The bow and the gun. Both technological marvels when they were first introduced, with the sole purpose of killing the poor fool on the other side. Of course, one was designed centuries after the other, but they still shared the same role.
When the Relative Interdimensional Field Transit Faster-Than-Light Drive, or RIFT, was invented in the late 23rd century to solve the old limit of sublight travel, humanity spread to the stars like the ancient empires on Earth, rapidly colonising hundreds upon thousands of planets. Every year, dozens of colony ships would travel to newly-discovered potential colony worlds, and being the slow process of landing, possibly terraforming, and finally settling on it. These operations were all controlled and overseen by the United Earth Government, birthed from the crumbling remains of the old United Nations. Nothing could be done without their permission, but all in all, the colonies and Earth itself were okay places to live.
It is now the year 2841. Project RIFTGATE is initiated to further study the interdimensional properties of the RIFT drives, to see if there were any other alternate realities on the other side. Drawn up and headed by some of the best minds in the UEG, the project took months to finish, and when it was done, the first successful Alternate Reality RIFT Portal was opened, and plans for a research team to enter were made.
However, some top military personnel were not happy with the portal just being used for research purposes, and so, decided to send the first Marine detachment into the portal, with numerous men and machines, and the research team, of course. When they went through, they entered a vast and beautiful landscape only matched by a select few colony worlds like Stanza and Panorama. It was something people yearned for, and it was heaven to many.
Meanwhile, on the other side of the portal, reports of magical portals appearing and metal creatures walking out of it have reached the Kingdom of Acadoria, a peaceful kingdom that has fallen on some rather hard times. Its leader, Princess Camilla Amethyst, has decided to launch an investigation.
Of course, none of these parties knew that they were going to run into each other.
The United Earth Government is the central ruling body of Earth and all her colonies. Most, if not all offworld operations are headed from here. Formed from the ruins of the ancient United Nations after the First Intersolar War in 2311, it has since grown to be a massive interstellar empire, having colonised hundreds upon thousands of worlds.
The United Earth Government Naval Command is the UEG’s military wing, made up of the Marine Corps, Aerospace Force, Navy, and Federal Army. The UEGNC relies heavily on powered technology, with each armed soldier being equipped with a full set of powered armour. Although the UEGNC primarily utilises kinetic weapons, energy weapons are also commonly used. An example of this is the devastating Particle Cannon mounted to most capital ships. Most of the ships in the UEGNC Navy use railguns, missiles, close-in weapon systems, and nuclear weapons, along with plasma weaponry. Several ships also use the much more powerful antimatter warhead that can annihilate entire fleets of ships.
The UEGNC has numerous powerful war machines at its disposal, from tiny recon drones to massive mobile fortresses. Some of which include the RT413 Dragoon Battle Tank, the RD12 Recon Drone, and the AF-21 Warhawk Strato/Exoatmospheric Fighter.
Ranks Private (PVT) Private First Class (PFC) Specialist (SPEC) Corporal (CPL) Sergeant (SGT) Staff Sergeant (SSGT) Warrant Officer Second Class (WO2) Warrant Officer First Class (WO1) Senior Warrant Officer (SWO) Chief Warrant Officer (CWO) Lieutenant (LT) Specialist Lieutenant (SPECLT) Captain (CPT) Major (MAJ) [Note: Don't make your characters a higher rank than the next few.] Lieutenant Colonel (LTCOL) Colonel (COL) Brigader (BRG) Lieutenant General (LTGEN) General (GEN) Field Marshal (MAR) Supreme Commander (SUPCOM)
Project RIFTGATE is a top-secret military project to study the alternate realities created by humanity's answer to faster-than-light travel, the Relative Interdimensional Field Transit, or RIFT. It worked by basically tearing a hole in the fabric of reality itself into another dimension, allowing ships to pass through and essentially take a shortcut through space, much like a wormhole. However, these can only be opened in space, as opening one up in the atmosphere could cause the surrounding matter to be destroyed, causing an explosion that might destroy the entire planet. The RIFTGATE was only possible because Temporal Disruption Field Emitters were erected, preventing this from happening. This safely allowed the portal to be opened on the planet surface.
