour. Her face is pointy in shape and her features are equally sharp, giving her a less homely and more independent and rather stunning look. This sets her apart from the "cute" town lasses appearing feminine and striking. Anarchia's nose is slender and comes to a point, while her cheek bones are higher. Her lips are of average size and are equally pale, being a light pink and slightly down turned while her eyes are large, but sharp in shape like an eagles. Matching her eyes are her eyebrows which are thin and angular. Her choice of hairstyle is surprisingly childish, being pulled into twin side pigtails with relatively long fringe down to her lips. It is parted on the left side of her head with most of her fringe sweeping right with a bit on the left going left, thus leaving her left eye clear while her right is somewhat hidden behind hair.

Anarchia has the bad luck of having her mother's recessive genes of the Troika Tribe, giving her teal coloured hair and eye colour. It is made worse when it is not a slight under colour to her natural hair colour, but to her eyebrows and entire head which has been turned into this fantastic bright teal. Anarchia is of average height at around 165 cm tall and weighing at about 55 kg, ideal for her line of work.


Attire

Anarchia have been given a good deal of freedom in the military. Her clothes are far from standard issue, but nonetheless, were neat and tidy enough to be allowed. Her shirt is a black, short sleeved, buttoned suit shirt. Starting from her neck, running along the shoulders and down the side vertically to the end of the sleeves on both side is a teal line just slightly narrower than the width of her shoulder. She also has teal shoulder straps on her shoulders. Along her collar near the bottom is also a single teal line. Along the front where she buttons the buttons, it is also teal in colour. All buttoned but the top, Anarchia keeps the shirt closed via a thin teal tie. Her shirt is left untucked and covers a bit of her teal pleated skirt. The skirt reaches just halfway down her thighs. Slanted across her waist is a teal belt with a darker teal decoration which is where she clasp on her black carry cases for her gun and other instruments. On her legs, she wear thigh high black stockings with lighter black short heels that have teal decoration.

Along her left arm is a teal armband that has two black lines near its edges with her company, the
Nordwind Kampfer Fallschirmjager, symbol silhouette, the winged heart (it is black instead), in the middle. On her hands are a pair of teal, leather officers glove while on her ears are a pair of headphones with built in mic, which usually rest on her neck (they can be connected to her hair tie like in the picture when she puts them on). What holds her pigtails together aren't rubber bands or elastics, but two black square object with a space in the middle, with a pink line down the middle on each. These do not touch her hair, but hover with the pigtails threaded through the middle. Given to her by her mother, these mysterious things run off her natural electrical ability and creates a sort of field that bounds it together like an elastic.

On her left collar, she has her double silver bar captain insignia as well as the stars on her shoulders. Her rank insignia is similarly on the collar of her greatcoats.
On all of her great coats, she has her national army emblem on its upturned collar on the both side with the a horizontal captain's bars behind them.

On top of her normal clothes, she has a M42 Greatcoat
in three colours. Her standard is dark olive green for her front line times. In winter, she has a white greatcoat. For more formal situation, she has a black one with teal for hem lines and bordering with her medals and ribbons. The tails on her white and green one are very long, reaching to her ankles. Anarchia tends to wear them in a way which there is a visible split at the front whilst being held together by a military belt which she holsters her other sidearm carbine and her other front line gear. On her head, she wears a garrison cap, with her captain double bar on the left side and her
division's (Fallshmirjager/ paratroopers) formal badge (Replace all swastikas with the double ended cross T in this pic) badge on the right side of the front, but is worn very sparingly. When not worn, it is stuck on her greatcoat belt or fold and slipped into her shoulder straps.

Lastly, she carries with her always her megaphone. Odd, but she does. It is not overly large and is the same colour as her shirt. The rim around the end of the megaphone is teal green as is the inside. A long pink electrical cord trail hangs from the handle, trailing for a long length. It is connected to a reel in which is tug activated. Pull to extend and a tug to automatically retract the cord. This cord can similarly be unplugged from the handle. The reel itself is clipped to the back of her military belt. She sometimes uses the cord to plug into a louder sound device or use it to connect herself to sources of electricity via the metal plugs at the end. Stamped on the side is her company symbol in teal.

Armour

Anarchia's ability provide enough protection that she does not wear armour. Not even standard soldier protection gear.

Personality
[FONT=&quot]Anarchia's personality is a rather complex person. A basic look at it is that she is a whimsical yet scheming and planning, very unpredictable. Her interaction with people is best summarised with ice queen. As beautiful as the snow....and just as cold. Anarchia is unable, or chooses not to, empathise or take into consideration of others feelings. The first and foremost important thing is her mission and her goals. Whatever needs to be done will be done in order to achieve what she wants. While she isn't the tyrannical arse hole that knocks children ice cream from their hand and enjoy terrorizing every village she goes to, she will not hesitate to use force to get her way. Mostly, she is persuasive enough to convince people to do what she says, but often she herself would get physical and confrontational or pull out a pistol when things do not go smoothly. As CO of the military strongest powerhouse, her presence and intimidation is enough to ensure that she is able to pull it off.

