Strengths: Might - Sufficient to say, Domic is very strong. Despite being smaller than most horrid beasts, and indeed smaller than some regular humans, his sheer physical strength allows him to not only maneuver in his heavy metal armor, but grapple even with beasts. Endurance - Hand-in-hand with Domic's might, he is just as tough as he is strong. His armor helps ward off and soften painful strikes, but even without he can withstand such things as blistering colds, searing heat, dehydration, drowning, and many other means of dying. His endurance also allows him to comfortably sleep in his armor without discomfort. Perspective - Domic does not consider himself an intellectual and admits that he is poorly educated, but he has keen senses and uncanny insight, allowing him to be able to notice when he's being deceived, to spot what is hidden, or simply have an eye for details. Unwavering - Domic admits to his own shortcomings when it comes to his impulses and emotions, but he is always in control of his emotions, even if he lets himself become angry or sadden. That is to say, those who would try to scare him, to anger him, or to falsely influence him through means beyond simply words will often find themselves failing thanks to his ironclad willpower. Stealthy - A man of his statue and equipment should not be so subtle. And yet Domic often can and will be found sneaking alongside the likes of lightly clothed spies and hunters, and unless you're seeking him out specifically he can often go completely unnoticed.
Weaknesses: Kindness - A weakness Domic cherishes, but a weakness nonetheless. He is kind and generous especially to women who have shown him their favor, but this makes him easy to manipulate with guile, and even his normally unwavering willpower can be turned against others simply by misdirecting his trust. Poor Swordsmanship - Domic does not use a sword or many other weapons simply because he's not skilled in their use. He'll often do more damage, or at least be more successful, with his own fists or shield instead of giving him a proper tool for killing. This limits his options if simply bashing the enemy is not a viable option for him. Bad Aim - Domic is also a horrible shot, be it a stone, bow, or gun. There have been instances where he completely misses his mark even at point-blank range. At least his punches can hit their mark, but once it leaves his hands the final destination of his ammunition will be decided by god.
Personality: Domic fashions himself to be a noble, generous knight errant, and he has something of a reputation to support it. He often finds himself wherever trouble may be and he'll do his best to aid anyone he finds, often using his strength to do anything from repairing homes, fending off bandits, or simply carrying a heavy burden. Of course, Domic purposely does these things not entirely out of noble intentions; he does want people to respect him, and in turn he uses that respect to earn their favor so that he may obtain simple needs from them such as food, water, and perhaps a place to stay. In truth Domic is a simpleton, who only knows how to use his strength and very little else. He was most fortunate to be able to gain his armor and his shield, and his title as a knight was something he made up to feed his own ego. But even if his origins is a lie, he intends to live these dreams as a reality.
History: Domic may look the part of a fearsome knight, but his origins were humble: he was nothing more then a farm boy who was blessed with a strong, healthy body. As a young boy he helped on his family's farm during heavy work that even an ox could not do, and thanks to his efforts he was fed well and made strong. He listened to tales of heroism and knights from his village's church, and always dreamed of being a warrior who could defend the innocent from the coming darkness. He had an active imagination and pretended to be a knight as much as he could, donning fake armor and using wooden weapons to slay imaginary monsters. These acts, while initially just a child's game, soon turned into a true training regime when his uncle came to his father's farm. His uncle was a mercenary who had fought alongside the likes of knights and such, having returned from his tour of duty. It was from him that Domic learned how to fight when he showed an interest in what his uncle does, and thus Domic was put through grueling training to become as strong as he could be.
A few years later, and soon Domic became a man. Though he was not as large as some nobles were, Domic's strength was greater then ten of them, and this was demonstrated best when bandits had come to his village. They were deserters from a battle outside the realm, and they had come seeking grains and women. Domic, his uncle, and a few young men formed a militia to fight these brigands, but it was Domic who ultimately drove them off. Armed with nothing but his uncle's shield and an axe, Domic soon broke the axe whilst splitting the head of a bandit, and then proceeded to simply punch and crush the rest who he could grab. The bandits soon left, and the village heaped praise upon Domic for his efforts in protecting his home.
