This page will mostly be used as an archive for my characters in various RPs on this site, past and present. These RPs are arranged in chronological order (by date of the character sheet's posting), and will only include characters I have actually written. If all goes well, this list will update very time I post a new character sheet.
Probably.
If you're me, then don't forget to update-- you know how lazy you can get sometimes. If you're a visitor perusing the Character Sheets section for whatever reason, then I hope you have as much fun reading about my characters as I have spent bringing them into existence!
A tall, burly man whose muscles are borne of years of training and experience. He keeps his medium-length black hair tied up in a bun so as not to obstruct his vision. He has a tendency to shave every so often, but it seems this time around, he has decided against it, causing some minor facial hair to propagate. Behind his friendly expression is the eyes of a man who had seen too much bloodshed, but has elected to continue on his path regardless. His face and body is marred with scars and pockmarks, memories of injuries long-past. His palms are rough and calloused, resembling the hands of an artisan, like a blacksmith or carpenter.
Personality: A friendly, jovial man with just the barest hint of arrogance, forged by a silent pride that had up until recently, remained unbroken. In spite of his rugged appearance, Ryon is remarkably well-learned, especially when it came to arithmetic and geometry. Regardless of his personality, the man has seen more than his fair share of bloodshed. His tactical acumen and years of experience make him an excellent choice for a commander. One notable thing about him is his distinct lack of honor on the battlefield; the way he sees it, the Undead are already at an advantage, so he would readily discard old traditions if it meant leveling the playing field. That being said, his intentions are nevertheless good. He's more inclined to perform ambushes and clandestine attacks if it means preserving the lives of his men.
However, while he easily gets along with men and women of all factions, he seems to have a burning hatred for the Undead. While the same could be said of all soldiers under the Five Faction Concord, his rage is zealous and unyielding. Ryon spares no mercy for those who have rejected their humanity. The same extends to their sympathizers and is only amplified towards the top brass: the Sanguine Nobles.
He fights for two simple reasons. To save Humanity, and to destroy those who have abandoned it.
Sacred Weapon: The Bulg-Eun Yuseong, or Red Meteor. This beast of an arbalest was the result of Ryon's multiple attempts to merge the Zhuge Nu (repeater crossbow) with the Weigong Nu (siege crossbow). The result was a powerful long range weapon capable of piercing lamellar. This weapon could fire five bolts in quick succession before requiring a reload. However, this design was not without flaws. Not only was the weapon immensely heavy and unwieldy, but it was also intricate, requiring constant maintenance, lest it fail on the battlefield. Additionally, while the rate of fire has increased due to the repeater design, the heavier bolts require sturdier casings. Due to the cumbersome cartridges, reloading the Red Meteor takes several moments, making it a gambit to attempt a reload in the middle of battle. Ryon must make every shot count.
Mundane weapons: A ubiquitous steel hwando for close encounters, standard issue for most soldiers. An ornate dagger with precious jade gemstones inset into its handle, a parting gift from a friend. If all goes well, he will not have to use either of these.
Equipment: Ryon's outfit does not deviate too much from a normal guardsman from the Fortress. He is covered in lamellar from head to toe, though his particular outfit is modified with extra straps and pouches to fit his extra gear. Soldiers have likened Ryon to a walking armory. When traveling, it's not uncommon to see his packs laden with armaments. Caltrops, steel wire, primers, grenades, fire bombs, smoke bombs, flash bombs, and the materials to produce more can be easily found with him.
Background Story:
Born in the sprawling metropolis city of Hang-Jun, Ryon was the son of one of the siege engineers that managed, maintained, and developed the various siege engines that stood proudly atop the massive walls of the Fortress. The Hyun-Shik family had created a long and venerable line of engineers and tinkerers, and Ryon would be no different. He was homeschooled for majority of his childhood, before eventually being sent to learn at the academy at the age of eight. There, he met his best friend and rival, Yang Eun-Soo. She was a girl his age with a similar background. Just enough to be relatable, but just enough to competitive. Needless to say, they both took to their competitions with gusto.
First it was a footrace to see who could run the perimeter of the city the quickest. Then it became a wager to see who could get the highest score on the school examinations. Over the years, their rivalry only intensified further. Throughout their lives, they learned about new things, and sought to outdo the other. The discovery of blackpowder proved to be a very volatile one, and naturally, the saw it only as another hurdle to overcome. Who could make the biggest fireworks in the city? The Hyun-Shik/Eun-Soo rivalry was a topic that many could laugh or shake their heads at.
Both Ryon and Yang's hotheadedness was cooled immensely during their adolescent years when the latter had lost several fingers in an accident involving blackpowder. Fingers were something very important to an engineer. A grave setback indeed. Since then, they've calmed down somewhat. Their rivalry became less about execution, and more about ideas. Where the body failed, the mind could substitute. Thus, they turned their talents to aiding the city of Hang-Jun. Everything from the lowly drainage system to the mighty wall defenses. They became rising stars in the engineer community.
But once the Sanguine Fever began to spread, everything had changed.
Production within Hang-Jun quickly shifted to a military-based one. Even more so than before, that is. Workshops and engineers could produce armaments at an alarming rate, but soldiers were needed. In hindsight, one could say that they were taken in by the propaganda, but a part in both of them wished to defend their home. Plus, it would be a chance to see the siege engines they were working on in action. Thus, the two were drafted into the Jinju Army.
Through years of service, the two became experienced in marksmanship. Their rivalry began to show once more, though this time it was to see who could put a bolt through an Unresting from the furthest distance away. In spite of Yang's missing fingers, they managed to be valuable assets in the army, eventually gaining actual military positions. They both reached the rank of lieutenant, the two going their own ways to manage their own squads and battalions. During his command, Ryon began to slowly loathe the Undead more and more, remembering all the lives that have been lost to them.
Over time, it became increasingly clear that the new weapons designed by the engineers were only serving to slow the advance of the stronger Undead. It was as if there was nothing that could slay the Jiang Ji or Sanguine Nobles. Nevertheless, part of the military was mobilized to sally forth and break the Undead forces before they could set up a proper siege camp. The resulting bloodbath was horrific. The ground was muddied by the blood and gore that was left behind. In the end, the sally was successful; the siege was repelled before it began. The cost? Only the lives of thousands of men. If there were to be another victory like that, there would be no returning to Hang-Jun.
However, the Undead were only repelled momentarily. They would return, and everyone knew it. As the battered soldiers steeled themselves for another gruesome siege, a messenger had brought word from neighboring lands. The undead could be stopped.
They only needed weapons.
Although the process was a shock to most, there was no shortage of volunteers. Ryon and Yang were no exception. And thus, Kae Sun-Yung had selected them to come along as well. Ryon and Yang both looked to each other. They could've flipped a coin and be done with it, but where was the fun in that?
They had one last contest. The one who could produce the greatest arbalest design would be the victor. The loser would give their life to make that weapon reality. They both said their goodbyes and made their peace. There was no ill-will or animosity between them. They both knew what needed to be done. Thus, they set out to work one final time.
For three days and three nights, they had toiled. Tirelessly, they planned to see who could come up with the best design. In the end, it was a contest between Ryon's Red Meteor against Yang's Lone Dragon. It was judged before other engineers, and then by each other. After some deliberation, it was clear who was the winner.
Ryon had won, if only by a little bit. His design proved heavier, but more reliable. The two embraced, had a drink, and then said their goodbyes. The Red Meteor was named after Yang's first firework. A blazing comet that streaked across the city's night sky. Now armed with a weapon capable of harming the Sanguine, Ryon set out to fight. For those who had been lost in the war, and so that others may continue to live.
With medium-length black hair, steely-gray eyes, and a strong jawline, Alexei strikes an intimidating figure. He is tall and burly, thanks to his physical activities. He has a tendency to keep his beard and moustache short, enjoying the protection they provide against the cold, but not so much that it bothers him. In spite of his age, the man's physique is not bad in the slightest, as he regularly exercises to utilize his abilities more effectively.
Alexei typically wears clothing and accessories with runes inscribed onto them. These runes provide minor, but useful effects, mostly when it comes to resisting the elements. Simple charms that help ward against the cold, and keep clothes safe from fire, acid, or lightning burns. He also has runes tattooed onto his skin that he tends to use to surprise his enemies, or to use as a last resort.
Brief Bio: Alexei was born on a cold winter night in the isolated, yet peaceful country of Iceland. The Pyzhalov family is viewed with disdain amongst other magi within the Clock Tower due to their status as a mage family with only four generations in their bloodline. In addition, their flagrant use of modern technology had resulted them in being mostly shunned by their peers. Still, in spite of their lesser capacity for magic, they make up for it in a singular form of magic that would normally be considered unorthodox: runes.
In spite of their Russian origins, the Pyzhalov family's expertise lies within the Thaumaturgical System that originated in Scandanavia. In spite of the flexibility that runes can provide, it is wholly clear that Modern Runes are merely imitations of the truth. It is due to this that they constantly seek out the Primordial Runes and Old Runes created by Odin, and used by Scathach, Brynhildr, Cu Chulainn, and Sigurd.
Alexei was no different. As the only child of the fourth generation, he was expected to succeed the family line.
And so he did.
The man spurned all other forms of magic, instead substituting their processes with runes. In the end, most forms of magecraft were distilled to remove the necessity of actually drawing the runes. Alexei continued his research into the ancient forms of runes, but was unable to procure any of sigils he needed. The Fraga family simply held too much of a monopoly on that knowledge. Still, the man was not satisfied.
He took to compensating for his lack of power with innovation. New combinations of runes with differing effects, the potential risks be damned. Alexei was so engrossed in his research that he almost seemed to forget about the world around him. By the time he was an adult, the elders of the Pyzhalov family had passed, leaving him as the sole heir of the Pyzhalov Crest.
The man decided to take his skills out into the field. The unorthodox nature of his craft made him quite the strange magus, but unpredictability in his field, was something to be appreciated. The man had signed on to hunt those with Seal Designations. Although his colleagues did not appreciate his magic, nor his use of technology, Alexei grew more and more experienced at what he did. Thus, they gave him their begrudging respect. He was at the very least, quite effective at what he did.
Eventually, the task of sealing a particularly dangerous individual came to bear: Echidna. The situation was so dire, that it had seemed that the Mage Association had summoned Counter Guardians to deal with the threat. How interesting. Alexei decided to lend his expertise. This would easily be among his most dangerous tasks yet, but there was glory and renown to be won in performing this ordeal. With that in mind, the man packed his bags and took a plane to southern France.
Abilities:
Rune Magic - Alexei spurns generalization; he is a singular scalpel in a toolbox of Swiss-army knives. Ironically, although he says this, runes can substitute most forms of magic, provided that the right combination is used in succession. A single misstep can cause runic spells to fail, or to backfire spectacularly. Still, in spite of the risks, there is no denying that runes are certainly a powerful form of magic.
He can use runes to create Bounded Fields, to Reinforce his body or an object, or to use weaker forms of elemental magecraft. However, while you do not need to speak to cast Runic spells, somatic gestures and time become more of an issue than ever.
Hand-to-Hand Combat - As self-defense is a required course in many magi curriculums, Alexei found that he had excelled in bare-knuckle boxing and Jiu-Jitsu. He can further amplify this with his Rune Magic to increase the impact of his attacks.
Marksmanship - Although no expert, Alexei is not a bad shot with handguns and revolvers. He found that he can further improve the capabilities of his weapon if he engraves runes onto the bullets beforehand, so to reach this skill's full potential, he requires time and mana.
Stats:
Magic Circuits: D+ Mana: C Athleticism: B+
Other: Thank you for taking the time to read this. I am open to suggestions and criticism.
Marksmanship Training - A crack shot from the moment she picked up a rifle, Elliot was trained at an early age within the Commonwealth School of Sniping, Scouting, and Observation to elevate her prodigious talents to an even greater level.
Survival Training - Trained to operate even behind enemy lines, Elliot can subsist on minimal supplies for extended periods. If necessary, she can also hunt and forage for food and water.
Reconnaisance Training - In addition to her normal Marksmanship Training, Elliot is also an experienced scout, and is often tasked with monitoring enemy activity and relaying that information back to base. Due to this, she's adept at remaining unseen and discerning enemy emplacements, thus making for an excellent spotter.
Countersniper Training - Although her diminutive size held her back before, her small profile gives her a certain edge in remaining unseen and in cover. It is because of this that she was trained for a secondary purpose: to locate and eliminate enemy snipers. Sometimes, it is as simple as laying traps in spots where they are likely to hide, other times, it is triangulating the angle of their shots to get a bead on their location.
k i t
Marksman Kit - Marksman kits are designed for long range combat and covert operations. Contains the following:
Standard Uniform x1
Lee-Schreiber Marksman Rifle x1
Bayonet x1
Silencer x1
Rifle Magazines w/ Ammunition x6
Smith Self-Loading Pistol x1
Pistol Magazines w/ Ammunition x4
Trip Mines x3
Garrote Wire x1
Binoculars x1
Bedroll x1
Backpack x1
Canned MRE x3
Canteen x1
Matches x12
Weapon Cleaning Kit w/ Spare Parts x1
Cloak x1
Compass x1
Serrated Knife x1
30ft. Paracord x1
Sharpening Stone x1
Flare Pistol x1
Flares x3
I N F O
b i o g r a p h y
Living in one of the middle-class districts of the capital city of Edrain, Eleanor was born to a small family that got by about as well as everyone else. Her father worked as a laborer in the city's munitions factory, while her mother was a public accountant. Her older brother, Elliot, attended school and apprenticed as an aspiring watchmaker. The reason as to why they were working so hard in spite of the relative prosperity in the nation's peacetime is because the family was deep in debt to a bank that had provided the money for a start-up business. Although they were up-and-comer at the time, they were quickly muscled in by rival competitors and lost much of their sales to bigger conglomerates. The now-defunct business was a burden that the family all wished to carry.