Enter the world of Ceas, a world much like Earth, but not wrecked by pollution or sky-spanning cities or billions of residents. No, it is a world where the air is fresh, the land peaceful, its inhabitants (mostly) kind. Five continents lie on the planet's surface: Acadoria to the east side, Ethitrem next to Acadoria, and Cheri, the smallest, just below it. To the west are Edegord, the largest here, and Miraven below it. The Kingdom of Acadoria, the largest and most powerful force in the world, is headed from the continent it is named after.
Trade between the kingdoms in the east side is relatively peaceful, but those inhabitants are weary of the ones who live in the west. Reports are that Miraven is a home to a host of dragons, some of the most feared creatures in Ceas, with attacks being fairly common around the coasts. Edegord practices dark magic, something frowned upon by many. Relations are strained, but the world is still peaceful.
Acadoria - The most peaceful and powerful of the lot
Cheri - The smallest but most prosperous
Ethitrem - Acadoria's ally and trading partner
Miraven - A home for dragons and their riders
Edegord - A mysterious continent of dark magic
Windkeep City - The capital and largest city of Acadoria. The Snake River runs through it.
Riverwood - A large town located south of Acadoria, and north of the RIFT Portal. Acts as a rest stop and trading hub for travellers.
Norton - A small village located just around a dozen or so kilometres north of the RIFT Portal site. It relies on trading and lumber.
Fort Stowe - A castle inhabited by an independent order of knights known as the Order of the Sword. Runs most of Norton, and is located just a few kilometres from the village itself.
Great Mountains - A massive mountain range. Windkeep is located just in front of it.
The Path - One of the safest ways to travel to Windkeep. The village of Mistral is located through here.
Mystic Vale - A location unknown to most of the world. Hermits and monks live with the massive waterfalls here.
Frozen North - The colder and harsher regions of Acadoria. Yetis and other snowy creatures live here.
Civitatis Arenam - A large trading town that lies on Acadoria's warmer south coast.
Dovenport - Acadoria's main port town. Located on the west coast of the continent.
The Bow and the Gun is loosely based on the Gate series of anime and manga. It is mostly set in your average fantasy world i.e. magic, elves, swords and stuff, and features soldiers and researchers from a futuristic setting exploring the world. Magic exists, and can only be used by the residents of the fantasy world. You can be anyone you want on the fantasy side, and a soldier or a mercenary or a researcher on the Sci-Fi side. You can create your own kingdoms, races, everything. This RP will mostly focus on character interaction and culture shock.
Note: Try to be realistic. The UEGNC is basically space NATO in the distant future, and is made up of humans only, with androids and machines serving with it. Please don't create a character that has anime powers like frickin laser beams. The UEGNC is advanced, but not advanced to the point of mind control and teleportation.
Name:
Callsign/Nickname:
Age:
Gender:
Race: Human, android, or A.I. only.
Occupation/Rank: (Refer to UEGNC Ranks)
Affiliation:
Appearance:
Personality:
History:
Weapons and Equipment:
Skills and Abilities:
Quotes:
Theme:
Name: Axel Clifton/Military Combat Android Generation 16 Series 58 Unit 9947
Callsign/Nickname: Riff
Age: None, programmed 28, two years since activation
Gender: Male programming
Race: Android
Occupation/Rank: Staff Sergeant
Affiliation: UEGNC, 41st Special Combat Unit
Appearance:
Riff, like all Generation 16 Androids, has glowing blue photoreceptors and stands at a full 6'2". He has a well-structured face and short black hair slicked to his left.
Personality: All Androids Generation 9 and above have their own distinct personality, and Riff is no exception. His personality is unique in that he attempts to flirt with every female he encounters, even though he is perfectly aware of the fact that he is not a human. Although this has certain drawbacks, he still tries and tries to get someone to fall for him, even though it has never worked once before. Most girls either rejected him for his flirtatious attitude, or because he was a metal skeleton incased in a synthetic layer of skin.
He takes great pride in his musical talents, occasionally playing the guitar for his unit during free periods, thus earning him the nickname 'Riff'. He is also incredibly snarky at times, and is genre savvy.
