[quote=@tatszico] [hider=Ziko Sinnet] [center][img]http://i.imgur.com/EUWYSry.jpg[/img][/center] [sub]- - - - (Personal Details)[/sub] [color=ed1c24][b]First Name:[/b][/color] Ziko [color=ed1c24][b]Last Name:[/b][/color] Sinnet [color=ed1c24][b]Age:[/b][/color] 24 [color=ed1c24][b]Sex:[/b][/color] Male [color=ed1c24][b]Home Nation:[/b][/color] Teknoh [color=ed1c24][b]Appearance:[/b][/color] 5'10, weighing 160lbs. Long, crimson hair that is usually in a pony-tail or handsome braid. Sturdy stature from working with heavy machines all of his life, as well as having a rough and tan complexion. [color=ed1c24][b]Personality:[/b] [/color] Eccentric, curious, and enigmatic are three words that can be used to describe Ziko Sinnet. He is a man of his own world, having set foot into the forbidden lands just so he could sate his thirst for adventure and wealth of the unearthed treasures. So it doesn't really bother him that people look down on him as a Junker. Hell, his projects are very expensive - what's wrong with getting paid for the efforts of his adventures? The more money he can get into his pockets, the more repairs and constructs he make. As a person, he can be quite unpredictable, having a set of logic and reasons conformed by his many years as a capable Machinist. After all, an unorthodox mind is almost a requirement to bring life to a pile of rusted scraps. Socially, he is sanguine with an upbeat attitude though he can sometimes be too direct and obtrusive. He is daring and adventurous, often taking the necessary risks to reap his long-awaited rewards. He has quite the silver tongue, being able to charm his way out of most situations. [color=ed1c24][b]History:[/b][/color] Born into a moderately wealthy family in the technological nation of Teknoh, Ziko has always had a fascination with the Arcane Constructs of his home. He was greatly influenced by his father who was an Arcane scientist that dedicated his life to harnessing the limitless potential of raw energy into stable batteries for the purpose of innovating the future of Teknoh. When he was old enough, Ziko pursued his own path by apprenticing under a well-known Machinist of the city and under his master's tutelage, was able to grasp the applicability of magic into machines. It was then that Ziko flourished into a mechanical prodigy, having created many constructs both original and traditional throughout the years: satellites that were able to emit energy waves that can be picked up by other Arcane devices for communication, vehicles that can be powered by multiple batteries to be used for long trade routes, and he even helped in the creation of weaponry that harnessed that power of mages to defend the themselves if Teknoh's M3-FFG was ever breached. At the age of fifteen he had already developed a prototype of an arcane cell that would allow him recharge his A/B's through the conversion of natural sunlight into raw energy, instead of depleting the sources of existing nodes. But due to the limitations of the existing technology as well as his arcanic knowledge, he was never able to finish it. So he decided, at age eighteen, to leave his home. Having mastered the techniques that Teknoh offered him, he wanted to further unlock his potential by learning from the outside world. Contacting the nation's CMAS, he applied to become certified as a surveyor and ultimately started his life as a Junker. He has been on the road since, learning and researching through the years of his travels. From time to time he would wander to different colonies in-between his routes to offer his services as a Machinist, but he seldom got any work, let alone attention...because who would want to be be seen with a Junker, anyway? [color=ed1c24][b]Occupation:[/b][/color] Junker and wandering Machinist. [sub]- - - - (Power Matrix)[/sub] [color=ed1c24][b]Primary Focus:[/b][/color] Arcane (through the use of machinery). [color=ed1c24][b]Magical Capabilities:[/b][/color] Zico, in essence, is no mage - he has no innate source that allows him to draw from the Arcane forces. That being said, however, the young man is quite capable in the magical arts but in a more applicable kind of way. Having studied the ancient form of energy for most of his life-time, he has a crisp understanding of it's natural laws and physical fundamentals that he can manipulate the raw energy into his creations, and thus, born technological wonders to aid him in his ventures. From simple gadgets to mobile constructs, as long as resource allows it, the potentials are limitless. [color=ed1c24][b]Body Modifications:[/b][/color] [color=f7976a]Arcane-Infused Eyes:[/color] By implementing small, A/B crystals within the synthetic eyes that are compatible with his brain's neurological network, they are perpetually powered so long as he is healthy and alive. They grant him advanced vision, night or day, to aid with his marksmanship, scouting abilities, and efficiency with precision when working on circuits and conduits on complex machines. [color=ed1c24][b]Weapons and