Fast-forward several years, to when she was at the age of sixteen. Eleanor's father and brother came down with a disease that required expensive medicine. With no other choice, the family paid for the treatments, even if it would set them back on their debt payments by a significant amount. Although the family had intended for Eleanor to be wed to a gentleman uptown, it became increasingly evident that her prospective husband cared little for the rest of the girl's family at all. As she returned home one night, she noticed a flier plastered against the aging stone walls of the city- it turned out a recruitment drive was being held, calling for young men to join the Commonwealth in their new peacekeeping force. The cogs turned in her head, and she knew what she had to do.
Against her family's wishes, Eleanor called the betrothal off in a rather unorthodox manner. Namely, she disappeared one morning and did not return, leaving only a vague note as to her whereabouts. It simply stated that she had left the city to find work and that they would receive some money within the coming months. As they would later find out, it turns out that she had registered for the conscription drive that the Commonwealth was holding under her brother's identity. The young girl was always androgynous enough to pass as a man, if she wanted to, after all. She lied to the recruiter about her name, sex, and age. Still, the documents and reports she had given the man were legitimate. Donning the new name "Elliot", the young "man" was shipped off to assist a neighboring country in pacifying their civil war.
She managed to barely squeeze past acceptable levels in basic training, all the while keeping her true identity a secret. Although often mocked for her small stature and her difficulty in keeping up with some of the physical training regimens, Elliot impressed her instructors and fellow conscripts in the firing range. It turned out that she was quite prodigious with the rifle. Once the training period was finished, she was sent off to the front, to assist in pacifying local riots. It was in the crucible of war that she was truly tested. With her skills and more than a little bit of luck, she returned home a distinguished sharpshooter, having earned a medal for eliminating an enemy officer at long-range.
A year later, by the end of the war, Eleanor was shipped back home, but she did not remain for long. After spending some time with her family (who both simultaneously welcomed her back with open arms, and heavily chastised her for her actions), she was visited by a recruiter who went to their door. As it turned out, they were looking to recruit "Elliot Roe" for further training. Caught off-guard, the family came clean about the situation about the impersonation, and the recruiter left, scratching his head. Eleanor did not expect him to return (and even half-expected police to show up at their doorstep), but to everyone's surprise, the recruiter did end up coming back. It seemed that they were willing to overlook this criminal offense in exchange for her services. They would re-enlist her in the army after giving her specialized training to hone her talents. All expenses paid, and complete with a stipend.
The decision was clear to her.
As such, she was sent to the Commonwealth School of Sniping, Scouting, and Observation. The academy was new; they must have been scouting for talent like her to put the place through its paces. It was there that she was trained in marksmanship, reconnaissance, survival, and even countersniping. Eleanor ended up spending six long years in that place, learning the ins-and-outs of being a sniper. She graduated at the top of her class as a Specialist.
As if right on cue, word of the Iron Crown invading Thaejhal had reached the Commonwealth's ears. After some negotiations between the Commonwealth and their new allies, Eleanor was dispatched alongside the 115th Browncoat Brigade to assist the Thae in driving the Iron Crown from their shores. It was on these mysterious islands that she began to distinguish herself even further, rising to the rank of Lance Corporal. Even now, she continues to fight. She has a family back home awaiting her return, after all.
Besides, at this point, this job is all she's good at.
Name: Catalyst IV. "Letitia". Gender: Female Race: Homunculus, otherwise known as an Artificial Human Appearance: At a glance, she appears to be normal, but her status as an Artificial Human becomes more and more evident upon closer inspection. Snow white hair, crimson-red irises, and porcelain skin come to mind. She looks quite beautiful, but her eerily symmetrical features may throw a particularly observant person off. Typically wears whatever she can find or is given to her; she doesn't care much for it, so long it provides adequate coverage.
The numerical symbol for 'four' is branded onto her right shoulder. Whenever she channels her mana, her magical circuits flare to life and her eyes glow a pale red.
Birthplace: Created in the depths of an alchemist's laboratory in the city of Linmark.
Status or Nobility?: As a part of the Catalyst Project, Letitia is the fourth to emerge from the vats. Each Homunculus is a valuable asset, and she is special in that her 'defect' makes for an interesting development that requires further study.
Knack for magic or fighting prowess: It's more apt to call a Homunculus 'a clump of magical circuits resembling a human', than an actual person. Due to the process of their creation, they have immense amounts of mana to fuel their spells. Running out of mana, however, will likely result in a comatose state, or even death. Formed from primordial clay and brought to life with the power of the storm, Letitia is particularly attuned to elements of Earth and Lightning. In addition, by flooding her circuits with mana, she can 'strengthen' her body or things that she comes into contact with to improve its power and durability for as long as she can channel it. Conversely, she can do the inverse, to shatter harder surfaces.
Personality: Letitia is typically described as cold and emotionless by most people. They would be correct; in that, she has yet to develop a proper personality yet. In fact, her sense of self has yet to be properly nurtured, and she frequently refers to herself in the third person. She wonders what it feels like to be truly human, and as such, is curious about the things people normally do.
Brief Background: The first thing the Homunculus could recall is her memories of the tank. She found herself suspended in a vat of warm, magical liquid. She looked up and peered through the glass, spotting several people who were examining her. However, her attention was on the man in front of her. He smiling at her, his hand on the glass. She did not know why, but she ended up mirroring his movement. His expression felt... warm. Even warmer than the false womb that had encapsulated her. Soon, she fell asleep once more.
Every time she awoke within the tank, she would see him. He was there without fail, smiling at her. She could not understand what he was saying from behind the glass, but it felt like he was speaking to her, somehow. When the time came for her to leave the safety of the tank, Catalyst IV would come to know this man as 'Father'. The rest of the Caretakers were not as kind as he was. Over time, they managed to teach her how to speak and to read and write. It turned out that Homunculi were prodigious, in this regard.
The Homunculus became fonder and fonder of Father. She was not certain why but she especially liked it when he gave her a name: Letitia. The other Caretakers never called her anything except "Number Four", but she was supposed to keep it a secret. Letitia wondered what her name meant, and Father told her that it means 'gladness', or 'joy'. He said it once belonged to someone he held very dear to him. She did not understand. Were names a possession to be held by someone? If so, why did she have one?
Over the course of a few weeks, she was taught how to channel her powers. First against logs and stones. Then against practice dummies. Then, against live targets. She did not understand the purpose of these exercises, but she complied. Curiously enough, she did not encounter any of her other brothers and sisters, even if she did know that she was not the only Homunculus here. Still, times marches on, and she began to understand her capabilities.
It all changed one night when she received a strange vision. This was unprecedented. Homunculi do not dream. Was she defective? She consulted Father about the situation, but cryptically, he urged her to keep it a secret. She did not understand, but complied, for a time. However, her curiosity got the better of her, and she decided to ask one of the other Caretakers. The man did not seem to understand why either, and pulled Letitia into a room to examine her. Upon completion, he sent her away and told her to wait in her room.
Letitia was not certain as to what came after, but it seemed like there was much debate about something. In the middle of the night, however, Father visited her room. He gave her strange things. A backpack, full of supplies. A set of clothes. A map. She did not understand. He told her that she did not have much time and that she needed to leave. She did not understand. Why did she have to leave? Was she defective? Why won't he come with her? With no time to answer her questions, the man said that if she found the Seraph, she could find the answers for herself. Father then ran off, intent on distracting the other Caretakers long enough for her to make her escape.
She did not understand.
But she complied, regardless.
Following his instructions, she exited through a path she had never known even existed. Soon, she found herself in a large room. It was cold and dark. She could not see the ceiling, and instead of torchlight, an infinitely distant orb in the air provided light. The wind blew on her skin as she wondered what to do. Following Father's instructions, she donned her cloak and walked. The twisting pathways of the city of Linmark were alien to her, but she found her way to one of the gates. Letitia was prepared to make the trek all the way to Khrousahvell on foot when a kindly old carriage driver stopped her. She accepted his offer, and soon, she was well on her way to visit the Festival of Lights.
To this day, she wonders what became of Father. She also thinks of who this Seraph is, and why she dreamt at all. Perhaps she will find out, soon enough.
Solomon's typical attire is simple, but representative of his position as an educated man. His outfit, of course, depends on where he is and what he is currently doing. Generally, he tends to wear a white cotton long-sleeve button-down shirt, a brown or black vest, a pair of slacks, and a pair of waterproof leather boots with matching belt. When necessary, he can also be seen with a brown or blue coat, and a hat to keep the sun or rain out. When he is reading, it's not uncommon to see the man with a pair of spectacles. During surgery, he eschews most of his outerwear in exchange for a clean white apron.
⋆ Saving lives. ⋆ Advancing the field of medicine. ⋆ Intellectual conversation. ⋆ Reading. ⋆ Music. ⋆ Tea and coffee. ⋆ Alcohol (In moderation).
Dislikes:
⋆ Excessive violence. ⋆ Loss of human life. ⋆ Human suffering. ⋆ The abuse of narcotics. ⋆ Overly superstitious people. ⋆ Improper hygiene. ⋆ People who don't take care of themselves properly.
Fears:
⋆ Death at sea. ⋆ Being unable to save people. ⋆ Being forced to take a human life. ⋆ Being forgotten. ⋆ Helplessness. ⋆ Magical curses. ⋆ Things Man Was Not Meant To Understand.
Sexuality:
Generally heterosexual.
Personality:
While he was indeed born into a family of doctors, teachers, and other intellectuals, Solomon cannot help but feel truly at ease when he is alone, or within the company of trusted individuals. He is perfectly capable of holding a conversation with other people, and yet prefers solitude, whenever possible. Of course, his line of work means that moments of quiet will be few and far in between. Much like other doctors, Solomon has dedicated his entire life to saving others, and this is reflected in his actions. In fact, you're very much likely to find the man awake late at night, treating patients that many would consider to be a lost cause. He is kind, though not unwilling to be stern, should the situation call for it. If asked to choose between the life of a patient, or his own wellbeing, you can bet on him choosing the former over the latter.
All doctors are trained to remain calm and collected under pressure, and Solomon is no exception. He handles himself well in high-pressure situations, but will not hesitate to voice his opinions if he believes in something. As with any good doctor, he is willing to take his time and analyze the correct course of action. Rash actions can lead to complications, after all. His skills are tempered through years of experience, so he acts quickly and decisively when necessary, shutting away notions of fear, cowardice, or anxiety to do what needs to be done. Of course, to say he is fearless is inaccurate; these emotions are not gone and are merely sealed away until later, and this facade can crack as failures begin to mount.
Having attended various schools and universities in the pursuit of knowledge means that Solomon is the very model of an educated man. Well-versed in medicine, history, literature, and a few other natural sciences means that he is certainly not lacking for information. While some people might find him charming, he lacks the charisma that a leader might be able to command from his subordinates. Solomon's sense of humor is a strange mix of either dry, sardonic wit, or of bleak gallows humor, depending on the mood. The doctor is, thankfully, a completely reasonable person, though some might say that his determination to save people may border on insanity. Due to the nature of his job, Solomon is oftentimes exhausted. Nowadays, tired may just be his default state of mind, which may be why he enjoys the strange bitterness of coffee.
Doctor Ezekiel Whitewood || Grandfather Doctor Silas Whitewood || Father Professor Anne Whitewood || Mother Isabel Whitewood || Younger Sister Edward Whitewood || Youngest Brother
Dead Immediate Family Members:
Margaret Whitewood || Grandmother
Current and Past Lover(s):
Once courted a lady known as Abigail Atherton during his younger years, but he was turned down. He has had a few trysts with other women the following years, but nothing serious.
History: The Whitewood family is a venerable line of doctors, known in Glasston as one of the finest doctors in the land. Some say that the Whitewood Clinic was first established in the nation's capital when an epidemic of the plague had made its resurgence. It's said that their swift action and medical expertise helped turn a potentially devastating pandemic into a controllable spread. Ever since, the clinic has continued to provide medical services for the people of Whiteashe to this day.
So the stories go, at least.
What we do know is that currently, the Whitewood Clinic is larger than ever, and is known as a clinic only in name. The hospital attracts both the sick and diseased for treatment, as well as doctors and healers, who come to do work. Solomon is the firstborn of Silas and Anne Whitewood, both respected in their fields. His father was a surgeon who worked at the clinic, while his mother was a chemist and biologist that taught at the local university. It was under their tutelage that Solomon would grow to take on their mantle.
The young Solomon was talented, ambitious, and eager to prove himself. It's this combination of traits that caused him to earn the admiration of his tutors and teachers while earning the envy of his peers and schoolmates. Although he did his best to join the crowd, the clear divide between his abilities and theirs meant that there would always be a little bit of distance between him and them. The people who did not care about that divide are some of the few that he can truly count on as a friend, even today.
Several years later, during his training, Solomon watched a man on the hospital bed waste away, in spite of everyone's best efforts to treat his affliction. The sick man died slowly and painfully, and all the doctors could do was send his body in for analysis, that they may learn how to treat the disease. It was in this particular moment of his life that his determination and ambition were slowly shaped into something more of a... desire to do what he believed to be the right thing. Prior to this, he simply performed his duties as a descendant of the Whitewood family faithfully, but it was at this point that his true passion for saving lives was ignited. He took to his studies once more with renewed vigor, eager to make sure that he would prevent as many people from dying like that nameless sick man as he possibly could.
In his adulthood, he began to veer away slightly from his focus in an effort to focus on himself a little more. He spent time socializing with nobles and other city folks. He would participate in university competitions to hone his craft. Solomon even attempted to court a beautiful woman that he had taken a fancy to, but was rejected in favor of another. Undaunted, the young man finished his studies, earning his degree as a proper doctor. He soon departed on short expeditions across the sea, researching various plants, animals, and magical sources for things that may revolutionize the field of medicine. Although the results were mixed, this granted him some degree of experience in voyaging, even if it was only as a passenger.