As stated above, Anarchia does things at her own pace. She would not stand being ordered around by people less powerful than her, her superiors inclusive. Despite her lower rank, Anarchia has a lot of pull in the army. Depending on her mood, she can either pistol whip you in the face for annoying her or be generous and give offenders a chance, though it is usually said in a somewhat demeaning way. In a sense, she acts somewhat like a mob boss. She does not take lightly to insults. Life is cheap, especially those that wish to stand in her way. Companionship is optimal, but not a necessity. She does not mind being in the group, but will be the stoic one, the quiet, proper type that tries to avoid frivolity, though she often can get too along with the mood and join. While she can talk normally, she tries not to show weaker feelings such as excitement, joy, embarrassment and such in case it shows her to be weak, though these innate human emotions poke through now and then.

Whether it be evil or good, both she will kill willingly and without hesitation. Of course, as said, she isn't some dictatorial monster, so for the good and the civilians, she would give them more warning, and negotiate longer before resorting to violence. Let's also not forget, she would not actually kill the civilians she was supposed to be protecting, so those from her country are relatively more protected from her wrath than other people. Those that raise arm against her deserve to be brutally punished and Anarchia would see to it that it be done. She may pull back depending on the person, but they were still going to be in a whole world of hurting.


[/FONT]
First Impression
How people react to her is straight forward. She is a military personnel, hence she carries herself straight and upright in a true military fashion. Her eyes tell people that she is not someone that is to be messed with or taken lightly, someone ruthless and cold and people can tell they are dealing with a trained professional soldier. Many would first notice her Teal features, being her eyes and her hair as well as its style. Next would be the military uniform and her carbine pistols. Past that, if they are still staring at her and not taken aback with fear, they may notice her striking features.

Strength
Even though she is military and a front line soldier, Anarchia isn't overly strong. She is average and up to military standard, but due to her more reliance on her powers, which is more powerful than her soldiers weapons, Anarchia carries very little gear, hence her lower strength is not a problem. Against most civilians and the light weights, Anarchia can easily go and beat them. The more sturdy middleweights, will have her going toe to toe and with the powerhouse, Anarchia's unenhanced strength would do little.

Vitality

As much as strength is not her forte, any military soldier has a good constitution and a strong body, tempered through tough training and experience. None more tough than those in the Nordwind Kampfer Fallschirmjager of the Vergehenswehr (Balaikan Armed Force). As its commander she herself is tough, able to sustain a fair amount of damage and abuse. However, her main weakness is her dependency on her power to not get hit. As such, if compared via how many hit one can take, Anarchia would be on the lower end of the scale of the company. Around 7-9 direct hits will bring her down.

Speed
Electricity does wonders to one's body. Using magnetic propulsion, it is entirely possible for Anarchia to reach well over 80 kmph, providing there is enough metal pieces to create magnetic fields along her path. However, on her own body, Anarchia can reach a peak of 37 kmph on flat terrains and 30 kmph on uneven surface. In steep climbs, this is further reduced to 26 Kmph.

Stamina

Anarchia is more for urban fighting, where reinforced steel is everywhere. In such situation, she can in a way, bounced off buildings through electromagnetic fields she can generate, making her able to travel extremely quickly with ease without using too much energy. However, like vitality, every soldier in her company is drilled and hammered to perfection, and as one who lead by example, she herself is equally trained through the same training regime she puts them through. Since her need to keep up her stamina is not at severe as her soldiers, since she carries less, thus last longer, Anarchia has an average stamina. When stripped of all gear and compared, Anarchia is only average. Peak running is obviously capped at 3 minutes, before exponentially rising as the speed drops. Combat time is around 15-20 minutes of fighting, dropping to 10-15 when its intense combat. In terms of on the battlefield during war, where she has support, this can increase to several hours.

Reflexes
Blessed by her Troika blood, her nerves are like lightning. Of course it is still much slower than actual lightning, but her reactions are blitzing fast, limited by only her mortal flesh body. Troika blood enables the power of electricity. However, the more power one possess, the larger the strains of untrained power usage will have on the body. Had Anarchia not been trained since birth, the slightest movements would be exaggerated and would snap the bones in her body, and any further movements caused by pain convulsion will result in more bones breaking.

That said, after 22 years of adjustment, Anarchia can move with ease without said risk anymore. Anything in her field of vision that appears hostile will garner an immediate reaction. If she see a person going for their gun, by the time they
pull it out of their holster, she would already begin evasive maneuvers, either completed a roll out of the way using her powers to pull her to safety. As a combatant, she has also developed a sense for danger. The type where one can feel something when an unseen gun is pointed to their head, or a stalking person. Granted, if it is unseen, then chances are, completely dodging gunfire is improbable, but she has a decent chance in parrying melee attacks as well as dodge arrows from rather far away.

Fighting Style

Anarchia fight almost always with her powers integrated with military hand to hand/ melee combat, concentrating on counter attacks and single critical hits. That is not to say that she cannot fight without her power.

Her unarmed combat allows Anarchia and smaller stature soldiers to counter and get under guards to land accurate single hits that would be devastating in contrast to many normal hits. Her moves range from grabs, elbows, punches, knees, kicks, throws and chokes.

