Hidden 9 yrs ago 9 yrs ago Post by VitaVitaAR
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Hidden 9 yrs ago Post by RolePlayerRoxas
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RolePlayerRoxas The Thirteenth Something Or Other

Member Seen 3 mos ago


  • Name: Yamada Kazumi
  • Age: 22
  • Gender: Female
  • Appearance: "Sp00kyGal000? I, uh... never heard of her..."
  • Personality: Kazumi is a polite and courteous, if distant young woman, with a desire to be noticed. Believing herself to be another boring, generic face with nothing unique to speak of, Kazumi struggled to find something that distinguished her from the rest, something to make her noticed... and now that she has, is a tad annoyed that she (or at least her online alias, Sp00kyGal000) - is known for elaborate, somewhat-convincing stories of the supernatural - a joke blog she wrote to stave off boredom and somehow became annoyingly popular with her fellow college students.
    Aside from that, Kazumi is a normal, run-of-the-mill citizen in just about every way: She has no strange quirks (that she's aware of), simply wants to be successful, and maybe wishes she could be more friendly with others. Wishing to be some magical superhero, or the true protagonist of a cosmic story of life and death... or even being something as mundane as a paranormal investigator, is nothing more than a childish fantasy to her.
  • Skills: Tech-savvy, and proficient with housework. There is not much else to her.
  • Equipment: Often carries her laptop with her, as well as her smartphone.
  • Brief Backstory: Obviously, a completely normal person, with no special upbringing to speak of. Throughout her school life, she made few friends, which she wasn't exactly unhappy with, and her grades weren't bad at all - but definitely not spectacular. Somewhat frustrated at her seeming inability to improve in any meaningful way, decide to vent her frustration by looking up random stuff online, hoping for a fun distraction. A few hours later, she found herself engrossed in stories about ghost-sightings, demonic possession, haunted locations... of course, it was obviously nonsense, but it intrigued her nonetheless. A few years later, Kazumi decided to write up her own made-up 'ghost sightings' and the like, figuring she could at least contribute to the tall tales. Over the next few years, the blog picked up more and more steam, much to her confusion, and now she spends her college days, embarrassedly listening to her classmates discuss the totally-believable exploits of 'sp00kygal000'.
Hidden 9 yrs ago 9 yrs ago Post by Letter Bee
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Letter Bee Filipino RPer

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Name: Osamu Akiyama
Age: 13
Gender: Male
Appearance:

Pretend that the eyes are purple, okay!
Personality: Osamu Akiyama is a kind, friendly, affable person who does not appreciate the fact that he is participating, even peripherally, in a ceremony/ritual where people have to kill each other over meaningless trifles - to him, power has no meaning without purpose, and acquring more power is not purpose enough. So, when civilians aren't in danger, he tends to slack off, not just because he is naturally lazy, but also to make a statement. He is also contemptuous of the conformist nature of Japanese society, a reason why he doesn't go to school despite his genius-level intellect.
Abilities:

Star Magic Affinity: Osamu Akiyama has an affinity for the Stars, which in this universe, are made up of Ether, a form of material created from mana that can form many compounds and elements that, other kinds of matter already form normally. This gives him an ability to make constructs and items out of that material, as well as an edge in surveillance magic, because stars and the sky are also associated with seeing all under them. However, due to Osamu's age and his archery training (more below) his magical knowledge has suffered, giving him a limited number of spells:

Stellar Sight - Osamu can increase his own eyesight to zoom-in on targets, allowing him to aim and see better.

Sagitta Luminis: Stunner - Osamu can create an arrow of light that can stun a person head-on.

Sagitta Luminis: Fatal - Exactly as it says on the tin.

Sagitta Luminis: Ultimate - Osamu draws an arrow, and before his bow appears a Tree of Life from the Kabbalah; when he strikes said Tree of Life with an arrow, said arrows multiply several times and can be launched at many targets. A very powerful spell, but the downside? Even one use of this spell knocks Osamu unconscious because of his relatively low Mana reserves.