History: Axel Clifton, or known by his designation as Military Combat Android Generation 16 Series 58 Unit 9947, is one of the last Generation 16 androids created, before the launch of the new Generation 17. He was manufactured in the central manufacturing plant of Frontier Robotics Corporation on the industrial world of Exodus, along with hundreds of others. He was modified to serve for military use, with tactics and training being uploaded into his central processing matrix, before being activated and shipped to the nearest recruitment centre.
After breezing through Basic Training (mostly because he was an android), he was assigned to the 41st Special Combat Unit and sent to fight in the Colonial Uprising, a civil war fought between the United Earth Government and the Coalition of Independent Colonies, a war that had been waging on for a full 87 years. He was one of the many men to fight for the colony world Offshore, a heavily-defended planet that was controlled by the CIC. After a month of heavy fighting, the UEGNC finally managed to secure and reclaim the planet.
Later, he was promoted to the rank of Staff Sergeant for his role in the battle and given his own fireteam to command, a team designated as Castle. There, he remained in the 41st and continued fighting and commanding his team until his unit was given new orders to travel to the planet Panorama located just a few dozen lightyears away from Earth. Battered and tired, they obeyed and relocated while more men were shipped in to carry on the fighting.
Weapons and Equipment:
ACAR-38: The standard issue assault rifle for every Marine. It, like all other kinetic weapons of the UEGNC, uses a coil propulsion system to fire 8.41x63mm armour-piercing rounds at incredible speeds and range. It has a selective fire mode and can fire single shots, burst shots, and full auto.
Sonic Cannon: A sonic cannon mounted to Riff's right arm. It can be deployed by turning his whole arm into it.
Marine Powered Combat Armour/Specialist: Wears the specialist variant of the standard powered armour, intended for optimal mobility.
Skills and Abilities:
Close to Metal: Being an android, Riff is able to sync up to any computer and easily repair any machine, making him his team's tech expert.
Heavy Mettle: Riff has good tactical leadership skills
Pinpoint Calculations: Riff is a very competent marksman and deadly close combatant
Advanced Hydraulics: Military Combat Androids all have advanced hydraulic systems, allowing them to have the strength three or more humans.
Reactor Overclock: Riff overclocks his plasma reactor, allowing him increased strength and mobility. However, he overheats very quickly in this state, needing to cool every so often.
Note: I don't have much of a limit on fantasy characters, but the more overpowered they are, the more likely they'll take a nuke to the face.
Name:
Titles:
Age:
Gender:
Race: You can create your own race as long as you provide a picture or at least a detailed description.
Occupation:
Affiliation: You can create your own faction if you want, but provide a description.
Appearance:
Personality:
History:
Weapons and Equipment:
Skills and Abilities:
Magical Spells:
Quotes:
Theme:
Name: Camilla Amethyst
Titles: Princess Camilla
Age: 22
Gender: Female
Race: Human
Occupation: Princess of Acadoria
Affiliation: Kingdom of Acadoria
Appearance:
Personality: While she is not an incompetent leader by any means, Camilla generally views herself as an inferior leader, and thus has low self esteem. She fears that her people do not see her as the rightful leader of Acadoria, and normally confides within the walls of the Palace of Kings. However, she is constantly looking for ways to prove herself, but she is just too scared of going out. Despite this, she can be very caring, and is extremely selfless. She has a love of music, and can skilfully play the violin.
History: Camilla was born into the Royal Family of Acadoria. There, she was showered with love from her parents and the entire kingdom, but was never spoiled. She was taught by only the best tutors in the entire land, and it was clear that she was gifted. She began to show exceptional leadership skills, and her parents saw her as a perfect heir, and spent months teaching her how to rule a kingdom. She was constantly put under pressure because of this, longing to live up to her parents' legendary leadership, and hoped that she would have a few more years to learn the ropes.
She never got the chance as her parents were killed by bandits when they were travelling to a nearby kingdom. All of Acadoria mourned their loss, and moved on. All except Camilla, for she was still unable to cope with their death. With the new burden of having to run an entire kingdom put on her shoulders, she struggled to manage the land even with numerous senators and ministers helping her, and would frequently lock herself in her room.