Armed melee fight is with her military combat knife, fought both upright grip and reverse. Reverse is for parrying while upright is used for more offensive, stabbing and slashing and the like. Knife combat are often in tandem with hand to hand attacks.

Shooting is also second nature to Anarchia. She can use most conventional firearms and adjust quickly to non conventional ones rather fast. However, she is most efficient with her pistols and her personal semi automatic rifles. With rapid fire assault rifles and such, she is only an average shot at distance past 100 meters. With most other weapons besides machine guns, she is accurate within this range, which is rather poor as a soldier. She fares a better with her pistols, its range increasing to 110 meters for accuracy, but similarly drops after. Her rifle range when sharp shooting is up to 400-500 meters

Her primary combat style is to use a coin and generate an electromagnetic field and shoot it out like a railgun. It is the most simplest way to use her power as it does not require much effort to generate. It can be flicked in mid air, resting in her hand or held between any part of her body. Any part of her body can launch such projectiles, however, its accuracy is reduced as it is harder to guild a coin at the elbow, in comparison to using multiple EM fields at her hands to line up her shots. It does not have to be a coin, but anything metallic would do. However, the larger the item, the more energy is needed to propel. Her coins do have a structural limitations, meaning they only have an effective range of 40-55 meters. Another way she uses her power is to "bounce" around her opponents, by magnetising herself with her powers towards surfaces with metal in or behind it. This allows her to get behind enemies and avoid attacks with ease as well as letting her get into positions quickly. There are many more usages for her power, but her main style is to launch projectiles at enemies or use her powers for maneuvers.

Weapons

As a military solider, her main armaments are supposedly her guns. However, instead, she has a whole stack of coins ( 29 mm in diameter) in which she uses to shoot at people with. She also has a habit of playing with a medallion (45mm), which the coins are replica of, which is special to her. She stores them in spring pushed coin dispensers (but in dark black like her top) on her coat belt as well as her main belt inside, so that she can just slip them out. The type of attack is more blunt type than pierce type, due to the projectile she chose to use. That said, it can still kill people if hit in the right spot with the right power, but Anarchia usually leave people alive if its not during war. The power can destroy buildings and such, depending on the power she uses in shooting the coin.

She does not trust being unarmed anywhere, hence she has a multitude of knives where she takes rather extreme measures to hide.

Her weapons are as followed.

Due to unforseen Incident, she does not have any of her guns with her.

Riding Crop:
An odd addition to a paratrooper, Anarchia uses this black authentic riding crop in place of her officer's baton. On her belt, both greatcoat and inside belt, she has a small holster for it. It can be used both as a training tool for discipline or as an actual weapon in tandem with her melee fighting for blinding and stunning.

Push Blade:
On her necklace at the back of her neck is a holstered push blade

Balisong Knife #2:
Hidden on her right outer thigh on a strap and one on the inside of her coat in a pocket.

Stiletto Knife
(Top): (Not going to be really used. For Original RP use)
The last of her knives. The one where she hides with extreme effort. This one is hidden in her underwear. Yes, her underwear. Custom tailored to be able to hide this knife at her buttocks in a sown slim pocket just the right size. While most underwear leaves space between the cloth and one's crack is, Anarchia has her underwear made to utilise this space. It is where she hides the knife. It is not inside the crack per se, but just outside. When patted down, even under the closest feel, it cannot be detected unless they strip her of her underwear. Sitting and normal daily functions are not hindered at the least.

Combat Knife:
A large knife that is also clipped onto her utility belt outside of her cloak. It is 31 cm in length with a 18 cm blade.
What she uses mainly for her melee fights.


Abilities Of course, Anarchia's abilities is her Troika blood, the power of electricity. Her powers enable her to do the impossible for ordinary people, such as direct electricity at people, either through contact or through the air, create electro-magnetic fields for attraction, repulsion and shape forming, use it as a travel medium etc.
Ambidexterity:
Quite capable of using either hands to perform everyday actions plus combat missions. She needed this skill in order to perform her missions as efficiently as possible, such as tandem knives and pistols, shooting while hanging, wiring explosives etc. Her dexterity also allows her limited control over her toes and feet. Providing her feet are bare, she can easily pick up items and throw them with relatively decent power.


Boost Jumping:
Anarchia can charge and gather her power into her feet and hands, releasing it in one bound to boost her into the air, providing that there is metal under her feet. Her hands would also boost her up a bit to metallic objects. She can easily bound up the side of buildings that seem impossible and latch on to things longer with her magnetism.


Railgun:
The basis of her attacks. In essence, it is a misnomer. There is no rail to speak of as she often flicks the coin while applying shaped magnetic fields to propel it. Anarchia never terms her attacks, so the non-scientific soldiers wrongly named it as railgun. However, if she wanted, she could hold the coin between two fingers and use those as rails.

While it can obtain extreme speed and deadliness, Anarchia has chosen to use coins due to its non lethal properties. Originally, the army made special bullet like darts for her to fire, but Anarchia chose to have her lucky medallion reproduced and used as ammunition instead. With coins, due to their cheaper make in comparison to her medallion, it has a structural range of 40-55 meters. It is a blunt force weapon, meaning it does not pierce bodies. It can break bones and crush organs, but it does not pierce. Therefore, Anarchia can leave her targets alive, or dead, depending on where she shoots. Usually, the level of power she uses leave them alive since she is not in war mode. There is only a short 0.5 second delay when shooting. Against buildings, its like a sledgehammer. With more force applied by the field, the bigger the things she can punch through. Her normal attacks are enough to bust down normal house walls with a sizeable hole.