Skills: Genius-Level Intellect, Skilled Archer, Lip-Reading, Computer skills.

Equipment: Bow without arrows, Smartphone, Laptop, Spy Cameras.

Brief Backstory: Born to two Magi, Ryo and Ruki/Rika Akiyama, Osamu was surprisingly well-loved for someone born into the cut-throat world of Mage society; while it was true that he was trained intensively from a very young age, it was in order to ensure that he would be able to survive, as The Ceremony was drawing near, and his family were assigned the post of ensuring that Mundane Humans did not interfere in the Ritual. This position was assigned by 'The Moon', the Circle in Japan. In recent generations, Ryo and Ruki interpreted those instructions to mean: Keep civilians safe, not just because killing civilians would draw an investigation, but also because, well, they're civilians; the Akiyama Family had a sense of honor.

So, Osamu tackled his (home) schooling, both mundane and supernatural well, acquiring a circle of friends through the Internet as well as monitoring potential breaches in the Masquerade. And, now that the ceremony has come, it was time for him to come onto his own.
Hidden 9 yrs ago Post by OwO
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OwO what's this?

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Naganeru Aryū, the Onmyōji Disciple


"Got it, boss!"
Age:
14

Gender:
Female

Appearance:
Aryū stands at around 5'2" and has a rather small build.

Personality:
Aryū is, in all sense of the word, a disciple in her personality. She has an insatiable desire to learn and always wants to fight. She's full of energy and vigor and is willing to learn from the best. She also has a habit of calling people stronger than her "boss" and follow what they say.

Abilities:
Aryū, like every other Onmyōji, uses ofuda to cast their magic. Aryū, much like her name, has affinity for water magic and concepts related to water. She also has a very useful magical trait, which is at the end.
  • Backward River
    By writing 後方川 on an ofuda, Aryū can enchant an ofuda with a magical spell. Upon being placed on the forehead of someone, the water in their body will slowly stop moving, making them unable to move their body. This doesn't have any long-term side-effects, though. It can also be broken if the person who gets frozen has a high enough mana. Or they're really buff. Or they have a huge purity of will. Or it falls off by itself. Really, it's easier to break than you would think. Works on ghosts, but it's probably just a placebo to them.
  • Water of Life
    By writing 命の水 on an Ofuda, Aryū can enchant an ofuda with a magical spell. Upon being placed on the wound of someone, the water in their body will search out the wound and heal it. Think of this as a super bandage. Really only works on smallish wounds, like stab wounds. Hurts really bad when you peel it off.
  • Gush
    Written with 噴出. When placed on something, a jet of water will erupt from the ground in a completely random time period. It could be one second, it could be 8 hours. Nobody really knows.
  • Brutal Rain
    Written with 残忍な雨. When placed on something, a tiny cloud will be created over top of it. It rains pretty brutally under. Great for showers, but minorly painful after a few seconds.
  • Flow Like Water
    Written as 水のように流れます. An annoying spell to write, but it allows any person who has it on them to suddenly gain the speed of a slightly-more-slippery Usain Bolt, relatively. Also makes whoever wears its clothes moist and skin wet. It doesn't feel pleasant at all.
  • Magic Trait: The Disciple
    Aryū can copy anyone else's ofuda and use it as if it were her own. If the affinity of the copied ofuda is contradictory to her own (like fire), it only has 1/10th the power of the original spell. If it's something that works in tandem (like earth), it has 1/5th of the power. If it is similar to water (like the edgy affinity of blood), it has 1/3rd of the power. This trait allows her to just go with the flow.

Skills:
Aryū is a decent swordsman. She's easily outclassed by people who actually train, but she can fight ghosts and demons with ease. That is, unless they're samurai ghosts and demons.

Besides that, Aryū is also a good packrat. She can easily carry whatever people give her. She can also cook decently well, but everything she makes is always a soup. She can also learn things very quickly, though can never seem to master what she learns.

Equipment:
At any given moment, Aryū carries her sword made from an enchanted tree. This sword can hit otherworldly entities, and is nigh-indestructible. It only has as much power as she swings it. She also carries dozens of ofuda with her, along with a sacred pen and sacred ink. Nobody knows why they're sacred, they just are.