Equipment:[/b][/color] [center][u]Primary Arsenal[/u][/center] - [color=f7976a]Custom-Built Rifle [i]EX-3 ArcBolt[/i][/color]: A highly variable rifle with an Arcanic-modified receiver and chamber to house different types of 'magic bullets' created by utilizing condensed energy from special Arcane Batteries called "Arcane Ammo (A/A)". The weapon is able to accumulate the refined energy within the attachable mags before dispelling it with the force of a bullet. The parts of the rifle are interchangeable, and he usually carries different mods so that he may be well-equipped for specific needs at different ranges. [center][u]Secondary Arsenal[/u][/center] - [color=f7976a]Arcane Infused Grenades/Bombs/Mines:[/color] By radically tampering with raw, Arcane energy and building a housing unit to withstand it's destabilized nature, Zico is able to create explosives. These are very costly to make and are very dangerous. They vary in size and shapes, and are triggered through the activation of a catalyst with a quick shake before throwing. They range from elemental types, to cluster explosions, and can even detonate with healing factors. - [color=f7976a]Turrets:[/color] No one wants to tread No-Man's-Land by themselves and to fix that problem, Zico has created different types of turrets to aid him with the unknown forces. A lot of them are large but lightweight immobile sentries that are powered by A/B that can detect movement and automatically respond, though they can be somewhat inaccurate. Some are even portable and disposable - they are in throwable cubes and when activated, transform into a miniature turrets that can harass with small bullets or beads for a strategic distraction. The only downside is that they detect movements and motions in general, and therefor, he must be wary of friendly fire. [center][u]Gadgets[/u][/center] - [color=f7976a]Portable Shields:[/color] Using arcane energy that has been synthesized to become highly dense and tightly packed when activated, Zico can throw down barriers for himself and allies. They act as a tiny, very much down-graded version of the M-3 FFG used in major cities. They range from walls to domes, and the duration and strength of the shield depends on the shape and size of the protected layer. Wider shields mean more weak spots, whereas a smaller cover style can take a up a few more punches. - [color=f7976a]Scouting Orb:[/color] A small, clear sphere with an A/B crystal set at it's center. Releasing a pulse of invisible energy at determined intervals, it allows for the detection of movement and relays its findings through a series of dim flashes at a spectrum that only modified eyes can see. - [color=f7976a]00 "Cache" MK II[/color] - A quad-pedal, large dog-size machinery that acts as a mobile storage unit for Zico's various tools and resources when he ventures out to No-Man's-Land. As a Machinist, he is in constant need with his parts if he wants to survive out in the barren wilds, as he cannot rely on his own physical talents to keep him alive. The machine is automated with special A/B that resonates which another that Ziko carries. Because of the arcanic link, the machine is able to 'follow' Ziko, so long as he has the other battery on his persons. [b]Specialties:[/b] Expert marksman, proficient in most types of machineries, and the is adept at the fundamentals of Arcane manipulation. [/hider] [/quote] [hider=Evaluations] [color=ed1c24][b]History:[/b][/color] Born into a moderately wealthy family in the technological nation of Teknoh, Ziko has always had a fascination with the Arcane Constructs of his home. He was greatly influenced by his father who was an Arcane scientist that dedicated his life to harnessing the limitless potential of raw energy into stable batteries for the purpose of innovating the future of Teknoh. When he was old enough, Ziko pursued his own path by apprenticing under a well-known Machinist of the city and under his master's tutelage, was able to grasp the applicability of magic into machines. It was then that Ziko flourished into a mechanical prodigy, having created many constructs both original and traditional throughout the years: satellites that were able to emit energy waves that can be picked up by other Arcane devices for communication, vehicles that can be powered by multiple batteries to be used for long trade routes, and he even helped in the creation of weaponry that harnessed that power of mages to defend the themselves if Teknoh's M3-FFG was ever breached. At the age of fifteen he had already developed a prototype of an arcane cell that would allow him recharge his A/B's through the conversion of natural sunlight into raw energy, instead of depleting the sources of existing nodes. But due to the limitations of the existing technology as well as his arcanic knowledge, he was never able to finish it. So he decided, at age eighteen, to leave his home. Having mastered the techniques that Teknoh offered him, he wanted to further unlock his potential by learning from the outside world. Contacting the nation's CMAS, he