Attractive and repulsive propulsion:
By directing electric current through nearby buildings with metallic objects within its structure, Anarchia can produce an electromagnetic field that can attract herself to the surface, be that the roof, walls or in some cases, objects through the wall. In those instances, if there i a big metallic object, by exerting a bit more power, she can use that in place of the reinforced steel within structure. The smaller the object the more electric she has to pour into the object to create a big enough field. This is inversely proportional. A fridge will require almost next to no additional power whereas a knife will require a much larger portion of electric power.

Repulsion is very much similar. Power needed is inverse to metal present. However, repulsion is very good f0r quick acceleration from an object while attraction is good for acceleration in mid air. When timed correctly, Anarchia can pull herself through the cities at amazing speed like a flash by, in an ideal urban city, repel herself from the ground and in the middle between the repelled object and Anarchia's target, she switches to attraction towards her target and just before she reaches her target, she begin's repulsion and shoots herself towards her next target.

Standard movement within a city with normal sized metallic objects such as reinforced concrete, white appliances, cars etc have zero stamina effect as it her norm. As the smaller the item goes, the more drain there is.

Lightning Bolt:
As its name implies, it is a simple lightning bolt at an enemy. This travels through the air from any part of her body. It is most accurate from her hands, however, as it enables her to target the lightning more precisely. As lightning has many branches, with her hand, Anarchia can limit to how much these branches fly off and strike things she does not want hit.

With her hands, if she wants one target hit, it will only strike one target. In essence, its just like limiting a nozzle. A narrow nozzle will funnel all the electricity to one point. A wider nozzle will let the lightning wider to branch off when it flies. When she widen's the "nozzle" she cannot control who they hit properly. The wider she opens, the more branches open from the end, not from her fngers. So if a group of four was gathered, she would loosen her control a bit and near where she aims, the lightning will begin to branch off. If there was a crowd in front of her, she would lose all control and shoot it straight towards the end of the group, lightning branching off all along the length of the main bolt.

Electrocution:
Through direct contact, Anarchia courses electricity into her target. It has high damage instant damage at the cost of needing to have direct contact. An additional effect is that it causes nerve interference and temporary paralysis for a few seconds.

Bolt Spike:
Bolt Spike is similar to Lightning Bolt, except that this is more of a crowd controller. Anarchia expels lightning bolts freely in all direction with no control, zapping all those withing a 5 meter radius.


Lightning Speed:
Less offensive, more for movement, Anarchia turns herself into electricity for a split second. What differs from Electric Transferral is that there is no medium such as a wire. She will change herself into pure electricity for a second or two and move at lightning speed and move to a targetted spot in almost and instant. While she is impervious in that state for that period, she is unable to attack until she exits that state, even if she wants to electrocute someone.

Final Blitz:
One of her finisher moves, Final Blitz is in essence a large spear of electricity. Javelin is more the correct word as that is how she uses it. The Javelin that materialise is 8 meters in length. It acts like an explosive arrow. Anarchia throws it like a javelin, except it travels in a straight trajectory and on her command, usually a snap of her finger, it will explode in an spectacluar fashion with equally deadly effect. Blast radius is about 10 meters.

Barrier:
Bullets and most weapons made of metal or with metal in it can be blocked by this barrier. The barrier is just an amplification of her natural electromagentic field that surrounds her due to her powers. It is not a passive barrier that is constantly up as her normal field is not strong enough to do much but maybe deflect a small knife stab at close range. Upon striking, a visible shimmer of gold sphere is visible near the area.

When activated, range has a large role in what it effects as does the power. At close range, her standard barrier can deflect 3 blows from a metal based melee weapon before collapsing. For gunfire, this is increased to a barrage of about 20 bullets at around 25-75 meters. Within 25 meters, this is dropped down to 10. Past 75, this is increased to 40.

For stronger shield prepared preemptively, number of melee strikes double while number of bullets increase by 5. At maximum output, she can even tank artillary shells, though that completely drains all her power and she is reduced to just her physical abilities.

2 x Powers (For RP plot use. PM me oli if you want a refresher as to what they were)
Magic
Her powers are born with and is due to her blood, so she knows no magic.


Other Skills

Piano, violin and gymnastics skills is at a mastery level in an attempt to maintain a sense of feminity in Anarchia. The pro for being extremely good at gymnatsics is that she is incredibly flexible, which is a pro in combat.

She is also an accomplished horseback rider and able to pilot most aircrafts, but more proficiently in the transportation kind that her company uses for insertion.