She eventually found solace in music, picking up the violin and playing to ease her troubles. Camilla would frequently play in the gardens of the palace when she is feeling troubled, or to a select few people she felt she could trust. When reports of a magical portal appearing near the village of Norton, she decided to prove herself that she was worthy and gathered a small group of people, mostly friends and palace guard, and headed off.
Weapons and Equipment: No weapons, just several coins she keeps with her.
Skills and Abilities:
Soothing Tone: The princess has the ability to calm angry beings, be it human or animal.
Leadership: Camilla is a very good leader.
Magical Spells:
Candlelight: Camilla casts a spell that summons a small sphere of light that floats around her.
Healing: Camilla can heal others and herself.
Quotes: "I may not be the best leader, but I'll do what I must for my people."
>Update 6/10/16: Added more world locations. >Update 7/10/16: Changed logo and added theme song. >Update 8/10/16: Added the UEGNC flag and information on Project RIFTGATE. Changed logo. >Update 10/10/16: Added more locations. Added maps.
@Hostile right, I think I'm done finally. Do tell if there are problems so i can run to the nearest bomb shelter.
I'll expand more on that sect of knights later.
"If you screw this up, I'm going to mount your head on the end of my sword."
Name: Senna Aurelius Constance Just 'Sen' will do.
Titles: The Boreal Knight
Age: 22
Gender: Female
Race: Human/Living Armor
Occupation: Knight
Affiliation: Knights of Hiemal, Edegord
The Knights of Hiemal, are a chivalric sect based in the Edegord region, a place well known for its rumors regarding dark magic. All rumors, are of course, based in some fact. None more so than the mysterious and reclusive Knights of Hiemal. Situated far to the North in Edegard, they are a group of highly religious Knightly scholars and mages that borders on Zealotry to their god, the 'Prophet of Ash'. Typically, they wear silver or black armor, and are trained with both a variety of weapons, and typically dark-aligned magic of some sort. No form of inquiry into magic is too dangerous to pursue. Knowledge, is the highest form of power in the world after all.
Despite their Zealotry, they are knights and most keep to a strict code of discipline, training, study, and honor, and quite often a love of fighting and showing off their martial prowess. To show weakness of any sort, would be an infraction on their code of honor. Their main keep, is located far to the North in Edegard, in a frigid land surrounded by ice and snow.
Appearance: Standing at a tall five foot eight Senna is fairly tall for a woman. She has larger frame, and constantly wears a black and gold armor. The armor itself is made out of a durable plate metal, designed to be some of the best defense money and magic can buy. It offers good mobility without sacrificing defense. A gold cape is worn on her shoulders, and at her side rests a large, heavy two handed sword. That's all most people ever see of her, as she doesn't remove her armor in most situations.
Her most striking feature, would be her gold, harvest moon colored eyes that shine with a somewhat otherworldly light, especially in low light conditions. Not exactly an eye color most people tend to have. Her face has pale skin, with gentle curves and a complexion that one wouldn't expect of a swordsman of her strength. She has obvious toned muscles with long, black hair falls to her shoulders. Often times, she wears a rather an irritable frown or other hostile expression. Why does she not take off the armor? Simple, she is physically incapable of doing so. She may remove the helmet for a short time, but for the most part the armor is unable to be removed through normal means.
Personality: Senna is, well, in a few words - brash, reckless, cynical, and loves fighting. In fact, so much so she can even get carried away sometimes. This all stems from one rather nasty personality trait of hers - she is an incredibly angry little human. Where the aggression comes from, no one knows. Point is, if she gets royally pissed, angry, or excited at the prospect of fighting something or someone, she's gonna be difficult to stop. Once she gets going, it's almost impossible for her to stop until she's exhausted or she's bashed whatever she's fighting skull in.
Despite her anger issues though, she's pleasant enough as long as you don't piss her off. She loves drinking, partying, and having a pretty good time. Snarky, sarcastic, she likes making fun of people, though she doesn't intentionally mean harm. Its all just fun banter to her, really, and if someone gets pissed then they just need to go take a seat and re-evaluate their life. She's surprisingly quick to forgive and forget, and would be the first to make amends with an enemy after all that initial aggression wears off. A bit of a flirt, too, at times. Especially if she's been drinking.