applied to become certified as a surveyor and ultimately started his life as a Junker. He has been on the road since, learning and researching through the years of his travels. From time to time he would wander to different colonies in-between his routes to offer his services as a Machinist, but he seldom got any work, let alone attention...because who would want to be be seen with a Junker, anyway? [color=ed1c24]A couple things here. First, satellites cannot possibly exist yet. I am ok with mentioning the theory of satellites in-character, but right now, I don't like the idea of satellites existing since phones and computers are way ahead of the current level of tech. The other things is in regards to Junkers. Currently, Junkers have not gone on any missions yet. So if Ziko wanted to learn from the adventures of a Junker, he wouldn't have made any discoveries yet unless he was a Diver prior to the Survey Initiative being accepted by the Arcadian government.[/color] [color=ed1c24][b]Magical Capabilities:[/b][/color] Zico, in essence, is no mage - he has no innate source that allows him to draw from the Arcane forces. That being said, however, the young man is quite capable in the magical arts but in a more applicable kind of way. Having studied the ancient form of energy for most of his life-time, he has a crisp understanding of it's natural laws and physical fundamentals that he can manipulate the raw energy into his creations, and thus, born technological wonders to aid him in his ventures. From simple gadgets to mobile constructs, as long as resource allows it, the potentials are limitless. [color=ed1c24]Golems are fine, but robots are definitely a no-no. Artificial intelligence would be impossible to create as independent from a simple command input. Just be careful with how far you go with your constructs, don't let em' have any consciousness or independence or well, speech. Even Golems, which do exist, are very advanced constructs.[/color] - [color=f7976a]Turrets:[/color] No one wants to tread No-Man's-Land by themselves and to fix that problem, Zico has created different types of turrets to aid him with the unknown forces. A lot of them are large but lightweight immobile sentries that are powered by A/B that can detect movement and automatically respond, though they can be somewhat inaccurate. Some are even portable and disposable - they are in throwable cubes and when activated, transform into a miniature turrets that can harass with small bullets or beads for a strategic distraction. The only downside is that they detect movements and motions in general, and therefor, he must be wary of friendly fire. [color=ed1c24]Always make sure to specify the capability of the turret used in-character so that we don't have b-b turrets rending flesh, and high power turret bouncing off of fabric xP[/color] - [color=f7976a]Portable Shields:[/color] Using arcane energy that has been synthesized to become highly dense and tightly packed when activated, Zico can throw down barriers for himself and allies. They act as a tiny, very much down-graded version of the M-3 FFG used in major cities. They range from walls to domes, and the duration and strength of the shield depends on the shape and size of the protected layer. Wider shields mean more weak spots, whereas a smaller cover style can take a up a few more punches. [color=ed1c24]These are fine, just be careful how often you use them. Barriers take a LOT of arcane energy to sustain.[/color] - [color=f7976a]Scouting Orb:[/color] A small, clear sphere with an A/B crystal set at it's center. Releasing a pulse of invisible energy at determined intervals, it allows for the detection of movement and relays its findings through a series of dim flashes at a spectrum that only modified eyes can see. [color=ed1c24]Sorry, but this one is a little to mechanically complex for my tastes. I like your eyes, and they're already more complex than most other technologies in the current world right now. Taking it a step further with an area scanning orb? Not so great. Either remove this, or change it so that it doesn't require such complex mechanics to function. I'd suggest the former, honestly.[/color] - [color=f7976a]00 "Cache" MK II[/color] - A quad-pedal, large [b]dog-size[/b] machinery that acts as a mobile storage unit for Zico's various tools and resources when he ventures out to No-Man's-Land. As a Machinist, he is in constant need with his parts if he wants to survive out in the barren wilds, as he cannot rely on his own physical talents to keep him alive. The machine is automated with special A/B that resonates which another that Ziko carries. Because of the arcanic link, the machine is able to 'follow' Ziko, so long as he has the other battery on his persons. [b]Dog-size[/b] [color=ed1c24]cuuUUUUTE![/color] [/hider] Look over the issues I have, and get back to me. Other than those though, he looks pretty awesome, and I'm happy to see somebody other than Ebenezer who doesn't use freakin' Ki. [quote=@Unfortunately] And here comes the first lass of the bunch. [hider][sub]- - - - (Personal Details)[/sub] [b]First Name:[/b] Karida [b]Last Name:[/b] Arconis [b]Age:[/b] 25 [b]Sex:[/b] [s]No, please.