History

Anarchia's family history is as much her own as her own life span. Both her mother and father were military, as was her ancestors on both side. In Balaika, this isnt that rare considering its Government's very militaristic nature. However, her parents both possessed very pure pedigree bloodline of royals and accomplished soldiers. Her mother was Arikaria Farandole Vespertania Vesperia - Sevensheep, Duchess Princess of the Troika Province, where many of its peope form the elite branches of the military due to its blood. Her father, Sir Isaac Zazie Beatrix Vesperia - Sevensheep, was from a long line of successful military strategists and generals with control of Orinthia, another powerful military province. With this matrimony, their child was expected to achieve greatness. Vesperia - Sevensheep is the combination of both family names, with Vesperia, her mom's name leading due to royalty.

Upon birth, her Troika blood was gauged. It was a rare blue moon for a baby to be born with the blood strength strong enough to black out the surrounding areas. As a sign, Anarchia's mother took it upon herself to hammer her daughter into the finest sword for Balaika and for the Vesperia House. Whilst it is usually the father's job to do so, Sir Isaac's penchant for coddlng Anarchia forced the responsibility onto the more strong willed Arikaria, which produced wondrous results. Many wondered whether the Duchess Princess used the methods used on herself in her youth, but whatever it was, her genes and her mother shaped Anarchia's power to what it is.

With her mother's strict guidance, Anarchia managed to rope in her powers without much hitch. Only when she was able to move with her electric booted nerves and reaction in check was she allowed out. Whilst her childhood was not devoid of family warmth, she did play a good deal less than those her age due to study. Anarchia did not mind as she enjoyed the knowledge and power it brought her. This continued on when she entered compulsory education and into OCS. Even if she lacked her bloodline, Anarchia would have been popular due to her charisma. However, with her bloodline, the kiss ass and suck ups were endless, which Anarchia was not fooled by. Living with the rule of survival of the fittest, Anarchia could tell who were truly loyal and who had true strength and ability.

Plowing on with her own strength, Anarchia refused easy promotion unless she earned it. Her starting rank was 2nd lieutenant when she graduated and true to her expectation, she hit Captain within 3 years at 19 years of age, the youngest to do so as a front line soldier via accomplishment rather than recplacement due to death. Her personality was solidified with her mother's training, that she should be strong willed and that one's goals are most important. As a result, her current reputation has been built in the 6 years she has been in the army, spreading up and down the rank as well as across the country borders. People feared confronting the "Railgun"


Sometime during an unspecified date, after Anarchia levelled the silo base of an opposing nation and boarded the exfiltration stealth Pelican that came to pick her up, Anarchia was met with Iglesias before promptly dropping off all her guns that weighed her down. Still in her olive M42 great coat and her M43 field cap, she dropped down onto a chair backed against the wall. Glancing out the window, with a slight snap of her finger, an electrical surge flared from the silo, with the entire site exploding at various places. Satisfied that her mission has been completed, Anarchia smiled and turned away from the window when an urgent transmission came through. It read that the enemy had recovered an artefact from Balaikan land with unknown properties, but warned that high power surge could set it off. Before Iglesias could finish off reading the letter to the surprised Anarchia, a slight sense of pain shot through her spine before a bolt of lightning surged from the silo and pierced through the wall of the plane and hitting her in the back. Of course, she was unharmed, but rather, instead, in Iglesias' eyes, it appeared as if a giant invisible ice cream scoop scooped out a clean chunk from the fuselage. More specifically, the area where Anarchia sat at. The plane held flight integrity and Anarchia attempted to magnetise herself back to the plane, but the NCO watched in shock and horror when Anarchia was surrounded by buffetting winds and crackling lightning inside the sphere. Behind Anarchia, the sky split open by about three meters and the wind caused suction, pulling the Captain into the unknown hole in the sky without a shred of idea what was to happen.

Themes
Character Theme -


Combat Theme -
(One WOman Army more like it)

 
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A bio this weekend as promised.

Name: Lord Therion Starke of the Ebon Shard

Age: 19 (Actual Age: 32)

Alliance: Neutral

Race: Curse-Tainted Human

While human in most senses, these are humans whose ancestors have struck a deal with a demonic force in exchange for power, money, etc. In exchange for this, a demonic taint is imbued in the bloodline causing strange maladies and deformations through the descendants. The descendants will still have whatever the deal was made for, but at their death their soul will be taken in payment. Some manifestations of the taint can have advantages but often, they have far worse consequences to make up for it. In addition, the bloodline can also bestow a form of elemental kinesis on a descendant though it happens maybe once in a generation across the bloodline.

To protect their soul interests, the demon with whom the deal was originally struck will have a retainer to protect the descendants. Why is unclear seeing as the soul is forfeit in any case but the few words that have slipped past the retainers’ tight lips are ‘age’ and ‘delicious’.

Element:

Dark: Strong against -> Light, Weak against -> Light


Occupation: Noble

Personality: Therion is more independent than most nobles, especially his own family. Lacking a majorly obvious curse, he could travel and did so, keeping only his demonic retainer in tow. His tone has little feeling to it, making it seem as though he is a cold individual which he is. He has never made a philanthropic gesture in his life and isn’t going to start anytime soon. While being cold, it is also soft, strange considering how much command is in it.

He prefers to keep to himself, never bothering with other people’s problems, whether they are servants or family. Shrugging off problems has always been his defensive mechanism and more often than not, it works, most people no wanting to see his wrath. Still some persist and often find themselves dead, or at the very least having lost a number of years off their life. Despite having been seen angry, his voice never wavers from its tone or softness.