Not long after, his family had a gift for Domic. A suit of armor, fearsome and strong. Domic's uncle had made it using bits and pieces he had collected over his career, and he encouraged Domic to wear it proudly. While he would always be helpful at the farm, his family felt that he had a greater destiny then just tilling fields and hauling crops to the market. Since then Domic had become a knight errant, traveling wherever his feet would take him to do battle against any evil or enemy who stood in his way. He saved up the money to purchase himself a suitable weapon: not a sword but a shield. For Domic was not merely a killer; he was a protector, a defender of the weak and slayer of darkness. A sword could be used to kill good and evil alike. But a shield protects.
Armor of choice: Breastplate (hidden underneath tabard)
Strengths: Battle Harden - Lucilia is no stranger to the horrors and burdens of war. She has seen her fellow men and women torn apart by cannons, blades, and man's own innate savagery. She has been to the fields of slaughter where thousands of innocents are put to the blade for no reason other then convenience and spite. She has seen what her own soldiers would to to prisoners of war to slate their own hunger. And she has had a hand in all of these travesties, and sleeps soundly at night. Whether she is cutting down a infidel with her axe, or burning a witch at the stake, Lucilia is horrifically skilled and efficient. Agile - Though her armor and weapon are often too heavy for the untrained, in her own hands Lucilia can move swiftly and dispatch her foes easily using the speed and weight of her weapon against them. She'll be in and out as fast as her axe swings, leaving a bloody mess behind. Holy Knowledge - As an Inquisitor, Lucilia is privy to knowledge kept secret from the public and even to some more learned scholars. These secrets not only include information about beasts and monsters, but also such things as gunpowder, "Holy Water", and certain drugs. Lucilia will often utilize this knowledge to help her work. Devout - Lucilia's faith is unwavering, and so is her will. Even in the darkest moments she'll remain strong and fight until it is finally time for her to meet her maker. So no matter how beaten she is, how bleak the situation, she'll never lose hope not even after she loses her life. Empathy - As odd as it may seem, Lucilia has a keen sense for people's emotions. She can feel their hidden fears, their sick pleasures, and their desperate cries for help underneath their laughter. This empathy allows her to better understand people as well as discern their true motives, as well as use it against them to manipulate their emotions for her own gain.
Weaknesses: Fanatic - Just as she is devout, Lucilia is also insanely fanatic about her beliefs. For the most part she allows people to question her faith and lets them wallow in their own ignorance, but press the right buttons and make her question her faith, and she'll do nothing less then everything to prove where her loyalties lie. Bound to the Church - Lucilia's loyalty ultimately does not lie with the crown, the guild, or even to her ideals, but her church. She'd follow them even if they turn against everything they stood for, because her belief is in them, not in the teachings she's suppose to follow. Insomniac - Lucilia has a hard time trying to rest under the best of circumstances, and when she finally does she'll be difficult to awaken. This has gotten so bad that she had been made into an Inquisitor so she could make her own schedule instead of abiding by strict time clocks of her church. Narrow Minded - When it comes to battle Lucilia takes out her opponents one at a time. That's fine if she's dueling someone, or has allies to watch her back, but should she be faced against a mob alone she may be able to eliminate perhaps three or four before she is eventually overwhelmed by the sheer amount.
Personality: Loyal, dutiful, and sharp. Or at least that's what Lucilia strives to be. Always questioning her strength, Lucilia continues to try and improve herself and others while doing her duties. A workaholic who sees the act of doing her job as an ends in and of itself. When she finds time to relax it's often only to alleviate the stress of her work so that she may soon return to it. She's a serious no-nonsense woman who tolerates little but respects those who do their part. You're rarely get a smile out of her but if you play your cards right you can at least earn her favor.
History: Lucilia was not invited by the hunters, but sought them out on behalf of her church, the Izalith. Their patron deity is said to be a goddess who first showed humanity flames, and thus showed them the power of innovation, creation, and light. Lucilia is part of a sect within her church known as the Blade of Izalith, inquisitors who serve her interests. Raised from birth to becoming a loyal warrior of Izalith, Lucilia joins the hunters under the command of her leaders, who seek to make an alliance with the church so that they could protect their people from the forces of darkness that would consume the world if left alone. Beyond that, there is very little of Lucilia's history that she cares to remember. She often accompanied members of the clergy to protect them, but has also fought in many wars in order for the church to continue their alliances with various nobles and nations.