Of course, this doesn't encompass the entirety of her personality. As a Knight of Hiemal, she has been trained as a knight and to work with her brother and sisters in arms. While she does have a rather bad temperament and she didn't particularly take interest in their scholarly pursuits, she was one of the best swordsmen in the order, and was quickly able to distinguish herself. Discipline, Loyalty, and above all order.
Those that are her allies, can always trust her to do her best and even protect them at the expense of harm to herself. She has a large sense of order, loyalty, and will always execute orders she has been given to the best of her ability.
Expect harsh insults for them being stupid enough to need her help in the first place, though.
History: Originally, Senna hails from Acadoria, a small town on the coast contrary to what her affiliation might suggest. She lived there on a small farm with her mother, father, and her friend, an Elf that had run away from home for whatever reason that they had decided to take in. Until she was around ten, things were about as normal as the farm life could be. She played with the animals, and had a fairly normal life, aside from the occasional training her father gave her in swordsmanship. Apparently he was some sort of old knight from Edegord, at least that is what he told her. It wasn't a big deal, really, until an old 'acquaintance' of his showed up at their house.
Senna isn't entirely sure what happened, but she ended up volunteering going back to Edegard with the man after thinly veiled threats towards him that his family wouldn't be entirely safe where they currently were, and it being a shame that his old friends in the knights wouldn't be able to help him. Of course, her parents tried to stop her but being the cheeky and somewhat crafty brat she was, she managed to leave anyways under the promise that her family would be safe.
Fast forward a couple of years when she was sixteen, she had already proved to be quite skilled with the sword, and had already taken up her signature two-handed claymore. She moved up the ranks of the Knights pretty quickly, and often kept in touch with her parents via letter. Her life mostly consisted of training, killing beasts out in the frozen tundra, and keeping order in the lands surrounding the knights keep.
When she was twenty, she was old enough to finally do what they had initially wanted from her. Someone to test the Knights latest 'weapon'. She of course, volunteered for it and wore the armor willingly. The 'Boreal Armor'. For the most part, she has been given leave to do what she wishes, and uphold the values of the knights and ensure there is order across the land.
Witherbrand, Glacial Claymore: This large, two handed sword was said to have been forged out of ice that never melted, and tempered by dark magic by the founders of the Hiemal Knights. It is incredibly frigid to the touch, to the point where most humans would receive severe frostbite if they touch it unprotected.
The sword is about as tall as a man is, its long and slender blade elegantly and beautifully designed. If broken, the blade can reform itself with ease simply by cooling the air around it and reforging the blade itself, almost as if its alive. A dark, murky substance can be seen lingering in the core of the blade, suggesting taint by dark magics. Usually, it is kept hidden under her cloak on her back. If it strikes a human, they will feel as though their very soul is being frozen by the blade.
Boreal Armor: The black and gold armor she wears signifies her status as one of the highest ranking Knights within the Hiemall order. It was forged out of one the strongest metals made in Ceas, and tempered with the sects dark magics, giving it some rather unique properties. Wearing it has the unfortunate side effect of the wearer being unable to remove it, but why would they remove something that gives them such great benefits, really? Forcibly removing it might have some unintended side effects, as the armor has basically fused with the wearer's 'soul' at this point.
- Resistance to low and high temperatures, extreme durability, physical enhancements to the wearer and an access point to help one channel magic. It is frigid to the touch and often can cool down a room a few degrees simply from being in it.
If damaged, the armor seems to repair itself with time, with some otherworldly seeming magic similar to Witherbrand.
Master Swordsman: As a knight, she has trained for years with various blades, before deciding a large two handed claymore suited her best. She is quite gifted with its usage, and despite the blades somewhat cumbersome weight, still maintains fairly decent mobility with it, but isn't going to be ninja flipping anytime soon.