That being said, he comes from a family founded on greed and only does things if they benefit him. To that end, Therion is researching a way to end the curse on his bloodline early (not knowing that it is permanent). He has no problem killing whoever has to be slain in order to reach that goal.

Despite keeping to himself, the constant companionship of his retainer, Aleros has led to the demon being more of an elder brother though he would never tell that he intends to break the curse since Aleros’ priorities lie first with Saethari.

Appearance:

sample_797cf56ccbcebc9b9a216bed5dc353f768b71fc9.png


Therion appears human for the most part, the only things completely unnatural being his red eyes. Other than that, his pale complexion can easily be passed off as normal. Like the rest of the Starke line whose bodies are not disfigured, Therion has a princely figure to his form, slender and straight with a stance that demands total obedience. While not a haughty ‘looking down’ stance it is definitely that of someone who knows they have power.

He is slightly over 6’ 3” with long blonde, almost white, hair. He typically dresses in finer clothes like silks but thanks to his money he can afford the absolute best, enchanted to repel filth among other things. His casual clothes consist of a high collar black half jacket with blue accents and flared cuffs, the edges of which have been accessorized with ruffles, and a white sleeveless tunic underneath, embellished with a pair of red stripes on either side of joint line. He tends to wear dark green pants with thigh high boots cinched with leather straps in multiple places. At his waist is a simple belt that can hold about 4 sustain potions. Around his shoulders is a black cloak that reaches the back of his calves with a blue lining. At his neck lies a black silk scarf. His ears are also pierced with silver loops. At royal functions, the same clothing is worn except in an ensemble of white and silver.

On his person is also a watch, emblazoned with the Starke family crest on it. Made of silver with intricate detail, it is near impossible to fake and it alone is proof of its bearer being Lord Starke. Therion rarely brings it out except to prove his heritage.

In additions to his strange eyes, his canines are also elongated (another reason why the elders determined he was afflicted with vampirism). Though he has never tested them on anything but normal human food, they are actually strong enough to puncture metal.

Weapons: None, though he is trained in the use of rapiers, both long and short swords, daggers, staves, and bows.

Armour: None though he can wear light leather armour without a problem.

Abilities:


Umbrakinesis – Manipulation of darkness and shadows.

Lifeboost – Due to Therion’s unique curse, he starts with above average physical capabilities but these can continue to be boosted based on how much life energy he has absorbed. There is no cap for his potential but it would take the life energy of a continent absorbed simultaneously to put him at a godlike standard and even then only for a few seconds.

Vampiric Touch- The merest touch of Therion can sap away your life energy, exhausting you. The drain increases at a minor exponential rate based on how long you stay in contact with him. This is an activated ability and affects animals, plants, machines, and human (oids). If it makes something come to life, he can absorb it.

Darkvision- Self explanatory, Therion can see in the dark as though he were in the light.

Sustain potion- The answer for his search to find a less disturbing way to survive, this potion can sustain someone for 3 days, answering any basic need of life they have: water, food, energy. However the more it is imbibed, the less effective it becomes.



Magic:
Therion’s magic is mostly dark based, mostly being the manipulation of darkness and shadows. Anything that is created, be it platform, weapon or whatever, acts as weightless steel of the same dimensions unless otherwise specified.

Shadowblade- Creation of a weapon through shadows. The size/amount is limited only by the size of Therion’s shadow. Mana cost is only counted at creation; no ongoing cost.

Shadebolt- A basic mass of dark energy sent hurling at a target that bursts on impact.

Spitfire- A torrent of shadowy flames spew forth from his outstretched palm and act like napalm, sticking to what they hit and burning, slowly spreading out from the origin. They can be extinguished at any time with a thought and only in this manner seeing as they aren’t real flames but only act like it, giving off intense heat and burning objects.

Murkfall- Thunderheads appear overhead and a rain of shadows begins to fall, slowing anyone else but Therion and boosting his speed. It also obscures vision the same as a heavy rain would and has a poisonous effect, dealing minor damage over time. It also has the added effect of blotting out the light over the area the thunderheads cover. The storm can cover up to half a mile in diameter.

Duskpulse – A ring of dark energy extends from Therion dealing moderate damage and makes those hit by it want to cower in fear.

Imperial Force – Imbues his noble aura with dark energy, attempting to force those around him to kneel to him.

History/Background: The current Starke line began with a secretary named Meliak. Meliak handled the day to day affairs of a long forgotten noble. This noble was also an avid collector of ancient spellbooks and though he had no magical potential of his own, he did enjoy looking at the pictures. On one occasion, he had Meliak file the latest acquisition in the library.

The secretary had always envied the wealth and status of his Lord and was somewhat of a thief, purloining what valuables he could from the manor. On a whim, he opened the tome and started reading the rite that would damn his bloodline.

Meliak never knew he had any potential for magic and in his ignorance, read the words aloud, thus summoning the demon Saethari. Unbound by a ritual circle or talismans, the demon could have stolen Meliak’s soul and that would have been the end of it; but the pleasure would be fleeting. Saethari offered a deal, to switch the noble’s and secretary’s positions with everything that came with it and then some. Having not even read the entire contents of the rite, Meliak agreed and cursed his blood.