You are all free to post in the IC now. Things have been a bit slow taking off and I'm sure some of that is on me. I haven't been feeling the greatest this last week but I'm hoping to get things moving now. Let me know if you have any questions or if you're struggling to start things out.
Wasn't sure about the climate in this RP so I found two images one for a colder Northern Europe/America climate and and another for a warmer climate Warmer climate:
Weapon of choice: sickle Armor of choice: studded leather pads History:
Namia grew up in the jungles far to the south east of Rothenburg, there society whilst no less advanced operates very differently to that in the great city. There instead of living in exile witches were respected and feared as important leaders of society, guiding the various villages and showing them how to survive in the dense forests; perhaps more surprising is the presence of lycans, treated like demigods who serve as protectors from rival tribes and monsters. Namia was raised as a warrior from birth, given all of the skills that he would need to fight and one day lead the villages into battle if need be. It was the day of his ritual to become leader of the warriors, to prove themselves he and five other men went out and killed a car sized ondorro spider (for they grow much larger in the secluded jungle) and had brought it back to an assembly of the nearby villages, there they fought to the death a fight where Namia not only won but killed each of his five opponents not relying on them to kill each other. After this the witch, which lead the tribe which the villages were a part of, prepared an elixir made from malign ingredients including Lycan blood and ondorro venom. If he survived drinking the contents of the cauldron he would become a lycan his fate depending on which type, if he became a feral lycan he would be killed on the spot but if he became a beast lycan he would become the leader he was raised to be… What actually happened was totally unexpected, though he went through some minor mutations he was completely unchanged. This threw the tribes leadership into a panic leading them to seclude themselves for three days and three nights whilst they decided his fate, eventually deciding to spare him and cast him into exile. Whist in exile Namia’s mutations have become slowly more severe and whilst he has grown in strength he has found that in the heat of battle he occasionally goes into a blind rage only emerging when he is surrounded by corpses. Over the years his travels have taken him all over the world where he has met many groups of people but has never settled for long until now…
The guild first heard of Namia from a distressed noble, they said that their carriage and guards had been torn to shreds by a wendigo which had then chased him into the woods. He claimed that as the monster was about to kill him a ‘dark skinned fellow’ came out of the blue and broke the beasts arm before hacking off its limbs and removing its teeth. The noble had intended to meet the man in person to thank him but instead lead the guild to a new hunter. Even with the nobles simple description they found Namia reasonably quickly due to his foreign appearance, there they convinced him to join for a while and help fight the monsters which had come to threaten the city.
Personality: keeps to himself most of the time, though isn't above trying to make friends with his fellow hunters and enjoys the festivities found in Rothenburg especially the drink they call beer. Is kind at heart and will always help those he sees as in need.
Strengths: Knowledge of poisons: as part of his warrior training he was trained in the creation of poisons, venoms and their antidotes.
Acrobatic: his light armour and encumberment allow him to move freely, this combined with his dexterity means that he can easily avoid most blows.
Unnaturally strong: the witches elixir has made him strong, though he cannot match the monsters he sought to become he is far beyond your average human in terms of strength.
Survivalist: his years of traveling alone in the wilderness have given him the knowledge and experience needed to survive in most environments.
Knows many languages: in his travels he has met many people from all over the world and has learned their ways and languages, as a result he can speak to at least some extent with most people he meets.
Weaknesses: Reluctant to fight some monsters: he is reluctant to break the traditions of his home as a result he will only fight witches and beast lycans who are very clearly evil.
Blind rage: in the heat of battle he will sometimes fly into a rage relentlessly attacking everyone around him.
Nostalgic: misses his home village and people and is drawn towards things which offer a connection to his origins or a means to return.
Shunned: as his mutations have become more visible people have become more hostile and fearful of him, in some extreme cases accusing him of being a monster and chasing him from their towns and cities.
Are there any changes that you'd like me to make for it to work?
@Kipsateking Hmm, interesting. The hunters in the guild will most likely be hesitant to trust him and treat him similarly to Sol, keeping him out of public view as much as possible. But as long as you're okay with that, it's fine. You can post in the character tab.