Peak physical ability: She's about as strong as possible for a human to be, and while not as strong as some of the more inhuman races out there she's got a fairly good bit of muscle on her and would give most people a run for their money. While she could possibly be a bit more agile, she's fairly mobile things to the physical enhancements the armor gives her.
Void Magic: A branch of dark magic practiced by the Knights of Hiemal that combines the frigid chill of ice and the dark of shadows. While her skill in this is currently limited to a few spells, it does give her a bit of range other than with her sword. She doesn't make much use of it, but if one is unprepared for the magic then it could be quite the surprise. Wants to get better at using them, though.
Current spells: Void Spike: A pillar of a cold, dark substance springs from the ground, threatening to impale the target with it. Has a range of around 10 or so meters.
Quotes: "You guys are fucking idiots, you know that?" "Buy me a drink, and I'll be your new best friend for the evening."
"I am the mouth and ears of Batisvana. What makes you think you can escape the wrath of my people... or much less, just me?"
The asura are a race that is cloaked in rumor. They are largely confined to three small counterbalanced states in the southern tip of Acadoria, where a lush tropical jungle sprouts from river deltas fed by the mountains. The asura rarely leave their native states, and thus their reputation is marred by legend. What is known is that they are one of the longest-lived races on Ceas, and thus the machinery of politics has left grudges in asuran society simmering for countless years. This has given rise to their nickname as “The Begrudgers,” or insultingly, “Devils.” Asura are marked by three traits: unusual height (6’7” and up for male is average), dark red skin, and a pair of brown segmented horns rising from their foreheads. It is said that an asura’s horns contains their soul, so to mar another's horn is a grave insult. Asura are commonly fond of decoration: they have perfected the arts of jewelsmithing, body piercing and tattooing and weaving. Their desire for luxury is so common that “an asura’s wardrobe” is slang for an exorbitant amount of money.Name: Jana tiBatisvani Sumbhaya (first name, title/honorific, surname). Title: Ambassador of Fire. Gender: Female. Race: Asura. Age: 320 (mid-50s by human standards). Occupation: Diplomatic envoy from the Kingdom of Batisvana to Acadoria. Allegiance: Batisvana, and Acadoria to some degree (as long as they treat her well).
Jana is a stunner, with a lithe body that is sinuous yet refined. She stands just over six feet in height, which while tall for humans is on the shorter end for mature asura. Like others of her race, her skin is brick red; her eyes are a pale yellow-gold; and a pair of horns sprout from her forehead (hers being noticeably small by asuran standards), each decoratively pierced and capped. Jana ties her glossy black hair in a thick braid, which is then left to drape over one shoulder. Her preferred outfit is a shapely red robe, sumptuously embroidered with gold. Her arms and hands are adorned with many heavy ornaments, bangled and ringed. However, the most noticeable and incongruous piece of jewelry is a seemingly-fragile wooden medallion strung about her neck. This is the mark of her diplomatic status: and as long as she wears the medallion, Jana is obligated to act in the interests of the Batisvani court. It’s as much a duty as it is a privilege.
Jana may be a seasoned politician, but contrary to what one would assume, she isn’t outwardly sly. She’s direct and blunt, wielding political power and protocol like a battle-ax. Her greatest asset - and as much her greatest weakness - is her cool veneer of unflappable confidence. In her many years of service at the Acadorian court, Jana has never been known to raise her voice even once. She tears into the targets of her ire with the same even tone as she would use ordering off a menu, with words that are sweet as honey yet as corrosive as bile. That is not to say, however, that she is emotionless. Contrarily, she has a flare for the dramatic: she was renowned in the Batisvani court for a humiliating prank against a now ex-husband that shamed and exiled him. She does not treat those who spite her with any dignity or respect, looking down on them as if they were ants. This duality exemplifies her nature. Jana is a sword that’s all blade - a great weapon to wield, but one that’s just as likely to hurt its bearer.
However, her true allegiance (if not to Batisvana) is as inscrutable as her smile. Jana prides herself on her ability to keep her cards close to her chest; and while she is always looking for more sources of information, she never gives any away. To those that know her, her motivations are completely opaque: and this is likely the greatest reason why one should respect, if not fear, Ambassador Sumbhaya.