Recently, having just arrived home after his most recent venture, Solomon noticed a letter waiting for him back at the house. As it turned out, the Arcadian, a ship that the Princess Zaleria was aboard, had gone missing near the Shadowmount Isles. Such news was terrible, but it was not uncommon for ships to disappear near that area. The interesting thing, however, was that the letter was from an old friend of his. It simply detailed that the Avalon Avenger would soon be dispatched as a search party to seek the missing ship out, and that an experienced surgeon would be well-paid for their skills.
Solomon pondered this for a moment. The Shadowmount Isles was dangerous, yes, but it was also uncharted. Much research could be done there, if they manage to get there safely. More to the point, however... was that the sailors that would embark on this voyage would need someone to make sure they make it back home alive. Solomon could count the number of friends he had on his fingers, and knew he could not let his friend head towards the island without him. He quickly packed his things and departed, once more into the breach.
It had to be him, after all.
Someone else might've gotten it wrong.
Language Comprehension ⋆ Medical Skills ⋆ Pacifist
Standing at a below-average height of 5'6", years of malnutrition in the earlier years of his life has left his growth stunted. Although the man is in excellent shape now, his thin physique and frail limbs make him look much weaker than he actually is. Alistair is covered in scars underneath his robes, and has calloused hands well-accustomed to hardship. Alistair's ash blonde hair reaches down from his head and almost touches his shoulders, occasionally confusing people as to whether or not he is a man or a woman- particularly from the back. Wears glasses to see better at a distance. His silver eyes can feel disarming and friendly or feel piercing and dangerous, depending on his demeanor at the time. He is often seen wearing his inquisitor robes and is rarely ever seen without a weapon or a book of holy scriptures.
Outwardly, Alistair appears to be a kindly young priest who treats everyone he meets with dignity, respect, and a smile on his face. He is wise, understanding, and surprisingly knowledgeable about the ways of the world. He appreciates art, music, and the little things. Above all else, he is a pious man who has dedicated his life to serving the Lord.
Inwardly, Alistair harbors a deep resentment for demons and the unrepentant and can be particularly cold or angry towards them. He isn't afraid to get his hands dirty and believes that ridding the world of these undesirables would be better for everyone. To him, being denied salvation is a small price to pay for the opportunity to save the world, and he'd readily give it up again if he had to. He's also fiercely protective, and perhaps even a little possessive when it comes to those he truly cares about. Paradoxically, Alistair will die for a cause he truly believes in without hesitation yet is simultaneously not yet ready to die.
After all, there is so much more work left to do.
Biography
An orphan turned traveling priest turned inquisitor, Brother Alistair is certainly a priest with a story to tell, if you manage to get him talking about it in the first place. He is an extremely capable warrior in his own right, having trained for years under the Inquisition's best. Now he arrives at the Edge of the Abyss, ready to pay for his penance with the blood of the guilty.
Before he was a priest, Alistair was one of the many nameless urchins in the city of Lynnhaven. Like many other towns, Lynnhaven had never truly recovered from the invasion of demons. What was once a proud shining city had become a cesspool of crime, hate, and ignorance. The young boy had heard stories of the Gifted; the crusaders who had left to fight to drive the demons away... but he knew better. If that power truly existed, why wouldn't they use that power to fix the city? Every single day, he fought tooth and nail for scraps- just so that he could eat for the day.
This cycle continued for years, until one day, a group of traveling monks had arrived at Lynnhaven to deliver food for the hungry, medicine for the ill, and guidance for the lost. Up until then, the young boy cared little for religion, as survival was the main issue on his mind. Still, it would be foolish for him to not partake in such activities- free meals rarely ever came around, after all. Thus, he joined the throng of people clamoring for food. Although the priests did not have nearly enough for everyone, they gave as much as they could, even forgoing their own meals to do so.
It was with those priests that that boy experienced true kindness and generosity for the first time. He questioned them and demanded to know why they would give so freely, even when they themselves would go hungry tonight. Sister Mira, a priestess who was a part of that traveling band, explained to him that it was only right for those with more to give to those who had less. The boy could not understand. In this world, it was kill-or-be-killed. He wrote them off as foolish but returned the next day for another meal and conversation. And another, and another...
Eventually, during one of their conversations, Sister Mira asked him what his name was. The young boy told him that he didn't have one- that the other children called him Sparrow, and that the adults called him Boy. She told him that everyone should have a name, and so, she gave him one: Alistair. The newly christened Alistair grew fond of his name and had grown to appreciate the free meals. Shortly after, however, Sister Mira told him that their time here was up and they had to move on to help other towns and cities just like Lynnhaven. With an opportunity within his grasp, the boy asked if he could come with them.
Truly, one good act sparks another. Alistair spent the next year traveling with Sister Mira's band. In that time, he spent his days assisting them in whatever way he could, going so far as to join them in prayer, finding some solace in the Lord's presence. Alistair even donned a cassock of his own and was proud to serve as an Initiate, sharing the blessings he had been given to others who had been denied the same.
...but Brother Alistair received a reminder of his powerlessness one particular day when their traveling band was waylaid by bandits who had intended to rob them. The priests had offered them their food, and when the bandits demanded more, they offered them their money. Spurred on by their meek compliance, one of the bolder bandits laid a hand upon one of the priestesses. In a fit of anger, Alistair leaped into the fray and retaliated, stabbing at the offending brigand with a knife that was meant to cut vegetables.
What happened next was a blur. The bandit was wounded, but not dead. In response, the brigands moved to murder Alistair for that act of defiance, and in turn, the priests and priestesses moved in an effort to defend their own... but these monks weren't combatants- they were not crusaders or paladins- they simply wanted the bloodshed to end.
The bandits showed them little mercy. Those who surrendered were wrangled up and captured, but everyone else was left to die.
Before the young man could slip into unconsciousness, he looked up to see Sister Mira's forlorn face as she and a few others were dragged away. A strangled cry escaped Alistair's throat as he begged the Lord for the power to do something- anything.
The silence was his answer.
Alistair awoke several hours later, somehow miraculously alive. He took in a deep breath and found that pain wracked his entire body. He took a moment to survey the area; he didn't know how much time had passed, but the bandits had taken the wagon, horses, and anything of value from his fellow priests. The young initiate spoke a silent prayer for the dead and returned their bodies to the earth. For now, the only thing on his mind was finding those bandits and rescuing the kidnapped monks.
He tracked them for days, stopping only to eat and rest when absolutely necessary. When he had finally found them, Alistair could feel something was wrong. He walked into the ruins of an empty bandit camp, corpses strewn about as a feast for the crows. He was no stranger to violence, but this was... something else. He cautiously and meticulously searched the place for any signs of life. Much to his dismay, he found none- only bodies and pilfered, bloodied symbols of the Lord.
Alistair wept in both rage and despair, for he knew he was too late. It seems that the demons found them before he could catch up. The bandits, the monks... even Sister Mira was dead. As the boy lamented the loss of all he held dear, he heard a guttural, bestial growl from behind him. He slowly turned around to face a strange wolf-like demon, injured by the previous battle, but nevertheless powerful. Alistair reached for a nearby blade, and it flared with divine energy.
He could not save them. He could not save anyone.
But perhaps he could avenge them.
...
In the next few days, Alistair merely wandered around aimlessly, slaying any bandit or demon in his path. He then crossed paths with a group of inquisitors, who were scouting the region for demons and heretics and found it... eerily empty. As he was a suspicious individual, the inquisitors clashed blades with him for a minute or two and then had realized that he had a Gift of God. They restrained him, and then offered him a new purpose in life: to turn his blade towards the demons.
With nothing else to fill the void, he accepted. Sensing a great potential in him, instead of shipping him off to Egypt to die in the first wave of the Fourth Crusade, the inquisitors decided to train him in their ways. For the next decade, they raised the young lad until he was fit and capable. They even gave him a proper education that befitted priests like them- after all, an inquisitor is expected to be intelligent enough to distinguish scripture from heresy. By the time the Fifth Crusade began, the boy had become a man. Alistair left the presence of his masters and traveled to Egypt, intent on severing the demon threat at its root.
This task is all he has left; he intends to follow that path down to the end, whatever that may be.
In Battle
Gift
Spiritual
Passives
Inquisitor Training || +2 Power, +3 Skill
Even among sanctioned witch hunters, Brother Alistair was shown to have a prodigious talent for the arts of battle. He leverages this training to great effect during combat, combining his talent and training together.
Alistair focuses divine energy into his weapon before releasing it all in a single strike. This light burns especially hot for the unholy. Effect: Power +4. Effect is doubled against Unholy. Ends Turn.
Righteous Might || 1 AP
Alistair prays for the strength to bring God's judgement upon His enemies, imbuing himself or an ally with additional power. Effect: Improves a target's Power Mod by +3 for 2 turns. Does Not End Turn.
Rejuvenate || 2 AP
Alistair imbues a target with energy, healing them slightly and speeding the recovery from certain ailments. Effect: +2 Power. Roll the healing die on the target. If the target's HP becomes full, you may remove a Condition (except Exhaustion). Does Not End Turn.
Minor Feat - Endure || 2 AP
Alistair has the uncanny ability to cheat death, though doing so invariably leaves him fatigued. Effect: Apply Undying on self for 3 turns. If you would be reduced to 0 HP, but are not killed outright, Undying triggers, setting your HP to 1 instead. Once this effect is resolved, Alistair becomes Fatigued. Does Not End Turn
Inventory
Equipment
Steel Shortsword || P: +2 S: +3
A ubiquitous blade carried by Inquisitors who prefer a lighter weapon.
Book of Scriptures || P: +2 S: +3
A Vessel that also contains various prayers, hymns, and songs dedicated to God.
Inquisitor's Robes || S: -2 R: +3
An inconspicuous set of priestly robes with chainmail and iron plates sewn into the fabric. Hard to move around in.
Amulet of Saint Vincent || R: +1
A keepsake from his youth with Sister Mira. The blood won't wash off.
Miscellaneous Supplies
Survival Knife
A small dagger ill-suited for combat, but good for activities at camp. Alistair keeps it sharp.
Backpack
A leather rucksack to store supplies and equipment.
Bedroll
A stretched length of cloth, stuffed with wool and straw. Makes resting in the wilderness more comfortable.
Rope
A coil of rope that stretches to roughly 50 feet. Useful for many situations.
Rations
A set of nonperishable foodstuffs that will virtually keep forever, as long as it is protected from the elements. Can keep a single person fed for three days.
Lantern
A container of iron and glass with a receptacle for oil. Sheds light in an area for as long as there is fuel to burn.
Oil Flasks
Two small ceramic vessels that contain animal fat. Used as fuel for a lantern, with each flask lasting an hour, if burned continuously.
Name: Holden "Castle" Cross Gender: Male Age: 37, chronologically older. Appearance: Standing at a flat six-feet tall, Holden is a toned, fit man with bluish-grey eyes and a serious expression. His neat black hair, now graying with age even in spite of the miracles of modern science, give off the impression of a man who's seen a lot of things in his life. Holden trims his facial hair every now and then to ensure it doesn't grow out of control but doesn't care enough to shave it off completely. The man walks with a disciplined and orderly bearing, in spite of his battle-scarred legs. In particular, both of his lower legs have been replaced with bionic prosthetics better suited for piloting.
Personality: Dedicated, dutiful, and disciplined, Holden is a man who has spent most of his time in space, whether that's in a space station, onboard a ship, or inside the cockpit of a Heavy or an Orbital. While the man can kick back and appreciate some well-spent shore leave over at the local pub, he's only truly comfortable when he feels in control of a situation, and that just happens to be when he's sitting at the controls of said vehicles. Holden feels especially strange when he has to go planetside, and that typically becomes an endeavor in its own right. Still, he's a simple man of sound judgement who prefers it when things are clear-cut and straightforward, though he knows that most of the time, things will rarely be so easy.
Paradoxically, while not particularly prone to brooding, Holden finds some solace in the belief of a higher power and sets time aside to center himself and his beliefs when alone. His honesty is brutal; he doesn't see himself as a good man, and his self-loyalty trumps all of his actions. However, he is known to assist others out of his own inconvenience simply because "he wants to".
Backstory: Holden was voidborn, having been delivered in Kronos Megaport, which was held in high-orbit over Titan, the moon of Saturn. Kronos Megaport was one of the system's biggest suppliers of fuel and relied on harvesting and refining local gas from both Saturn and the surface of Titan itself. This process transformed these volatile gases into usable fuel for interstellar travel. The colony was even sustainable, using machinery to drill down into Titan's crust and pump out precious water for both human consumption and use in hydroponics.
Suffice it to say, Kronos Megaport was a burgeoning colony with plenty of potential to grow. Holden's father was a chaplain of the Catholic faith, while his mother was an engineer, working the pipes and extractors of the Megaport. They lived simply and did not want for many things in life. However, life did not remain peaceful for long, as while prosperity grows, so too does opportunity- legal or otherwise. The occasional trade convoy carrying imports or exports would disappear, their precious cargo forcibly repossessed by pirates. After all, on the frontier of the solar system, good security is hard to find past the Belt.
The lack of stability in the system prompted an increase in recruitment for members of the local militia and military force. In spite of his parent's protests, the man decided to join the latter, in an attempt to contribute something meaningful to the colony. It was with the local Saturn Defense Force that he gained his first true lessons in discipline and piloting. Holden was by-the-book and on the right side of the law, and he intended to keep it that way.
As time went on and security increased, external threats such as piracy had mostly been relegated to the dark side of the Saturn, if at all. However, internal threats began to increase as the discontent on trade tariffs began to pile up. Holden continued his work as a military officer, but as tensions came to a head, several extremist groups began to form, holding Saturn's government responsible for these issues. A year later, the Saturn Insurrections began. These terrorist groups quickly began to cripple the infrastructure of Kronos Megaport, likely in pursuit of their own agenda rather than any attempt at reform.
During one of these attempts at sabotage, Holden's parents were buried under several tons of steel; marked off as unfortunate casualties of one such bombing.