Though the Starke family was now nobility with not just a lot of gold but a shitload of gold, the lack of any limitations in the summoning would prove to be the undoing of the Starke line. Saethari had taken advantage of the absence and created an eternal deal, where the bloodline would forever be his until either the rivers ran red or the veins were barren deserts. Meliak would never know the extent of what he had done, nor even the consequences until his soul was taken.

Most members of the Starke line have had horrendous afflictions due to Meliak’s greed. Though they all enjoy considerably more wealth than most other nobles, a fair portion of that is spent on keeping themselves in a livable state. Afflictions have included: partial rotting of the flesh, limbs maimed beyond use, lycanthropy, the list goes on. Some are able to conceal them, others cannot.

Therion is one of the few who may have also been given a blessing. The firstborn son and heir to the title of Lord, he barely lived, a lethargic little boy with not even the energy to lift his head. As the afflictions went, it could have been far worse; at least his flesh wasn’t rotting and falling off and plaguing the house with its stench like his uncle’s.

To no one’s surprise, he ended up a sickly creature, malnourished simply because he hadn’t the energy to even chew food. In desperation, his mother (afflicted with lycanthropy, panther type) fed him fresh blood to get him at least some sort of nutrition, however little it might have been. The change was instant; he became alert and was actually able to move around for what may have been the first time in his life, albeit slowly.

It was strange even for what was effectively a family of freaks to see a child feasting on blood as though it were mother’s milk. Despite the energy he now had, no colour ever came to his pale skin and that was concerning for even their rotting flesh maintained its colour. Still, other members of the family saw it as a sign that maybe the curse was coming to an end, Therion the herald.

Out of his own curiosity, Therion began experimenting as he grew up. Though the elders may have called it vampirism, the half concealed chuckles of his retainer led him to believe otherwise. He found that it wasn’t blood that sustained him, but life itself, or rather the source of life, for whatever it might be. That meant he could survive on living plants, blood, whatever made something alive. He was a parasite, depriving others of what they needed to live.

Beyond that, the constant influx of life energy (stolen from those he touches’ natural lifespans) has greatly increased his life span, having not outwardly aged in 13 years. Knowing this, he dreads the inevitable day that he dies, knowing that he will be ultimate soul for Saethari.


No longer the half-alive shade he was, Therion was trained in the same manner as all noble children: homeschooled by family in etiquette, swordsmanship, everything the heir would need to know. Like Meliak, his potential for magic was greater than as an armsman. Leaving the manor in Diamond City, he went for the libraries of Oevale not only for his magic but to research a way less grisly to sustain him.

There he found a mage who thought it would be an excellent way to rub shoulders with the premier nobility and thus took Therion as an apprentice for no charge. Unlike a number of other apprentices, Therion was not abused as a guinea pig or gopher but instead was treated as a true assistant. An excellent student, Therion had a fair amount of free time for his own personal research. Experimenting in the alchemical laboratories, he was able to find a mixture of what would have been deadly plants that would sustain him. However, the effectiveness would lessen over time; beyond that it boosted his abilities beyond those he naturally had for a short while if he imbibed that as well as his normal diet.

He has spent about 10 years in Oevale, he returns to Diamond because he has completed his apprenticeship and because his father had finally succumbed to the festering plague in his organ systems, leaving the tile of Lord to Therion.

Character Theme:

Battle Theme:


Final Battle Theme



 
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Okay both characters accepted, although Gavin, you'll have to remove the lifespan diminishing from his vamp touch move. It really wont be necessary here and the move is already effective by its weakening its target.
 
I'm hoping to have my bio done today, just history to go, also Oli, about the second idea we had, do you still want me to give that a go too?

EDIT:

Name: Weiss

Age: 20

Alliance: Good

Race: Half elf

Element: Fire: Strong against -> Ice, Weak against -> Water

Occupation: Adventurer

Personality: As a fairly young adventurer he tries to play up a more hardened feel on the surface, acting tougher than he is to appear like an ideal adventurer to others, beneath that he can be somewhat nervous at times or in some cases be actually happy.. Despite this he maintains his rough exterior at almost all times, even moreso around other people, he has a dislike for showing much of his feelings to others, believing that in his line of work people are more than happy to screw you over once you outlive your usefulness.

As a result of this he doesn't trust people easily and tries to only see monetary gain in his actions, making him appear cold with sensitive matters. When he has a job however he does his best to see it through, though won't endanger himself for coin.

Around regular people he tries to maintain his professionalism, unlike others who tend to relax in a more settling environment he tries to maintain his alert, though when mocked for this he is either thrown off guard, reacts stubbornly or completely loses his cool and looks embarassed. Being a man who's chief concern is finances he is highly protective of his property and becomes materialistic of any new possession he doesn't plan to sell.

Appearance:

http://static.minitokyo.net/downloads/36/34/519236.jpg?1831320750

He bears a pale complexion and lightly knife shaped ears and has short orange hair, he stands fairly tall and has a slim athletic build.

Weapons: He carries a double edged white steel sword, built lightweight to accommodate to his nimble build, it also carries an affinity to conduct his fire magic.