Jana's early years are largely obscure, due to both the distance from Batisvana to Acadoria as well as her general cryptic nature. There are a few facts that are known, though. She was born to a middle-class family of merchants in the Batisvani capital city, wealthy enough for her to afford to go to school. It was there that her intelligence became first apparent, as she impressed both her instructors and the royal observers who kept an eye on the classes for who to recruit into royal service. Jana fit the bill of what they were looking for from even an early age, and upon graduating she was recruited eagerly by members of the Batisvani civil service caste. But despite her parents' insistence that she advance, Jana refused. She didn't want to leave her elderly mother and father to their own devices, instead wanting to inherit the family business.
Well, that wasn't an option that was readily available, as she found one night. The suspicious deaths of young Jana's parents just two weeks after her refusal, leaving only her brother and herself alive, spurred her to join the civil service. If not to support their now-shrunk nuclear family, then to find some sort of closure - or maybe revenge. After all, it was the right motivation for her.
She took her brilliant mind and her ruthless pursuit of success with her, two traits that settled naturally into place in Batisvana's diplomatic corps. Jana went on expeditions to foreign lands, all the while loyally representing the wills of the Batisvana crown and king. She was glad she didn't have to stay in the Royal Pavillions: court life quickly found a disgust in her, and it was more than welcome for her to unravel the knots and puzzles of foreign cultures.
Her service was recognized in time, and Jana ascended the ranks. She eventually received the posting of Ambassador to the Acadorian Court - the most prestigious diplomatic posting in the entire corps, and the one with the most responsibilities. Of course, she wasn't worried of her skills. The best place to prove her worth would be on the stage of the largest country in the world.
Pyromancy: Asura are overwhelmingly aligned with the elemental affinity of fire, Jana included. Their proficiency naturally increases with age, so Jana is considered a formidable firecrafter: one of her many skills that resulted in her ambassadorial appointment. She can conjure a white-hot fire that can reduce organic material to ash in seconds. This skill has been refined and strengthened over the years through her studies, so much that it allows Jana to stand on equal footing. Fireball: A standard fireball, conjured to the size of a grapefruit and thrown from one's hand. It is Jana's primary way of engaging at long distances. Blade of Banishment: Jana condenses her conjured fire into a thin estoc, which she wields like any other sword. The blade is a tongue of pure flame that burns "hotter than the Sun" (her own words): anything it touches evaporates from the sheer heat. Jana, of course, is unaffected, protected by her asura heritage.
Swordfighting: Jana has had practice with various types of weaponry, but prefers rapiers and similar blades. This not only came up as a way for her to practice self-defense, but also as one of the so-called "noble arts" of Batisvana.
Intelligence: Incredibly book-learned and wise, there is little that escapes Jana's observation. She has honed her senses and her faculties to the utmost over the years, and has studied all she needs to know about the various countries and cultures that she has visited. It is quite evident that her portfolio in this regard is immense.
Titles: Master of The Fist Obliterator of Giants Breezer of Demonic Fury Disciple of the Death
Age: 29
Gender: Male
Race: Dragonborn
Occupation: Independent Merc with Gabanre
Affiliation: Gabanre Van Houten's brother Ray of darkness: See Gabanre The Monks of the Fist; Monks who follow the way of the fist, trained in all kinds of martial arts and ki control.
Appearance:
Personality: Strong-Willed, Humble, Patient and Carefull
History: At the age of 9 Azrez got send to the monks of the fist to train. At the age of 14 Azrez had full control of almost all techniques, after this he got borred, and was sent on an expedtion to explore the mountains. After a while in the mountains he spotted a Giant, and Azrez decided to fight it. He completely obliberatated the giant with 5 punches the giant was dead. When he found the home of the giant he saw a gigantic pillar of Dark Ice, with in it a weird color armor. After melting the ice with his fists he felt a creepy power sliding into him. And when he left the home he heared a voice: "You are the chosen of the Breathers of Demonic Fury, from now on you can Breath madness itself." At first Azrez was confused, breathing madness what could that be. And thus he tried to test it on the first human being he found, and it made the human go insane. It started shouting weird things and took the first knife and went throwing it in wild around him. After that he found Betrayal, Terror Of Desecration a gigantic scythe used for reaping souls. Inside another pillar of Dark Ice. This encounter changed all of his fist powers to darkness. And thus he became a disciple of the Death. When all of this was behind him, he met his brother Gabanre again and they decided to become merc's in this realm.