Driven by grief and rage, the man devoted himself wholly to bring these killers to justice. As it is the nature of these groups, it was mostly a waiting game to see when they would show themselves, before reacting to them accordingly. After a display of belligerent behavior from him, Holden was assigned to guard a remote munitions depot as punishment. The posting was boring and uneventful for the most part, but one day, the place came under a surprise attack from both pirates and terrorists, who had apparently joined forces to get their hands on the weapons and munitions within. If they had succeeded, it's likely they would have had enough armaments to become an even greater threat.
They did not count on the guards who were on duty that day.
Holden activated the aging Ajax that was in the storage bay and turned its weapons on the oncoming enemies. Having received ample training over the years as a pilot, he felt that this was what he was meant to do. He fought and fought, holding off the enemy advance while awaiting reinforcements. When his Orbital was crippled and left immobile, he turned it from a vehicle into a bunker, fighting on in spite of life-threatening injuries. This singular act of heroism bought the defenders enough time for reinforcements to arrive-- and is how Lance Corporal Holden Cross earned the moniker of "Castle".
Fast-forward several decades, and you'll find that the former war hero and military-man has become a shadow of his former self. Years of fighting pointless battles and fighting for a cause he once thought right had left him jaded. Holden "Castle" Cross had retired early at the military rank of Captain. Saturn was his home, but things weren't as one-dimensional as he had once thought. He missed the days where his cause was simple and clear, and the lines weren't as blurred.
One day, while living off of his pension, Holden received word that the Pandora was on a recruitment drive, searching for the best pilots in the system. His name was at the top of Saturn's recommendations. Although initially hesitant at first, the man found new resolve in such a noble endeavor. Saturn was his home, and it always will be, in spite of all its flaws.
...but perhaps with his help, he can make Proxima Centauri home for someone else.
Skills and Flaws:
Combat Training: Holden is a trained soldier and has seen combat experience both on the ground and in an Orbital. He's a good shot with a rifle and pistol and can hold his own in close-quarters combat.
Orbital Piloting Training: Holden is also an excellent pilot, but while he can pilot most Orbitals, he's best suited to piloting the Ajax. In addition, years of working with the Orbital's Integrated Targeting Unit has sharpened his mathematics skill, which he readily applies when making minute adjustments to the ballistics systems.
Officer Training: Holden has spent several years in Saturn's Officer Training School and has years of experience as a captain. If necessary, he can be trusted to effectively lead a squad.
Engineering Basics: While far from an expert, Holden has learned enough from his mother on how machines work. He can, at the very least, maintain his Orbital and other pieces of equipment. If pressed, he can do 'patch jobs' with the proper tools on hand, though this is a band-aid solution at best.
Enduring: Holden's mental fortitude is outstanding, and he can tap into his willpower to temporarily ignore wounds or perform dangerous acts without fear.
Substance Dependency: In the years following the death of his family, Holden began to abuse cigarettes and liquor- both luxury commodities this far into the solar system- in an attempt to cope. He's gotten over these addictions and now takes them responsibly, if at all, but at the cost of his physical and mental health. Particularly stressful or emotional episodes may trigger a relapse, however temporary.
Post-Traumatic Stress Disorder: Decades of military life have not been kind to Holden. To keep himself from breaking down completely, he has compartmentalized certain memories and past actions. On occasion, the man can be particularly cold, insensitive, and lacking in empathy.
Deathwish: Some part of Holden, however small, believes that he can find redemption through death or sacrifice. Although not suicidal, the man would not hesitate to trade his life for the life of others, or for the sake of the mission- even if it would be wiser not to.
Equipment:
Flight Suit
Dress Uniform
Colonial Arms 50. Revolver
Combat Knife
Toolkit (For maintaining prosthetics and firearms)
Holy Bible (King James Version)
Military Paraphernalia (Medals, insignia, and photos accumulated over years of service in the Saturn Defense Force)
RGM-96X Ajax
Model Number: RGM-96X Ajax
Role: Heavy Ordnance / Medium-Long Range Fire Support Unit
Appearance: Standing at a sizable 23 meters, the Ajax is larger than most other Orbitals to make room for additional ammunition and ordnance bays. A relic of an older age, there was little attempt to streamline the armor plating- giving off a brutalist vibe. Deep navy blues and dark grays dominate the Orbital's color palette. It is a tool of war and doesn't pretend to be anything other; the Ajax cuts a no-nonsense, imposing figure.
Systems:
Diomedes Integrated Targeting Unit: A conservative combat OS that tracks ballistics, optimizes ammo usage, and corrects for target velocity. This system makes micro-corrections to the pilot's aim while advising the pilot of the most effective position to maximize fields of fire. Links directly to the Orbital's weapons systems, and can connect to the sensors of other allies to extend the effective range of artillery weapons.
Talaria Jump Jets: Although now outdated by contemporary military standards, these thrusters located on the backpack, forearms, and calves of the Orbital can be used in short bursts to allow for rapid vertical movement on the battlefield. It can also be useful in zero-G, acting as thrusters and afterburners to assist with maneuverability during space battles. Alternatively, the jump jets can be used offensively to put some devastating rocket-powered force into close-combat maneuvers.
Adamantine Armor Plating: A second layer of alloyed ceramic armor plating layered on top of the first, intended to protect the Ajax from enemy fire. This second layer helps protect against kinetic and high-explosive damage but is less effective against energy weapons. In addition, the additional weight created by the armor is widely considered as cumbersome, which makes the relatively slow movement of the Ajax even slower. If necessary, the added armor can be purged instantly using explosive bolts to return to normal speed.
Weapons:
Z-26 Akon LRM: A missile battery mounted on the backpack, over the left shoulder. The Akon is a large guided missile suited for long-range support by backline combat Orbitals. A combat-rated autoloader system ensures continued usefulness in protracted engagements. Despite being a technologically mature weapon system, the Akon-class missile is the obvious choice for long-range strikes by cautious pilots. The guidance system on this weapon makes it dangerous only versus larger or slower enemy crafts. Unfortunately, the slow speed of these missiles makes them vulnerable to any half-decent point defense system. In addition, quicker targets can outmaneuver the missiles in the air, which somewhat limits the Akon's otherwise considerable punch. Still, despite these weaknesses, Akon-class missiles are effective in large batteries, where the sheer number of missiles in flight at any given time can persistently distract and sometimes damage enemy Orbitals.
T-15 Keraunos Hypervelocity Driver: A large cannon mounted on the backpack, over the right shoulder. The hypervelocity driver uses a 2-stage process to accelerate a uranium slug with a magnetized iron-cobalt core to a very high velocity. A chemical charge accelerates the slug first, then the magnetic coils take over, accelerating the slug further and stabilizing its flight. The slug is highly charged by the time it reaches the target, generating a significant amount of electromagnetic interference on the target it impacts. Only modestly effective against particularly well-armored targets, but the EMP field generated by successful hits can cripple enemy systems.
D-42 Hephaestus Assault Gun: Occasionally referred to as "The Hag" due to its rugged appearance, the Hephaestus Assault Gun is a medium-range Orbital-class assault rifle designed to punch through heavy armor. It is a truly devastating weapon platform, named after an archaic god of volcanoes. A typical HAG system features two large barrels that take turns firing armor-destroying rounds at 240 RPM. An electro-magnetic ejector, powered feed system, and nanocoolants allow the weapon to fire for extended periods of time. The shaped charge shells have low muzzle velocity and great armor penetrating power, but can be swapped out for NATO standard rounds or other specialized ammunition if necessary.
GT-150 Typhon Torpedo: A single unguided torpedo of devastating yield with a powerful onboard engine, fired from a disposable rocket launcher. The quintessential strike weapon, a single Typhon torpedo is a large self-propelled, armored, dumbfire delivery system for an enriched AM-catalyzed nuclear warhead. As the warhead is not equipped with a guidance device, it is extremely hard to use the Typhon torpedo to hit a moving target accurately. However, it is still a highly destructive portable weapon. Recent upgrades to the rocket launcher itself include a foregrip and added sight unit for improved accuracy. The science behind the surprisingly compact detonator is poorly understood by many, though widely speculated to be based on physics classified as secret by United Nations authority. What is known is that three or four of these slipping through PD arcs are enough to destroy even large capital ships.
S-9 Kopis Beam Cutter: The standard close range armament for most Dodekatheon Orbitals, modified for use by the Ajax. The blade of the Kopis is shorter than most standard beam swords, but has greater cutting power to compensate, as it was intended to be used to cut open ship hulls rather than to duel another Orbital in melee. The beam cutter is a small device held in the Orbital's hands when operated and is powered by a rechargeable energy capacitor. It emits a blade of plasma contained by an I-Field and can cut through most armor not treated with an anti-beam coating. Due to the mounting of a shield on the left arm as part of the added armor, the Ajax's beam cutter is stored on a waist-mounted sheath.
F-4 Ancile Buckler: A basic defense armament for many Dodekatheon Orbitals. This shield is a thick sheet of armor designed to take severe punishment that would normally destroy an Orbital and is also treated with an anti-beam coating to withstand several beam shots before the coating wears off. Typically, physical shields can only take so much damage before they succumb to the pressure and break. This particular shield is smaller than most Ancile models after considering weight balance, and can also be purged similarly to the Adamantine Armor Plating, if necessary. Ajax is equipped with a shield fixed to the left arm as part of its armor, replacing the beam sword rack of most Orbitals.
Manufacturing History: One of the first few commissions from Dodekatheon Industries, the Ajax was derived from a much older Heavy model that was intended to fulfill the purpose of a resilient fire-support unit, whether that's on the ground or in the hard vacuum of space. The Ajax filled a support role that, at the time, was necessary for battles that required a decisive strike. It was not the fastest, nor the most efficient, but was certainly effective at what it did, and has garnered much respect in its field for its accomplishments.
The Ajax is part of the old guard, but has recently received a number of retrofittings and refurbishments from Dodekatheon Industries, and is now ready to take its place among the new. Whether it's defending the last fortress of the world or besieging the mighty Walls of Troy, you don't have to look far for an Orbital that did what was necessary. With enough firepower to break open even the toughest of bunkers, or the greatest of capital ships, you'll want Ajax by your side.
Weaknesses: The Ajax is from an older time when maneuverability was less of a factor in the face of overwhelming firepower, and it shows. Many of the Ajax's armaments are ill-suited to taking down highly-maneuverable targets and are instead better suited to destroying large, slower targets, or entrenched enemy positions. In addition, due to the size and weight of the Orbital in question, the Ajax's own speed and maneuverability leave much to be desired. The Orbital must rely on its heavy armor to shrug off damage from enemy attacks. It has a few tricks up its sleeve to surprise enemies who want to exploit its slow speed, but once revealed, there isn't much the Ajax can do to actually stop it- making close-quarters engagements against quicker opponents a dangerous prospect for anyone piloting the Ajax.
Due to its reliance on heavy ordnance, the Ajax is naturally quite ammo-hungry, and once its missile bays are depleted, it will be forced to rely on the Keraunos Hypervelocity Driver and Hephaestus Assault Gun- or worse, the Kopis Beam Cutter. Additionally, in spite of its focus on long-range engagements, the Ajax lacks any form of long-range surveillance equipment-- it will need external support from spotters, satellites, or other Orbitals to truly make the best of its weapon systems.
_________________________________________________________________________________________ Name: Tomyris Title: Queen of Scythia, Warrior-Queen of the Massagetae, Empress of the Steppes Class: Archer, though can be summoned as a Lancer, Rider, or Berserker. Gender: Female Alignment: Lawful Neutral Height / Weight: 167.8 cm (5ft 6in) / 52.3 kg (115 lbs) Source: Scythia (Southern Kazahkstan), Historical Fact _________________________________________________________________________________________ Personality:
Her disposition varies depending on the class she was summoned as, but as an Archer, Tomyris embodies the cleverness and shrewdness of the Saka Cavalry. Although she retains her honorable nature, she is not above the use of poison, hit-and-run, or ambush tactics-- to her, these are simply tools in her arsenal with which she can do combat with. Her knowledge of these techniques is indicative of one thing: she refuses to be fooled by these ploys a second time.
To her, any battle where both opponents use everything at their disposal to win is a battle well-fought, but there are lines in the sand she will not cross. In spite of the use of such tactics, her pride will not allow her to stoop to more unscrupulous means, such as the sacrifice of one's own men to gain an advantage, the taking of civilian hostages, or surprise attacks during parleys and truces. Naturally, anyone who acts in this manner earns her disdain, and she is particularly wary of those who have been known to employ such strategies in the past.
Tomyris is a just, but harsh queen. She has no wish of her own, but will reluctantly accept fighting for a well-intentioned Master. Outside of battle, she is a reserved individual who prefers the simpler things in life-- her clothing is a Scythian cloak, her shoes are the hard soles of her feet, her bed is the earth, and her food is only seasoned by hunger. The Queen of Scythia enjoys spending time in wide, open spaces, and dislikes staying indoors for too long. Tomyris hates alcohol and pities those who drink, though she is no stranger to the recreational and ritual use of hashish. Lastly, she has a bit of a matronly side and is quite fond of children, though she is neither overbearing nor overprotective of them.
Treat her with respect, and she will return the gesture, but woe to those who betray her trust, for the Queen of Scythia always intends on fulfilling her promises.
Bio:
Tomyris was the widow of a Scythian chieftain who had assumed his leadership of a group of tribes. The chieftainess also had at least one child, the ill-fated Spargapises, who commanded the first rank of horse-warriors. Meanwhile, King Cyrus I had taken command in the Achaemenid Empire (too often referred to as the “First Persian Empire”); although he had plans to expand to the south, which would bring him into conflict with powerful Egypt, he had to first secure his eastern borders, where the unpredictable Scythians (of which the Massagetae were a branch) were raising hell.