[/s] Female. [b]Home Nation:[/b] Arcadia. [b]Appearance:[/b] [img]http://i.imgur.com/1iZJHUz.png[/img] Karida towers at 5'10 tall, which is somewhat tall for a woman, and weighs 136 lbs. Her skin appears to be barely blemished by the sun and by scars, perhaps from being continuously shaded under the cloak's hood and from some sort of luck that most of her wounds don't leave a lasting mark. She has shoulder-length dirty blonde hair, brown eyes and a curvaceous figure hidden underneath her simple brown cloak with a faded yellow cape draped over her left shoulder. [b]Personality:[/b] Karida, as someone who studied under a CMAS-licensed school and currently as a licensed Diver, was a determined and ambitious woman saw it upon herself to study the techniques of her own arts. Shrewd and reserved, Karida is particularly known for her wisdom at such an early age, and was one who was showed little distress or frustration regardless of circumstances. Karida abided by the laws of CMAS and of Arcadia, and as such only ventured to No-Man's-Land when the Survey Initiative law allowed her to do so with a proper license. Much like how other Divers disdain Junkers like her, Karida also holds the same degree of contempt towards regular Divers. Karida also holds the beliefs of CMAS as she was taught so: that the subject of Ki is absolute garbage, the concept of demons are also garbage, and that arcane energy is the supreme and rightful philosophy of Thorisa. [b]History:[/b] Born privileged and raised privileged is what many would simply describe Karida's childhood. From an early age, Karida already showed her ambitions, and she had her way when the wealthy Arconis family put her in an arcane school in accordance with what she wished on a birthday. Karida envisioned herself to rise high(er) in the ranks of society, and possessed a driving ambition to become an Arch-Mage. Karida wished to venture into No-Man's-Land too, seeing it as a good opportunity to improve her skills, but she never exactly liked the idea of being associated with those filthy Divers. Besides, at that time, it wasn't even legal. Only when the Survey Initiative was made did she made her interest to explore the forbidden regions public. Karida volunteered to become a Junker, on the grounds that it was finally licensed and that it paid well, of which would provide her much-needed money living alone. Her resolve of rising high never faltered, even though she was aware that she was putting herself in a shunned place in society. [b]Occupation:[/b] Junker [sub]- - - - (Power Matrix)[/sub] [b]Primary Focus:[/b] Arcane [b]Magical Capabilities:[/b] [list] [*]Solar Fire - Karida is capable of creating and manipulating hot solar plasma to a great extent. While similar to fire attacks, one advantage of this is that it is too hot for water to extinguish, that it is different from fire and therefore makes any fire-nullifying abilities useless, and is also generally more forceful. This requires a staff to use offensively, as it is too volatile to be handled by hand at her current degree of skill and causes highly forceful recoil at even just a simple attempt at spewing out a stream of plasma. [*]Plain Fire - If a staff is absent or broken, Karida will make use of regular fire instead, with lesser potency than Solar Fire. [*]Propel - This is not in itself an ability, but rather a technique that takes advantage of Solar Fire's recoil that pushes her in a similar way to a thruster; where the hand is extended, it propels her in the opposite direction. As this uses the volatile form of Solar Fire, Propel does not need a staff to be executed. Propel makes up for Karida's lack of direct defense through movement. [*]Healing Magic - Self-explanatory. As much as possible, Karida makes more use of environmental latent energy instead of tapping excessively into her own internal energy, as using too much of her own would still wear her down anyway.[/list] [b]Weapons and Equipment:[/b] Two staves, one serving as a spare, both stored at her back with each serving as conduits for her Solar Fire. The rest are mage's robes, arcane study books and general equipment. [b]Specialties:[/b] Highly intelligent in all regards, including the nature of Arcane. Decent in cooking.[/hider] [/quote] [hider=evaluations]Much like how other Divers disdain Junkers like her, Karida also holds the same degree of contempt towards regular Divers. Karida also holds the beliefs of CMAS as she was taught so: that the subject of Ki is absolute garbage, the concept of demons are also garbage, and that arcane energy is the supreme and rightful philosophy of Thorisa. [color=ed1c24]ahHAHAHAHAHAHA! ATTA'GIRL![/color][/hider] Perfect sheet, no issues at all. I will even add a small description of staves, and how they are made in the main post to incorporate her weapons into the lore. You can go ahead and post it in the characters thread.