Armor: He wears red leather armour with metal plates over his right arm and hand as well as both legs from the kneecap and below. His left hand has a black gauntlet with a golden stone set in the center of the top of the hand.

Abilities: Has a hightened sense of hearing, while not as powerful as pure elves it is still more potent than a human's, as well as this he has heightened reflexes and agility.

Magic:



Fireball: A basic ball of fire, ejected from the palm and is fired at high speed in a straight line, almost unnoticeable cost.



Flame Release: Sends out a concentrated jet of flames from his hands, either being focused as a short range attack or increased in power for a longer range, the cost depending on the length of time it is generated.


History/Background: As a baby, Weiss' parents were murdered by bandits while travelling the countryside, it was pure chance that he was discovered by some elves native to the area heard his screams. As he spent his childhood and teenage years among them he was taught the ways of combat, secrets normally reserved for elves yet his half elf heritage sparked their interest even if it was initial dislike. During his training he was also taught of the dark side to humanity, his mentor, as his training progressed requested that Weiss went out to the world to judge whether humanity was worth helping, or even appearing to. As his proficiency with magic increased he, though a tad slower than a pure elf managed to complete his training.



Upon being given a sword from his master he was granted permission to access the outside world, giving his farewells and leaving the secluded live of the forest elves he soon came to a castle town, according to the guard it was Oevale City. Needing a way to gain the currency of the area so he could feed himself he soon encountered a fighting arena, signing up once he saw there was a cash prize he was soon brought in for Weiss' first fight to the death against a human opponent. Though death was still a fairly unknown concept to him he had seen enough monster corpses to not fear bloodshed. Though he was physically the weakest contender he had greater skill in magic, immolating every fighter he encountered before they could reach him.


He soon earned a reputation among the other fighters, mostly either fear of his powers or anger at him being a 'show off' with them, neither opinion particularly mattered and though they soon tried to stage attacks outside of the arena on him he still managed to ward them off and win first place. Receiving a comfortable sum of money he realised that during the arena he had weakened his own powers considerably.


Hearing from a merchant who was unable to sell him any mana potions of the town of Siard, to the south he made preparations to go there, with a sleeping bag and his own wits to keep him alive he began his journey there, in his weakened state it was unwise to encounter trouble on the way.

Character themes:



Character Theme:

Battle Theme:


Boss Theme:

@Oli~SKX

as he gains mana I'm going to have him 'relearn' his old spells, is that okay?
 
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Good all accepted. The rp will start Sept 1st. Cast and Soundtrack has been updated. Squee, the main guy who told me to bring this back is having his spot put on hold until he adjusts to his RL problems.

Dambam: That spot can go to someone else. I'd like to just have random other guests to have it since you've already got an important role. Also reserve a free guardian for you hero.

I will circle PMs about possible storylines around the 28th of August. Please plan a unique and custom branch storyline for your characters and discuss them with me. Just dont make them too long and feel free to include others in your story line if you want ^^. Planning together is a big part of creating a successful Rp.
 
Alright, that's fine by me, just checking :lew:

And now i'll have a look over what guardians are left :monocle:

Edit: Bah, beaten to Filhish :gasp2:

I'll go for Igna in that case then :yay:
 
Lol. once again I ninja'd you soul by a few days XD
 
Ya, wasn't fast enough on the bio, it escaped my grip! :lew:

Still a fire and fire team could be interesting :hmmm: though it removes one ability I was going to have Weiss relearn later which is weapon enchanting with fire, but that's no biggie :ryan:
 
Actually Oli, that's an explanation on why he has an increased lifespan. I'll still remove it though.

However, I'll be doing that when I add in the NPC bio for Aleros which may be tonight or later this week since laundry and studying is of greater priority.
 
Out curiousity, how many people sent in their character storyline?
 
I wish I could say I had, but class has kept me going. Even now, I'm just taking a break from watching my Macroecon prof's videos cause my hand needs to rest (yeah typing with my left hand). Doesn't mean I haven't thought about it and written ideas though. Friday though I'll be working hardcore on this, among other things.
 
I assumed we did that on the 28th, me and Toni have quite a bit planned for our characters so far :hmmm:
 
That depends on if the person brings trouble with them. I think I got my character custom storyline set. The best part about mine is anyone can join in it.
 
I havent have time, but now that i have, ill get to it to PM oli. I actually have trouble in thinking of a unique plot for Dea Nyx, though its easy nuff for me to think of something for Anarchia.

Hmmmmmmmmmmmmmmm...........
 
Well if it becomes difficult to think up an individual storyline for them to follow you can try and get them tied in with another characters, aids in character development too that way :gasp:
 
What Damon said! ^^ But yea guys the sooner you get in the stories the better. They don't have to be amazing literature masterpieces as I can help out at any time. Feel free to interact with each other's characters and their personal stories. The more woven together the story lines of a group of characters, the more interesting the overall plot tends to be...And knowing that you all are very excellent RPers, it shouldn't be a problem. It's too bad Squee's going through stuff right now. It was his idea to bring this back in the first place :hmmm: His spot is still reserved though so do be surprised if he joins later! ^^

Edit: only one BG story submission sent and accepted. RP begins next week o.o
 
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