Cyrus first tried the usual ploy – if you couldn’t avoid trouble, marry it. He dispatched envoys to Tomyris with an offer of wedded bliss. Tomyris, obviously no fool and realizing it was not her that Cyrus courted but her kingdom, replied in the negative. Cyrus, therefore, marched his army to the River Syr Darya; not concealing his hostile intent, Cyrus ordered boats built. No doubt he figured there’s more than one way to skin a horse. Tomyris, in turn, dispatched a message that called for a battle between the two forces (she’d also assembled her host), reading, in part, “leave your useless toil of bridge-making; let us retire three days’ march from the river bank and do you come across with your soldiers; or, if you like better to give us battle on your side, retire yourself an equal distance.” In council, the great king’s advisors recommended having at it on the Persian side.
But Cyrus was convinced that a different plan would prevail. Upon the advice of Croesus the Lydian, Cyrus agreed to meet the Scythians on their side, crossing the river and marching well inland. There a camp would be established, well stocked with wines and spirits, with which the barbarians were unfamiliar. And it would be guarded by a handful, as Cyrus led his army away to the planned battlefield. But, in truth, the army would march a short ways and await the inevitable attack on the camp by the horsemen. Then, after a suitable time had passed for them to be well intoxicated, Cyrus would fall upon them and thus win the day.
And so it fell out. The drunken Massagetae-Scythian rabble, led by Spargapises, were overwhelmed, losing a third of their number in minutes with most of the rest captured, including Tomyris’ son. Upon hearing of the debacle, Tomyris dispatched a herald to announce that, since he had been captured “by trickery not in the battle of strengths,” her son was to be released. Cyrus refused, and now-sober Spargapises committed suicide after convincing the king to loosen his bonds. The enraged queen gathered her horse-archers and allies, and gave battle. According to the old Greek’s account...
“The following, as I understand, was the manner of it: First, the two armies stood apart and shot their arrows at each other; then, when their quivers were empty, they closed and fought hand-to-hand with lances and daggers; and thus they continued fighting for a length of time, neither choosing to give ground. At length the Scythians prevailed. The greater part of the army of the Persians was destroyed and Cyrus himself fell, after reigning nine and twenty years. Search was made among the slain by order of the queen for the body of Cyrus. When it was found, she dipped the head of Cyrus into blood and thus insulted the corpse, ‘I live and have conquered you in fight, and yet by you am I ruined, for you took my son with guile; but thus I make good my threat, and give you your fill of blood.’ Of the many different accounts which are given of the death of Cyrus, this which I have followed appears to me most worthy of credit.”
And, with that, Tomyris, warrior-chieftain of the Scythians, disappears from history... as the Scythians themselves would do a few centuries later. The authenticity of this tale seems questionable... but it does make for a rousing tale of a mother’s vengeance.
Weapon:
Tomyris is well-known for using a Scythian Bow, otherwise known as a composite bow. She has different types of arrows to suit the situation, whether it is for hunting or for battle. These arrowheads are often dipped in a poison known as Sythicon. In addition, both bow and arrows are held in a special bowcase-quiver known as a Gortos.
Strength: C Endurance: D+ Agility: B+ Mana: D Luck: D
_________________________________________________________________________________________ Class Skills:
Independent Action C: The capacity of Servants to subsist without a Master. At Rank C, Tomyris is capable of remaining in this world for one day without an established contract.
Riding C: The ability to ride beasts and vehicles. At Rank C, Tomyris is capable of handling most mundane animals and vehicles with considerable skill. She can achieve difficult maneuvers with some effort.
Magic Resistance D: A skill that grants the Servant some resistance against spells. At Rank D, Single-Action spells are cancelled. This level of Magic Resistance is comparable to an amulet that rejects magical energy.
Personal Skills:
Subversive Activities D+: The talent to reduce the enemy forces in the preliminary stages, before going into battle. An expert on traps and ambushes. However, the higher is the ranking of this skill, the more one's spiritual status as a hero declines. At Rank D+, Tomyris may reduce an opponent's combat effectiveness by nearly 22.5% before combat begins.
Clairvoyance C: This skill grants a superior visual perception. It supplements long-range aiming and increases dynamic vision. Furthermore, at higher ranks, it is possible to acquire precognition and other forms of perception that are beyond normal eyesight (X-ray vision and the sort). At Rank C, Tomyris is capable of accurate aim in a four-kilometer range. She is able to track down moving targets with considerable ease.
Disengage B: The ability to withdraw from combat. At Rank B, Tomyris can usually retreat even in the most unfavorable conditions. She gains bonuses to defense while fleeing, and also has the ability to return an unfavorable battle to the first turn, along with the status of the battlers.
Title: Mrgu Mda'ef Satakewn - Bane of Immortals: Envenomed Arrowheads Rank: C+ NP Type: Anti-Unit Range: 1-99 Maximum Number of Targets: 1 Description: Scythian arrowheads were small, barbed, and often laced in rancid poison called Sythicon. It was a mixture of rotten bodies of small snakes and their venom, human blood, and excrement buried in the ground until complete decomposition. The Roman poet Ovid claimed that this substance when applied to the arrowhead, “promises a double death”.
"I warned you that I would quench your thirst for blood, and so I shall."
During her battle against the Achaemenid Empire, Tomyris had slain a number of soldiers and Persian Immortals. By the end of the battle, even Cyrus the Great himself had fallen to her arrows. His body was crucified and decapitated, and his head sealed in a vessel filled with blood. The queen had made good on her warning and fulfilled her promise. Cyrus' body was then drained of blood and mixed into another batch of Sythicon, his Divinity having a curious effect on the poison.
Passively, enemies struck by her arrows take damage over time, though targets with a high END stat or Resistance to Poison are less affected by this. In addition to being agonizing and often fatal to weaker enemies, the poison itself aggravates present impurities in the target’s system, further amplifying the effects of diseases, curses, or other poisons that may be circulating within the target.
At her discretion, Tomyris can invoke the name of her Noble Phantasm to release an arrow dipped in poison made from the blood of Cyrus the Great. In addition to the previous effects, this arrow works on a Conceptual level, bypassing defenses caused by blessings or general immortality. Enemies with a high Magic Resistance may be able to resist this effect, but enemies with Divinity are particularly susceptible.
Fighting Style:
Tomyris prefers an indirect approach when fighting, mainly striking over long distances when the enemy has no chance to fight back and evading anyone who tries to get close. Bleeding out the enemy through attrition and constant attacks, never giving them a moment of respite-- that is her strategy. She isn't cowardly, for she will bravely take on any challenge and any foe, no matter how inferior she might be to them. This is merely the most appropriate method to achieve victory at her disposal.
As an Archer, she can easily attack from almost a kilometer away, the range of which can be further extended depending on both her Clairvoyance as well as external factors. Her Endurance and Agility increase when fighting defensively with allies on territory she has prepared on before. The effectiveness of her Subversive Activities skill also increases when she has faced the opponent in battle before, to represent the fact that she is bringing her full arsenal to bear, now that she has met the enemy previously.
Name: Balthazar Trevarthen Race: Human Gender: Male Age: 57 Appearance:
With long hair grey from ages past, Balthazar is in remarkably good shape, for a man pushing sixty. His posture, though drooping and hunched when examining books or files, stands to full when he deems it necessary. Perhaps once, his eyes were bright, but now his steely-grey eyes pierce through all-- scrutiny and intellect tempered by years of suffering. He tends to trim his facial hair when he can, finding the long mustache and beard a pain to maintain.
His build is tall and wiry; seemingly frail, but hides a certain vigor in his body. It's not uncommon to see his fingernails stained by ink or to see bags underneath his eyes from lack of rest. On some nights, he doesn't sleep at all, spending hours at a desk, finishing paperwork, working on magic, or recording secrets. His attire is that of a scholar: robes atop traveling clothes or noble finery, with a cloak thrown atop that when outdoors. A pair of spectacles is perched upon his nose, which helps him examine things up close. Although he does not need it, he walks with a weighted cane, in part to help with exercise, and in part to defend himself if someone gets too close. A heavy-set grimoire is chained to his hip.
Bio: For as long as people could remember, there have been two people by the Emperor's side: Siegfried Lightbringer, a Paladin of the Silver Flame, and Balthazar Trevarthen, the Keeper of Secrets. Both are integral to the continued prosperity of the Empire, but whereas Siegfried serves as the Emperor's right hand, Balthazar serves as the Emperor's left. Tasked with advising the Emperor with secrets he hears around the land, his role is that of a spymaster.
As the man rarely talks about his past, only a few close friends that remain truly know of it. Some claim that he was a scholar at one of the Great Libraries who caught the Emperor's eye. Others claim that he is a warlock who had performed a dark ritual in service to some otherworldly entity and that when the ritual went awry, the Emperor had saved him, earning him the warlock's eternal loyalty. A few claim that they had known each other since they were children, one as a minor noble, and the other as a princeling. Nobody is quite sure, and some wonder if their relationship is all of those things.
The speculation suits him just fine, though. The less people know about him, the better.
Whatever the case may be, it is clear that the man has experienced great suffering in his life, and that his loyalty to the Emperor and his country is all that keeps him on the right path. Many people write him off as a foolish old man, and others still are afraid of what may happen should his loyalty change. The Emperor knows the truth of the matter, however.
At the Emperor's personal request, Balthazar has moved to support the prince in his journeys. The scholar has passed off his duties as spymaster to someone capable and trusted enough in the courts, and now moves to see what is going on in the land of Hitor for himself. The prince must learn of how to make use of every tool at his disposal, and the Emperor has decreed that Balthazar is a worthy enough teacher in that aspect.
Only time will tell if things work out, but the Emperor puts his faith in Balthazar Trevarthen.
Personality Quirks:
Traits. I'm willing to listen to every side of an argument before I make my own judgment. I am slow to trust, but incredibly loyal to those who have earned it.
Bonds. My loyalty to my country is unwavering. Everything I do is in service of its prosperity.
Ideals. The path to power and self-improvement is through knowledge. Emotions must not cloud our logical thinking.
Flaws. I am easily distracted by the promise of information. The ends justify any means.
Allies:
Graham Lionheart. Having known each other for a long time, the Emperor has much faith in Balthazar as a retainer, and advisor, and a friend. It's said that the scholar was once part of the Emperor's retinue, back when he was still a prince himself. He has reassigned his friend to his son's guard, knowing that one day, Leonidas will need to have a sense for the underhanded if he wants to succeed as the next Emperor.
The Spider's Web. An information network that Balthazar has developed over years of intrigue and politicking. Its reach is far, stretching throughout the Empire, with a few informants in other regions. This network mostly consists of beggars and urchins who can be trusted to perform surveillance-- or to keep their mouths shut when the time comes. It is also comprised of a few merchants and minor nobles who owe him a favor; willing or otherwise.
Rivals:
Siegfried Lightbringer. Whereas Siegfried serves in the light, Balthazar serves from the shadows. They do not get along. The paladin dislikes the warlock's methods, and the warlock dislikes the paladin's foolhardiness. This animosity has existed since they have met, all those years ago. However, while they don't agree with one another at the best of times, they can rely upon the other to have their back.
Mirius the Immortal. A vampire lord who has eluded the warlock at every turn. He is a powerful wizard and necromancer in his own right, and is responsible for the deaths of many Empire Citizens, including Balthazar's own wife and daughter. To Mirius, this is all a game, but to Balthazar, it is personal.
Fighting Style: Balthazar is a warlock and prefers to stay away from the frontlines, blasting at enemies and supporting his allies with his magic. However, the man rarely backs down from a duel with another spellcaster, trading shots as they maneuver around the battlefield. If pressed, the scholar can defend himself in melee with his cane or his dagger, but this is almost always done as a last resort, rather than any true attempt at slaying his opponent.
Equipment:
Book of Shadows. Balthazar's personal grimoire, cultivated for over nearly a half a century. It contains knowledge of both Shadow Magic and Arcane Magic that he's accrued throughout the years. Some speculate that he writes secrets in the corners and spaces where no text lies. Bound in the leather of an unknown beast, the fine vellum pages have been enchanted to protect from fire and water-- though it will not stop any earnest attempt at destruction. This book rarely ever leaves his side, quite literally chained to his belt, or locked away and put under surveillance.
Weighted Cane. A gift from a friend. He doesn't need it to walk, but he has been known to use it as a secondary arcane focus, or as an impromptu bludgeon. This heavy oak walking cane holds a secret in its steel topper: if twisted clockwise, he can pull on the head to unsheathe the thin, but sharp silver blade within. However, while Balthazar used to be a decently-skilled swordsman, his age has made his movements slow and sluggish. As such, he only ever uses it in times of desperation.
Dagger. A worn iron dagger. Kept sharp, but mostly used to cut open envelopes, rather than people.
Traveling Clothes. The simple attire of a scholar, complete with a cloak. Balthazar keeps spares in case they become dirty.
Noble Finery. The attire of a nobleman or merchant. Seldom ever used, unless he attends a noble function himself.
Scholar's Pack. A scroll holder containing sheets of vellum and parchment, a small pack with bottles of ink and paint, and quills, brushes, and inkpens. Candles for writing in darkness. A magnifying glass for examining smaller text. A wax seal used to write official letters, though rarely used in his line of work.
Imperial Ciphers. Codebooks containing methods on how to crack coded messages, both within the empire, and of its neighbors. These books are similarly obfuscated, the method to deciphering which is only known to him and a select few others.
Pocketwatch. A simple silver pocketwatch, tarnished somewhat by age. Tells the time, right down to the second. Inside is a portrait of his old life, a family, now lost and gone forever.
Traveling Supplies. Rations. Waterskin. Coin. A pouch of Soulstones. Essentials for extended trips away from the Capital.
Skills/Abilities: Inscrutable Mind. Due to his life experiences and immense mental fortitude, it is nigh-impossible to affect Balthazar with mind-altering magic, or to divine information from his memories without extreme effort. The man does, however, suffer from frequent headaches and nightmares.