Weapons and Equipment: His fist Bruexach(His armor); This armor is forged by madness, the wearer is protected against any form of Dark energy(F.E. Dark magic and Madness). It enchances the wearers mental awereness to the point of sensing thoughts of living beings. It also repairs when the user uses Betrayal, Terror Of Desecration to reap souls. Betrayal, Terror Of Desecration a gigantic scythe used by death itself. When this kills you, your power will become the owners own power.
Skills and Abilities:
Adept at War; Azrez is a godlike strategist being capable of winning wars with 1 to 5 ratios. Martial Artist of Death; Azrez does know any Martial move, up to the point of knowing how to counter it.
Magical Spells: Breath of Madness; Normal living being's who breath this tend to get really mad in their mind, the way variats between race.
Quotes: "I'm one with the Death" "I will reap your soul"
Personality: Cecelia is easygoing when not in combat. She has a tendency to get serious real fast, often turning from joking to serious in a spit second. When in the field, Cecelia is quiet, hardly ever speaking unless spoken to.
History: Cecelia was born and raised on a CIC-held planet called Venom. Her parents were anti-CIC and were in contact with the UEGNC while the planet was being faught over. Cecelia was usually never noticed, as she didn’t stand out much in crowds, so she started using that to her advantage: helping free the planet from CIC soldiers. Cecelia was part of an anti-CIC malitia group known as the United Earth Freedom Malitia (UEFM) and started with a recon unit. When civil war between the CIC and UEFM broke out, Cecelia switched gears, learning how well she can snipe. Once a high-calibur weapon was acquired by the UEFM, Cecelia started using it to take down CIC units during skirmishes, leading to the retreat of CIC forces.
After a full, official-ish report was delivered to the UEGNC HQ, letters soon arrived for the brave UEFM survivors offering positions in the UEGNC. Cecelia accepted, with encouragement from her family. After Basic Training, she was directly inserted as a PFC, but soon rose as a SPEC to be placed in a recon unit as a sharpshooter, with squadmates giving her the name “Ace” from her accuracy and ability in both sniping and CQC.
Weapons and Equipment: Tactical Recon Armor: Providing basic defense, this suit allows for full movement while staying somewhat safe.. Optical Invisibility Camoflage: by bending light around the wearer, this armor attachment can make the wearer appear invisible (see Halo: Reach’s Active Camoflage) but is able to be noticed if the wearer is moving or within 10 feet of the equipment. ACAR-311 Sniper Rifle: Sniper rifle assigned to recon cover fire operatives. This weapon can be used at tremendous ranges while maintaining pinpoint accuracy, to those with skill. This weapon attaches to the back of her armor’s chestplate. LP4 Stealth Pistol: Made to adapt many situations, this small sidearm is harder to notice and has several attachments for different types of ammo, including incendiary, explosive, holopoint, and rapid-fire. While short-ranged, it still has stopping power of the standard-issue pistols. This pistol attaches to the armor’s right thigh, with attachments clipping onto the left thigh. 5-inch Armor-Piercing Butterfly Knife: Used as a CQC aid against heavily-armored foes. It cuts through tougher metals, but is much shorter than most combat knives to make it less noticable.
Skills and Abilities: Sharpshot - Cecelia’s aim is nigh matched except androids programmed for accuracy. CQC - Cecelia, when required to join the front lines and put the sniper rifle away, will lead with knife and pistol as her weapons, but can still fight well bare-handed. Stealth - As she typically does covert sniping, Cecelia is well-trained in the art of stealth.
Quotes: “No need for more than one bullet per kill.”
Some are, some aren't. Work out alliances if you want.
As for the rest of you, no worries m8s. The chances of your characters taking a nuke to the face are very, very low (with the exception of Azrez Van Houten whose chances are 32.3%, repeating of course). As such, all of your characters are accepted.