Dark Magic. Balthazar's natural affinity towards the magical element of Darkness has served him well over the years. This is where the bulk of his magical expertise lies, and although his skills rival that of a master Dark Mage, his power has waned significantly as he aged. He will need more practice to reclaim his lost prowess.
Tenebrous Blast. Balthazar fires off a ray of inky blackness at a target, damaging them. This ray extinguishes any light source it touches, although it may not affect powerful light magic.
Hex. Balthazar puts an ominous curse upon a target, weakening one of their attributes and making them more vulnerable to his attacks.
Investiture of Shadow. Balthazar imbues his body with pure shadow, making him difficult to see, and giving him the ability to see in darkness both natural and magical. While active, he can also create small spheres of magical darkness to blanket the area with shadow at-will.
Arcane Magic. In addition to his affinity for darkness, pacts and rituals made in the past have given him access to Arcane Magic, though he has not mastered this element to its fullest potential.
Prestidigation. A minor trick that can do various things, typically used by mages as a training spell, or by common mages to make their lives easier. This spell can be used to light or extinguish small fires, clean or dirty a surface, and create minor sensory effects, and other such things.
Analyze Magic. Balthazar can extend his senses in an attempt to detect the use of magic in the area. Alternatively, he can focus his senses on a single object to identify its effects. Both versions of the spell require time to cast and are difficult to perform in the midst of combat.
Find Familiar. Balthazar imbues a piece of paper with his magic, or with a Soulstone to create a Record-Hunter. These diminutive origami figurines are adept at seeking out knowledge and secrets and can fold into other forms of origami to better suit the situation. These beings are typically used for reconnaissance or information-gathering, but if pressed, can be used to support Balthazar in combat against enemies. Record-Hunters are especially effective against spellcasters, as their silent secrets can often confound and confuse an opponent enough to prevent them from casting spells.
Other Information:
1. Listen to the GM(s), If you have a complaint tell me. I am not an evil dictator and if I am wrong I will admit it. 2. Romance and Gore allowed, But keep it in good taste and in site rules 3. Now not all characters will play nice with each other I understand that, but keep the disputes in the RP not in OOC 4. Be civilized and polite please 5. All basic RP rules apply to this roleplay: Power playing, Meta gaming, and others are not allowed. 6. The story isn't exactly set, if you have an idea for a mission feel free to pm me the details and I'll try to work it in. 7. Copy the rules into a Hider in the "other" of your cs so I know you read them. 8. Get into your character's skin become him or her as you are playing have fun and give us insight into their thoughts. 9. Try to keep active, in both the IC and OOC pages please. And even if you don't have anything to say, at least read the OOC
Standing at a diminutive 5’1” and weighing 103 lbs, Elliot is small in every sense of the word. She does not eat much, but she's not in bad shape. She tends to keep her jet-black hair short, though the strands have lost much of their silky lustre over years of wartime. Comparatively, her eyes have not changed much since the beginning of her enlistment: large, intrepid orbs of a blue-grey shade.
Due to the nature of her enlistment, she is typically issued male uniforms, which she does not mind wearing. Elliot does have a habit of keeping herself and her surroundings neat and tidy. She keeps a number of utility belts and pouches on her person for easy access to her gear, and typically sports an ushanka and a long coat when in colder climates.
With her androgynous appearance, tomboyish demeanor, and masculine choice of clothing, Elliot can easily pass for a young man (albeit, an oddly pretty one), which the marksman leverages to great effect in her military career. Even in the darkest of times, she wears a neutral, but focused expression-- she has been known to smile under certain circumstances.
Personality
Composed, stoic, and precocious. She is often seen as 'cold' at times due to her lack of outward reactions. She’s slow to trust strangers but is generally not unfriendly. Although seemingly apathetic, Elliot is a caring and understanding individual, owing to her upbringing. Methodical, inquisitive, and detail-oriented, she loves discussing technical details about machines and weapons. Her honesty is brutal, and her self-loyalty trumps all of her actions. However, she is known to assist others out of her own inconvenience simply because "she wants to."
Though she's only been in the war for two years, she's developed several ways to cope, having joined at such a young age. She has compartmentalized the worst of her experiences in an effort to maintain her sanity. She views the war as a grim necessity, and that fighting in it is her duty-- for her family, for her friends who've died in the war, and for her country. Elliot views her own role as a marksman with pride, though she finds the fact that killing is one of her few talents... concerning, and wonders what she will do when the war ends, only to push that thought aside for the future.
Strangely enough, even after everything she's seen and done, Elliot believes that the world is a beautiful place and that its many imperfections make it all the more admirable. Only time will tell if she retains this worldview.
Rank
Private.
Role
Marksman.
Equipment
SM-Longfield Mk. 3 Rifle (Marksman Variant)
A ubiquitous firearm carried by the bulk of the Federation infantry. This rifle in particular is modified for long-range engagements for use of a marksman, with a x8 scope on top of where the iron sights normally are.
Suppressor
An experimental attachment for the Longfield Mk. 3 Rifle. Helps muffle the noise of the muzzle blast when firing, allowing for better concealment.
Rifle Ammunition
Ammunition for the Longfield Mk. 3 Rifle.
John-Wissel Revolver
A revolver given to officers and marksmen of the Federation. Has a loading lever for easy removal of spent casings, and packs a punch.
Revolver Ammunition
Ammunition for the John-Wissel Revolver.
Flare Gun
Can be used to fire a small flare to send signals that anyone can see.
Flares
Ammunition for the flare gun. Comes in different colors that denote different signals.
Illumination Flares
Throwable flares that emit extremely bright light meant to reveal an area shrouded in darkness.
Garotte Wire
A short ligature, which can be used to suffocate someone from behind. Rarely used due to Elliot's small size, but nevertheless useful in clandestine operations.
Trip Mines
A set of antipersonnel devices with a small explosive payload that can be triggered via pressure or tripwire. Needs time to set up.
Periscope
A telescopic device that allows the user to see around cover. Useful for safely peeking while in the trenches.
Edinburgh Military Uniform
The standard uniform typically issued to male soldiers, notably of one of the smallest available sizes-- and still doesn't quite fit her.
Trenchcoat and Cloak
A leather trenchcoat that helps keep cold, wind, and moisture out. Comes with a camouflaged cloak that helps conceals the wearer's position, especially in foliage.
Military Webbing
Tactical rigging. Contains a number of ammunition and utility pouches, as well as holsters and slings for all of the weapons he carries.
Gas Mask
A mask with respirator that covers the entirety of the face. Obscures vision, but the filters keep out dangerous airborne chemicals.
Elliot's Ushanka
A trapper's hat with brim bound by a pair of motorcycle goggles. A keepsake from an old friend. Very comfortable.
Miscellaneous Supplies
Survival Knife
A small dagger ill-suited for combat, but good for activities at camp. Elliot keeps it sharp.
Backpack
A military rucksack to store supplies and equipment.
Canteen
A metal container that can be filled with water.
Mess Kit
A set of stainless steel utensils, as well as a metal cup and tray, in case the soldier needs to eat in the field.
Field Rations
A set of nonperishable foodstuffs that will virtually keep forever, as long as it is protected from the elements. Only typically issued if the soldier is sent on extended missions outside the trenches.
Matches
A set of matches for lighting fires.
Repair Kit w/ Spare Parts
Tools and supplies needed to keep a soldier's gear in prime condition.
Compass
A small navigation tool that can be used to determine which way is north. Useful for checking maps.
Pocketwatch
A slighty-tarnished brass timepiece given to Elliot by her brother. Contains a torn-up photograph of the Roe family, though Elliot herself is not present in the picture.
Personal Journal
A small book that can fit in a pocket. Contains Elliot's memoirs and records of the war. Also contains letters and photographs from back home, as well as her own personal notes and designs.
Sharpening Stone
A small whetstone used to keep blades sharp.
Potentials
Sharpshooter - A crack shot from the moment she picked up a rifle, Elliot's skills are honed by training and experience, which elevates her prodigious talents to an even greater level.
Countersniper - Although her diminutive size held her back before, her small profile gives her a certain edge in remaining unseen and in cover. It is because of this that she excels at a secondary purpose: to locate and eliminate enemy snipers. Sometimes, it is as simple as laying traps in spots where they are likely to hide, other times, it is triangulating the angle of their shots to get a bead on their location.
Tunnel Vision - It is expected that marksmen, owing to their scopes, tend to focus heavily on one task or target, and Elliot is no different. She prefers to work as a scalpel: taking out key targets with surgical precision, but this can be problematic in its own right. Unless told otherwise, she tends to miss the big picture, preferring to take things one at a time. In addition, missed shots and elusive targets irritate her, which may cause her to double down at the task at hand, rather than to step back and reassess the situation.
Biography
Living in one of the middle-class districts of Castleton, Eleanor was born to a small family that got by about as well as everyone else. Her father worked as an engineer in the city's munitions factory, while her mother was a public accountant. Her older brother, Elliot, was born sickly, but attended school and apprenticed as an aspiring watchmaker. The reason why they were working so hard in spite of the relative prosperity in the nation's peacetime is that the family was deep in debt to a bank that had provided the money for a start-up business. Although they were up-and-comer at the time, they were quickly muscled in by rival competitors and lost much of their sales to bigger conglomerates. The now-defunct business was a burden that the family all wished to carry.
Fast-forward several years, to when she was at the age of fifteen: the advent of the Great Europan War. Eleanor's brother came down with a disease that required expensive medicine-- an insidious illness that left him bedridden. With no other choice, the family paid for the treatments, even if it would set them back on their debt payments by a significant amount. Though he was still only just recovering, the conscription drive would have left him labeled as a draft dodger if he refused to go, and thus with a heavy heart, prepared to send Elliot to his probable death in the frontlines.
Meanwhile, as she reached marriageable age, plans were put in place for Eleanor's betrothal. Although the family had intended for Eleanor to be wed to a gentleman uptown, it became increasingly evident to Eleanor that her prospective husband cared little for the rest of the girl's family at all. As she returned home one night, she noticed a flier plastered against the aging stone walls of the city- perhaps that very same recruitment drive would be the answer to everything.
Against her family's wishes, Eleanor called the betrothal off in a rather unorthodox manner. Namely, she disappeared one morning, stole her brother's credentials, and did not return, leaving only a vague note as to her whereabouts. It simply stated that she had left the city to find work and that they would receive some money within the coming months. As they would later find out, it turns out that she had registered for the conscription drive that the Edinburgh military was holding under her brother's identity, which spared her brother Elliot from draft evasion. Eleanor was always androgynous enough to pass as a man if she wanted to, after all. And although she had lied to the recruiter about her name, sex, and age, the documents and reports she had given the man were legitimate. Donning the new name "Elliot", the young "man" was sent to a military base for training.
She managed to barely squeeze past acceptable levels in basic training, all the while keeping her true identity a secret. Although often mocked for her small stature and her difficulty in keeping up with some of the physical training regimens, Elliot impressed her instructors and fellow conscripts in the firing range. It turned out that she was quite prodigious with the rifle. Once the training period was finished, she was sent off to the eastern front, to assist in the war effort. It was in the crucible of war that she was truly tested. With her skills and more than a little bit of luck, she managed to survive, emerging as a distinguished sharpshooter, having earned a medal for eliminating an enemy officer at long-range.
The girl would spend the next couple of years in the war, her role firmly cemented as a marksman. Assigned mostly to eliminate high-value targets or to scout out locations, Elliot was lucky enough to survive various offensives, in no small thanks to her talent. During her last mission, Edinburgh forces had to retreat, their position having been overwhelmed by the enemy, resulting in massive casualties. Following the dissolution of her battalion in the latest battle against Imperial forces, she was transferred to the 15th Atlantic Rifles to await further orders.
Appearance: A lean, muscular man, slightly on the taller end of the spectrum. Long, red-brown hair typically tied up when doing fieldwork, or when in combat. Short beard, but no mustache. Freckled, white skin and brown eyes. Jolly expression and grin. Calloused hands used to hardship with the scars to prove it. His heart and lungs replaced with bionic substitutes, which have improved his health significantly. Left arm has been replaced with a mechanical prosthetic, which has a dock that allows him to attach any of his power tools into, if necessary. Looks younger than he actually is.
Name: Etienne, Dieuseul Robert Age: 33, chronologically older. Callsign: "Bob", as a shortening of his second name. Supposedly a reference to an ancient vintage children's cartoon several centuries ago, though he's never seen it himself. Kills: Nine (Two MAS kills, four bunker kills, two fortress kills, and a warship kill)
Psychological Analysis: A simple man of simple pleasures. Dieuseul loves his work, is confident in his skills, and when the working day is done, he would love nothing more than a cold beer and good company. He has a friendly demeanor, and a live and let live attitude to most things. Surprisingly well-educated when it comes to mathematics, engineering, and architecture. When on the job, he doesn't complain, and he when the going gets rough, he hunkers down and does his work with a grin.
Duty being a part of his work, he follows orders as best he can, though he doesn't enjoy the act of killing, instead choosing to see combat as an unfortunate incident that must be done. Dieuseul would love nothing more than to leave the war and settle down, but in his own words, he "has to make sure there's a home to go back to, first." He's not a religious man, instead choosing to hedge his bets on the potential of humanity. In his off-time, he likes relaxing in the breakroom, watching intergalactic television, and occasionally working with his tools to make something.
Personal Record: Born on the fringes of galactic society, Dieuseul Robert Etienne was one of several children in a family of spacefaring construction workers and miners. The Etienne family lived in Liberty Point, a colony in the Free-Enterprise Zone, working underneath the local mining company. They lived modest lives within the system's asteroid belts, harvesting ice and minerals from the asteroids to turn them into water and materials respectively.
With a lack of career options, Robert naturally also joined the family business. As a blue-collar worker, he made enough money for himself to live a modest lifestyle. His life was largely uneventful barring the occasional skirmish on the frontier, but that much was to be expected in a place like this. With no particular desire to emigrate towards the coreworlds, or to press his luck with a deep-space expedition, the man continued as-is for years on end. During his stint as a worker, he picked up certifications on how to drive small ships, operate heavy machinery, and even how to pilot a MAS.
As conflicts arose, however, things went from relatively peaceful, to uncomfortably tense. Pirate and criminal activity within Liberty Point began to swell as the UEE began to press in on the place. They had lived on a barren rock, but the pirates felt that it was their barren rock, and that they'd fight tooth-and-nail for it-- the pirates escalated matters, organizing a violent takeover of the colony. The colony militia, caught by surprise, fought and died, or had to surrender. Some of the militiamen had even turned over to the side of the pirates, marking the first point in Liberty Point's descent into lawlessness.
The civilians of the town were soon forced into what was essentially slavery, the pirates taking a heavy tithe of their resources. As was the case with criminals, if you give them a cent, they'd take a pound. The Etienne family, Dieseul included, toiled away in the mines, while the pirates plucked the fruit of their labor for themselves. With unrest growing, the people of Liberty Point had a plan... but they'd need the Empire's help for it.
At great risk to themselves, a skiff from Liberty Point was dispatched to alert the Imperials of their plan. All seemed to go well, but soon, the pirates had moved to round the people of the colony up-- it had seemed that there was a rat. Instead of surrendering quietly, the colonists sprang into action, their plan now triggered far too early. As the people armed themselves with whatever they could get their hands on, they could only hope that the Imperials would hear of their plan soon enough.
A bloody battle lit up the void black sky as they began their impromptu revolution. Some were driving weaponized ore haulers, while others were within armored exo-frames meant to assist in construction. A rare few were within proper Mobile Armor Suits-- Robert included, piloting the Hephaestus. The battle was long and hard, and it was not in the colonist's favor. Having received critical wounds in the midst of battle, and no possible medical treatment in sight, Dieseul decided to put his faith in the people and head into cryosleep. It wouldn't heal him, but it would keep his body in a state of not-dying. If they unfroze him and tended to him quickly, perhaps there was a chance.
The rest was up to them, now.
The next time Robert had awoken, he was in an advanced medical facility receiving treatment for the wounds he had received... seventeen years ago. As it turned out, Imperial forces arrived at Liberty Point just in the nick of time, driving the pirates away. Although some of the colonists were not pleased to have had to hand over sovereignty of their beloved rock, most simply wanted stability-- which the Empire could thankfully provide.
As for the reason as to why he was only being treated now, it had seemed that the Empire had scanned his injuries within the caskets, and had to shuttle him around until they could find a hospital good enough to house him. As a critically injured individual in cryostasis, conditions not only had to be good but perfect. Such treatments were exceedingly expensive, more than what a family of blue-collar workers could provide.
And thus, the Etienne family worked themselves to the bone to accumulate the money needed for his treatments. If it was any consolation, they had all the time in the world. By the end of it, though, they had managed it, and the operation had gone off without a hitch. For a moment, Robert wondered if it would have been easier for him to have died, but instead, he focused on the fact that he was alive. With happiness in his heart, he returned to his family.
But a young man frozen in time had little to do once he returned home. Liberty Point had been an Empire town for seventeen years, and it showed. Things weren't the same anymore. The majority of the Etienne family had died in the uprising, died in mining accidents, or had long since left for greener pastures. All that remained was his younger sister, now older than he was, and terminally ill from years of dust inhalation.
Dieseul remained by her side until her death several years later.
As a simple man with simple desires, complicated things made him think about his next move. Robert was not a particularly ambitious man, and while he could emigrate towards the coreworlds, he had no skills aside from what he already knew. He could remain in Liberty Point, but then what? He pondered this long and hard, but then decided upon something he had never even considered before this: he would join the military.
The man took the ancient, run-down Hephaestus his family had owned and signed on for the Imperial Navy. He was in good physical health, had known how to pilot a MAS, and had even seen actual combat before. His mech was retrofitted and repaired, and soon, he was transferred to one of the many Mobile Armor Forces. He whet his teeth there, gaining additional training and combat experience. This campaign continued for a while before he was transferred once more towards the 101st Mobile Armor Force.
Equipment:
Engineer's Flight Suit
A vacuum-sealed full-body suit for use in the pilot's seat, as well as for exterior repair jobs.
Plasmacutter
A handheld power tool with a miniature reactor. Can cut through rocks and steel alike, and can also be used to weld something into place.
Multi-tool
A battery-operated power tool that can be used for anything the plasmacutter can't handle.
Toolbox
Contains an assortment of tools and supplies that can be used to maintain his weapons, equipment, and prosthetics.
Unfinished Exoskeleton
A personal project. When he needs to do any real heavy-lifting, he just borrows one of the suits from the hangar, but it's nice to have something to work on.
Colonial Arms Coilgun Revolver
Robert's personal sidearm. A six shot slugthrower that can deliver frontier justice at 5,000 mph.
Personal Effects
Civilian clothes. Mementos of home. Pictures of family.
Appearance: A far cry from the sleeker, military-grade MAS that typically take the forefront, the Hephaestus lives up to its name as an ugly, asymmetrical mech that towers over many of its peers. Its hull is patched up with varying qualities and shades of metal and is painted in a drab construction worker yellow, a matte black, and a reflective grey. This Mobile Armor Suit certainly won't win any awards for style.
Still, its rugged, brutalist appearance aside, it's clear that it was made with function over form in mind. Its simple, bipedal design makes it easy to repair, and the lifter frame exoskeleton provides a 'backpack' and second set of arms for general use. The reinforced cockpit gives the pilot a full view of what's ahead of them, and cameras in the back show side and rear views. This cockpit can be opened up to let the air out, sealed shut in a combat situation (switching all views to rely on external cameras), or even ejected entirely, if push comes to shove.
((As I couldn't find a singular proper image that fit the design I was going for, I've selected five of the most relevant pictures. You are free to combine themes of each one together, taking artistic liberties as you see fit.))
Designation: ICR-309 Hephaestus C (Custom) Role: Industrial Work Unit (Retrofitted for Field Construction, Entrenchment, Repairs, and Demolitions) Chassis: Heavy Description: The Hephaestus is an all-purpose heavy-duty construction, mining, and repair MAS for use in various environments. Although not as popular in the coreworlds due to its steep price tag, high maintenance cost, and large stature, it found great success within the Free-Enterprise Zone and other fringe colonies, where its rugged build and capability for self-sufficiency allows it to thrive. A highly-valued workhorse in any colonial industrial line, many of its kind were integral in the starting phases of any spacefaring organization, whether it be an asteroid mining company, a burgeoning company, or simply a well-equipped salvager.
Thus, when the Great War began, many Hephaestus units beat their plowshares into swords and went into combat. Although mostly valued for their ability to build, mine, repair, and manufacture for its associated faction, the MAS in question was found to hold up decently well in battle, provided it served an auxiliary support role. With a few modifications to its equipment, the Hephaestus' size and tonnage allows it to keep up with smaller-sized mechs, though like most civilian craft, it easily folds under the weight of any dedicated military strike force. As such, these industrial work units are mostly relegated to their original roles, only really showing themselves in the thick of battle if the situation calls for it. Systems:
VF-2 Modular Forgeblade
Superheavy
The pinnacle of new-age heavy-duty tools, the Modular Forgeblade is an innovative design that uses technology similar to a Hybrid Plasma-Kinetic system. With ample materials at hand, the integrated fabricator within the device can flash-forge disposable silicon-carbide power tools to fit the situation. The transparent, nearly diamond-hard blade is created and suspended in an energy field safely away from the wielder's hull. Warning lights illuminate the field so the searing-hot blade only burns and cuts what it is intended to; whether that's dirt, concrete, rock, metal, or an enemy MAS. It is, however, unwieldy, and best used as intended: as a general, all-purpose construction or mining tool, rather than an impromptu melee weapon.
D-10 Bolt Thrower
Primary
A glorified nail gun, the Bolt Thrower was intended to be used as a construction tool, using powerful electromagnets to drive rivets and stakes into the hull of various constructions projects. With some modifications, however, it can be a serviceable weapon, though only truly usable at short to medium range. Ammunition includes 30mm heated rivets, 30mm armor-piercing sabots, or 40mm explosive saber darts.
G-24 80mm Smoothbore Launcher
Primary
The closest thing resembling a true weapon on the Hephaestus. Mounted on the backpack over the right shoulder, this launcher is typically used to fire specialized coring charges. These spiked mining explosives embed themselves deep within space-rock, before detonating to reveal the core within. In combat, these coring charges can be used as-is or swapped out for 80mm autocannon shells, or even autonomous missiles and rockets. However, as the Hephaestus was never intended for a direct combat role, it lacks a properly integrated targeting computer-- as such, it is typically relegated to the destruction of enemy entrenchments, or as a long-range fire support role to provide indirect mortar fire.
"Atlas" Lifter Frame
Secondary
Although most Mobile Armor Suits already sport an impressive carrying capacity, this exoskeleton frame increases the mass the attached mech can lift by a factor of ten. An extra set of auxiliary power arms is added to help carry multiple loads at once (or a singular, heavier load), and the retractable 'backpack' provides ample storage for all of the MAS' equipment, weapons, and materials when not in use. In combat, this allows the Hephaestus to perform incredible feats of strength, which even extends to its use of close-combat maneuvers, though it cannot leverage all of its power to its advantage, making melee a last-ditch effort. This module also comes with bunker bolts, allowing the Hephaestus to plant its feet into the ground for steady footing in areas where its magnetic boots cannot take hold of things.
"Foreman" Drone Control Tower
Secondary
Mounted on the backpack, behind the left shoulder. This large pylon serves as the control network that allows the Hephaestus' pilot to control swarms of construction, mining, and repair drones. These drones lack an AI controller, and instead follow the pilot's commands to the best of their abilities, though they may fall back on internal subroutines if forced to act independently. In combat situations, these drones can be outfitted with light anti-personnel weaponry to deal with ground infantry, with point-defense weapons to deal with missiles and enemy aircraft, or with explosives, to be used as minelayers or as suicide bombers. The combat effectiveness of these drones is limited, however, and can be easily dispatched even with concentrated small-arms fire.
"Atelier" Mobile Factory
Utility
Housed within the Hephaestus' backpack is a fully functional fabricator, 3D printer, autoforge, assembly line, and requisite databanks to make use of these facilities. This factory can be deployed away from the front lines within base camp for a platoon of soldiers, or used within the Hephaestus itself while out in the field. The facilities can process scavenged materials found in the field into usable supplies, allowing the MAS to repair and resupply allied forces, even in areas without proper supply lines. However, the use of this module is both time-consuming and extremely power-hungry, making its use in combat scenarios limited unless the pilot is willing to power down all non-essential systems-- weapons and movement included.
"Casket" Hazard Protection Suite
Utility
This module was made to allow the Hephaestus to perform construction, mining, or repair jobs even in extreme conditions. This module only shows marginal improvements in MAS-to-MAS combat but has been shown to improve survival rates of pilots by up to 80% in situations containing environmental hazards. This protects the mech and its pilot from extreme heat and cold, intense gravity and pressure (or lack thereof), highly toxic, acidic, basic, and radioactive environments, and even provides some form of electromagnetic shielding, allowing the Hephaestus to operate in conditions that would cripple other Mobile Armor Suits. As a last resort, the pilot can also choose to divert all power and hermetically seal the cockpit to go into cryosleep, the inbuilt reactor capable of keeping someone under the ice virtually indefinitely, provided that the reactor remains intact.
NAME: ALISTAIR ARDIZZONE ______________ AGE: 26 ______________ DATE OF BIRTH: OCTOBER 10, 1944 ______________ FAITH: CATHOLIC ______________ NATIONALITY: ITALY ______________
PERSONALITY ______________
Outwardly, Alistair appears to be a kindly young priest who treats everyone he meets with dignity, respect, and a smile on his face. He is wise, understanding, and surprisingly knowledgeable about the ways of the world. He appreciates art, music, and the little things. Above all else, he is a pious man who has dedicated his life to serving the Lord.
Inwardly, Alistair harbors a deep resentment for demons and the unrepentant and can be particularly cold or angry towards them. He isn't afraid to get his hands dirty and believes that ridding the world of these undesirables would be better for everyone. To him, being denied salvation is a small price to pay for the opportunity to save the world, and he'd readily give it up again if he had to. He's also fiercely protective, and perhaps even a little possessive when it comes to those he truly cares about. Paradoxically, Alistair will die for a cause he truly believes in without hesitation yet is simultaneously not yet ready to die.
After all, there is so much more work left to do.
EQUIPMENT ______________
- Ceremonial Longsword: A holy relic, dating back to the First Crusade, this steel longsword has an edge forged from sanctified silver. Gilded with gold and jewels, this weapon was meant to be used to anoint members of an ancient order of holy knights, rather than be used in true combat. Although heavy and unwieldy, it feels light and fast in the hands of the Ordained. Its edge is dull when used against the innocent, while unrepentant sinners find it sharp-- enemies of the Lord cannot even bear to be in the blade's presence, finding the sword to cut supernaturally deep. Alistair keeps the blade in its scabbard, only ever pulling it free if he knows he must purify.
- Holy Bible: A heavy-set grimoire, containing the Word of God. Alistair has each page committed to memory, but he finds the presence of the tome comforting. He can also recite scripture and verses directly from the Bible, causing many demons to recoil in pain. Weaker demons may burn away, though stronger ones may merely be weakened by such acts.
- Reliquary: A leather satchel containing holy symbols, scripture, and other objects that are anathema to demons. Supplies include, but are not limited to: vials of holy water, silver crucifixes, a ritual dagger, a jeweled grail, notes on religious rituals, images depicting the Lord, his Son, the Virgin Mary, and various other Saints, wooden stakes, blessed nails, a hammer, a set of candles, and of course, bread and wine.
CAPACITY ______________
Despite his thin, seemingly frail physique, Alistair is deceptively tough, his physical and mental fortitude impressive even among other exorcists. He was shown to have a prodigious talent for the arts of battle. He leverages this training to great effect during combat, combining his talent and training together. Fast, strong, and tough, the man is a dangerous combatant in close quarters.
When wielding the holy sword, Alistair uses traditional techniques from Fiore dei Liberi, a form of Historical European Martial Arts (HEMA) that revolves around the use of a longsword. When fighting without his blade, he uses a street-boxing style, honed through a turbulent youth in the streets of post-war Rome. If pushed, the man isn't afraid to fight dirty, having learned a long time ago that if there are lives on the line, then no technique is too dishonorable.
In addition, the man knows the entirety of the Bible, the Old and New Testament having been committed to memory. If he encounters a situation where his blade will do him no good, he always has the Gospel and the Scriptures to fall back upon. When even that is tested, he taps into reserves of willpower and determination rarely ever seen, except in men with nothing to lose, but everything to gain.
((Note: You would not believe how hard it is to find decent, completely non-suggestive art of a (non-Naruto) kunoichi. I suppose that's an inherent part of their appeal. Switch these clothes out for a less anachronistic, and more conventional full-body ninja attire.))
Standing at 5"4 and weighing roughly 120 lbs, she has a rather unassuming stature. Still, with her fierce red eyes and short black hair, Izumi does not look much like a conventional woman in the slightest. Her body is lean and catlike, toned over decades of training and combat. Her facial expressions always seems to default to being dour and irritated-- an unfortunate quality for someone in her line of work.
Depending on the mission, Izumi will change her outfit and loadout to best suit the situation. If stealth is required, she wears dark clothes that cover her entire body, or shift into a kimono, yukata, or hakama to blend in. If, for some reason Izumi is deployed onto an open field, or some other area that will involve intense fighting, she will typically don a set of metal arm and shin guards in addition to some lighter armor. She prefers to be armed at all times, and does her best to hide a set of knives on her person, even when in disguise.
Personality: Utterly devoted to her tasks, and prepared to perform her duties by any means necessary, Izumi is the ideal kunoichi. When she is on a mission, she does her job with cool efficiency, and isn't afraid to die if it means the completion of an important task. She does, however, have her pride as a professional, and isn't afraid to praise good work and admonish poor performance, be it that of a friend, an enemy, or her herself.
Outside of battle, however, she's aloof and reserved, even among trusted comrades. She almost never talks about her past. Those closest to her know that this is simply how she is... but she has walls that she rarely ever lets down, and that's evident to pretty much everyone. Izumi can often be found training alone to keep her skills sharp, or producing materials for the next operation-- a testament to her dedication.
History:
Born to a diminishing clan of ninja in service to Lord Utsunomiya Morihiro, a Hoshidan Liege Lord on the Hoshido-Osha border, Izumi was the youngest (and only) daughter raised among four other sons. Still, she was raised to fight for her clan, and trained in the arts of a shinobi. Although she did not possess the same raw talent as her brothers, she worked twice as hard to overcome her deficiencies. She could never win a spar, but each time she was defeated, she returned with the same fiery hunger in her eyes.
As Izumi grew older, her work ethic had come to trump the natural talent of her siblings. She still lost most clashes of brute strength, but she was twice as cunning, and was never afraid to resort to trickery to win. With their skills now developed, the shinobi of the Kurokumo Clan eventually went on to complete various missions for the Lord Utsunomiya, earning them his favor.
However, this seemed to be a double-edged blade, as the lord began sending the shinobi of Kurokumo Clan on progressively more dangerous missions, with little time to recuperate after losses and injuries. As her friends, clanmates, and siblings began to fall, Izumi began to harden her heart, and focus on the missions ahead. After a string of difficult missions, they were given one final task: to assassinate one of the lords of Igasato-- an attempt to snatch land and power in the region.
The Kurokumo Clan nearly succeeded on the attempt, but had failed on their last crucial step. The offending ninja were quickly killed or subdued, and the rest of the clan in their mountain home were rounded up. For their crimes, the entire clan would be subjected to the Execution of the Five Kindred. An execution as thorough as this guaranteed that there would be no attempt for revenge, as everyone starting from the great-grandfather, all the way down to the great-grandson would be put to the sword.
More than enough to decimate their small clan of shinobi.
Naturally, this was the end for their clan. Lord Utsunomiya would not dare lift a finger-- doing something now would incriminate him as the mastermind, and moreover, he had always planned on using the ninja of the Kurokumo Clan as fodder in his game. The king need not put himself in check to save a pawn.
Still, as was her oath, Izumi resisted torture and refused to give up the name of her employer. Each day, they would execute one member of the Kurokumo Clan at random, and the first to give them the information they needed would go free. Nobody would speak, but the torturers made good on their promise. She was the last one alive-- Izumi knew she was dead already, and so, she would take her secrets to her grave.
Or so she thought.
Thanks to the timely intervention of a mysterious benefactor, Izumi had somehow managed to escape the keep. Now on the run from Hoshidan lawbringers, she planned to flee to Nohr-- as far as she was concerned, as the last remaining member of the Kurokumo Clan, her contract to the Lord Utsunomiya was completed. She made it as far as Osha, before she was caught by the authorities. Quite mysteriously, however, they instead sought to bring her to Lady Naitou, the apparent benefactor for Izumi's escape.
Oshan officials made a show of executing the captive shinobi, and soon, the Execution of the Five Kindred was complete. The black clouds of the Kurokumo was nothing more but ashes in the wind, scattered by the light of the Solar Throne... but they did not seem realize that it was a body double. In the years since, the Wraith of the Kurokumo has faithfully served Lady Naitou in all aspects. Izumi had grown weary of the infighting of Hoshido, and had found great purpose in fighting for her new master.
In the years following, Izumi has cut her hair short, and has changed her family name to "Matsuyama", after the Yukigara Mountains. As retainer to Lady Naitou, she's since gone on multiple missions. On a few of those operations, she has worked in tandem with Toda Ujiteru and other such retainers. Her most recent mission, however, is to offer her talents to the Silver Hawks, where she will serve as Lady Naitou's eyes and ears. She has since worked for the mercenary band for several years now, earning their trust (as much as one can trust a ninja, at any rate)... and a decent paycheck for it, too.
For now, she carries on her mission. Only time will tell if her loyalty to Lady Naitou remains strong, or if her allegiances will align with that of the Silver Hawks.
Supports:
Toda Ujiteru - A colleague of hers, even prior to her joining the Silver Hawks. Izumi has a professional respect for his skills, and can trust him to back her up in a fight. She has an ulterior motive, however-- she observes his thoughts and actions, and is trying to gauge as to whether or not Ujiteru's loyalties to Lady Naitou are still intact.
Aburaage Noriko - Surprisingly, Izumi gets along well with the new commander. They maintain a friendly, if not professional working relationship, and share similar sentiments regarding honor (or the lack thereof) and competency (and how it should be present). On occasion, Izumi receives training and pointers from Noriko on how to perform in a direct fight while armed with swords-- a weakness that the ninja seeks to rectify.
Hidaka Sanji - A strange partnership at first blush, but one that Izumi relies upon quite often, as of late. Any time she spends gathering reagents for her poisons is time she could have been spending elsewhere-- either training, or gathering information. Thus, she looks to Sanji as a useful asset in that regard. Recently, however, she has also started receiving lessons on more traditional medicine, as her own knowledge on the subject is highly focused on topics that would assist in assassinations, such as anatomy or poison.
Kataoka Satoshi - Similarly to Sanji, Izumi often looks to him for additional reagents that he finds out in the wild. While his skills as an herbalist might not necessarily on par with the apothecary, it is nevertheless useful to have him around. It never hurts to be prepared-- and it helps to have a well-stocked atelier, in that case.
Kaitlyn - As the one of the few members in the Silver Hawks who can possibly match her own skills as an infiltrator, Izumi can't help but keep tabs on the maid's movements. Naturally, it is presumed that Kaitlyn does the same to the ninja. As a fellow person in her trade, Izumi has a deep respect for her, and it is because she respects the maid that the shinobi will never truly let her guard down in her presence (concealed or otherwise).
Skills:
Infiltrator - As a shinobi, Izumi is capable of all manners of subterfuge. She can blend in with the shadows, unseen, or hide in plain sight, in disguise. She can also pick locks, set and disarm traps, and decipher coded messages, so long as she's given enough time to work. Her skill in athletics and acrobatics also allows her to reach high places quickly and quietly, and evade capture if need be.
Pinpoint Precision - Having been rigorously trained since childhood, Izumi can reliably hit a target's vitals from twenty paces away. She acts with speed and accuracy-- it is said that all of her attacks are her simply emulating her first, perfect throw, over and over again. In addition, she is well-versed in anatomy and pressure points, and can even fight to disable or subdue targets, with a bit of effort.
Alchemist - Poison is a useful tool in any shinobi's arsenal. Although her knowledge of medicine is rather rudimentary, Izumi's knowledge of poison is staggering. She can concoct poisons in the field, and neutralize enemy poisons with her own, if need be. If provided with time and materials, she can also craft smoke bombs, flash bombs, firecrackers, and other pyrotechnics to use in field operations.
Trivia:
In Fire Emblem terms, she would probably have a low STR and RES, high SKL and SPD, middling HP, DEF and MAG, and above-average LCK. At the start of the RP, she would have C-rank in Shuriken, and a D-rank in Swords.
Izumi has a bit of a sweet tooth-- a guilty pleasure of hers, really... Except for tea, which she prefers as is.
She doesn't have an artistic bone in her body, though she is surprisingly good with origami.
Izumi can only cook about as well as the average person, but she's quite good at creating and preparing tea. Most of her cooking skills, however, are used in the production of 'shinobi manjyu', which is a special kind of ration developed by the Kurokumo Clan. A single dumpling can provide a day's worth of nutrients, but... is absolutely disgusting to eat, and smells horrible. Naturally, she reserves them for emergencies.
NAME: ALISTAIR ARDIZZONE ______________ AGE: 28 ______________ DATE OF BIRTH: OCTOBER 10, 1944 ______________ FAITH: CATHOLIC ______________ NATIONALITY: ITALIAN ______________
PERSONALITY ______________
Outwardly, Alistair appears to be a kindly young priest who treats everyone he meets with dignity, respect, and a smile on his face. He is wise, understanding, and surprisingly knowledgeable about the ways of the world. He appreciates art, music, and the little things. Above all else, he is a pious man who has dedicated his life to serving the Lord.
Inwardly, Alistair harbors a deep resentment for demons and the unrepentant and can be particularly cold or angry toward them. He isn't afraid to get his hands dirty and believes that ridding the world of these undesirables would be better for everyone. To him, being denied salvation is a small price to pay for the opportunity to save the world, and he'd readily give it up again if he had to. He's also fiercely protective, and perhaps even a little possessive when it comes to those he truly cares about. Paradoxically, Alistair will die for a cause he truly believes in without hesitation yet is simultaneously not yet ready to die.
After all, there is so much more work left to do.
EQUIPMENT ______________
- Ceremonial Longsword: A holy relic, dating back to the First Crusade, this steel longsword has an edge forged from sanctified silver. Gilded with gold and jewels, this weapon was meant to be used to anoint members of an ancient order of holy knights, rather than be used in true combat. Although heavy and unwieldy, it feels light and fast in the hands of the Ordained. Its edge is dull when used against the innocent, while unrepentant sinners find it sharp-- enemies of the Lord cannot even bear to be in the blade's presence, finding the sword to cut supernaturally deep. Alistair keeps the blade in its scabbard, only ever pulling it free if he knows he must purify.
- Holy Bible: A heavy-set grimoire, containing the Word of God. Alistair has each page committed to memory, but he finds the presence of the tome comforting. He can also recite scripture and verses directly from the Bible, causing many demons to recoil in pain. Weaker demons may burn away, though stronger ones may merely be weakened by such acts.
- Reliquary: A leather satchel containing holy symbols, scripture, and other objects that are anathema to demons. Supplies include, but are not limited to: vials of holy water, silver crucifixes, a ritual dagger, a jeweled grail, notes on religious rituals, images depicting the Father, the Son, the Holy Spirit, the Virgin Mary, and various other Saints, wooden stakes, blessed nails, a hammer, a set of candles, and of course, bread and wine.
- Beretta M1951R: Fairly ubiquitous, even by military standards. Unlike Alistair's other weapons, this one was acquired after the recommendation of a friend. Unadorned and undecorated, this pistol can fire in semi-automatic and fully-automatic modes, and is used to take down targets at medium-to-long range. With a 10-round magazine, this pistol is often filled with blessed ordnance; sanctified silver and salt rounds. The gun has quite the recoil, bullet spread, and inaccuracy when fired in its fully-automatic mode, so Alistair usually reserves that function for emergencies, or to 'fire-and-forget' before engaging in melee.
CAPACITY ______________
Despite his thin, seemingly frail physique, Alistair is deceptively tough, his physical and mental fortitude impressive even among other exorcists. He was shown to have a prodigious talent for the arts of battle. He leverages this training to great effect during combat, combining his talent and training together. Fast, strong, and tough, the man is a dangerous combatant in close quarters.
When wielding the holy sword, Alistair uses traditional techniques from Fiore dei Liberi, a form of Historical European Martial Arts (HEMA) that revolves around the use of a longsword. When fighting without his blade, he uses a street-boxing style, honed through a turbulent youth in the streets of post-war Rome. If pushed, the man isn't afraid to fight dirty, having learned a long time ago that if there are lives on the line, then no technique is too dishonorable.
In addition, the man knows the entirety of the Bible, the Old and New Testament having been committed to memory. If he encounters a situation where his blade will do him no good, he always has the Gospel and the Scriptures to fall back upon. When even that is tested, he taps into reserves of willpower and determination rarely ever seen, except in men with nothing to lose, but everything to gain.