Hidden 9 yrs ago 9 yrs ago Post by Dead Cruiser
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Dead Cruiser Dishonour Before Death / Better You Than Me

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Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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  • Name: Elizabeth Cooper
  • Age: ~500
  • Gender: Female
  • Appearance:
  • Personality: Despite being an old vampire, Elizabeth isn't what you would expect. She's not built up any sense of superiority, nor any sort of lingering affection for the past. She's outgoing and wears her heart on her sleeve: a thrill-seeking vampire that has no compunction about getting into fights and relishes those that actually present a fight. Yet at the same time, she's too moral to just start them with someone blameless, or to ignore anything hugely wrong.
  • Abilities: Elizabeth has the traditional vampire abilities--speed, strength, regeneration, sex appeal--and one other that's a bit more unusual: a mesmerising gaze that, though weak, is pretty good for getting normal, non-supernatural people to stop asking awkward questions that might lead to revealing the 'undead blood-sucking monstrosity' problem.
  • Skills: A lifetime of odd jobs has given Elizabeth a wealth of manual skills, particularly when it comes to sailing and, as her most recent job, driving cars fast. She's also got a large, large amount of experience in fighting--and wasn't someone to pass up learning better technique than you could pick up through the magical equivalent of barroom brawls. She's also unsurprisingly multilingual, though in a lot of languages her speech can be more than 'antiquated'.
  • Equipment: The most overtly supernatural thing that Elizabeth brought with her to the ritual are a pair of apparently-unremarkable knuckledusters, which you wouldn't think a super-strong vampire needed. Their main benefit, simply 'being magic' aside, is that each punch is accompanied with a concussive blast (and eerie blue lighting), which makes staying in position if she hits you considerably harder even if it somehow doesn't hurt. On the more mundane side, she brought along a rather expensive car, a wardrobe that seems to involve quite a few long, heavily hooded coats, and her bank details.
  • Brief Backstory: A long time ago, in an unromantic fishing village along the north sea, a vampire took an unhealthy interest in one of the girls. Said girl, unaccustomed to well-heeled strangers flirting with her, was easily taken in and shortly found herself bereft of her humanity. Not that she cared too much, even after he grew bored with her company: she wanted thrills, anyway.
    One way or another, on her travels the girl found herself as a sailor, present on the Western discovery of Japan. It was a journey she'd travel on a lot, even while the country was mostly closed off. Thus, it wasn't a huge surprise when a small group of mages looking for an experienced crew for their illicit journey landed Elizabeth. It was the first major experience with the rest of the supernatural the girl had ever had and, on the long journey, she learned a lot from them once their secrets were outed--disposing of her discretely wasn't really an option. General supernatural experience aside, she learned rather a lot of more mundane knowledge--such as literacy.
    Her greater familiarity with the country they were targeting caused her to be hired for the rest of their journey--starting the White Night ritual. Given the character of some she'd travelled with, along with the goal of the ritual, was enough to put some sense of responsibility into Elizabeth's head, which caused her to come back every time it was being held. Despite its intention of being a magi-only fight, she's been meddling with the ritual's outcome since the inception, trying to make sure that nobody of ill intention--or even better, who'd want to use it--gets the power at the end.
    Getting involved in the conflict gave an answer to her thrill-seeking: look out conflict. Not humdrum military matters, but supernatural enemies that could actually make it fun. Other vampires abusing their abilities, magi doing the same, or even a few homunculi built to fight with a dead creator. Not willing to lose all contact with the world she'd been raised in, Elizabeth kept doing high-risk jobs for more mundane cases when things were peaceful and, in recent years, took up racing. For once having a job that doesn't pay the bare minimum, she's showing up to the ritual with more than the clothes on her back.
Hidden 9 yrs ago 9 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Ando Asami
  • Age: 24
  • Gender: Female
  • Appearance: Dark red hair, light skin, dark red eyes. The jacket is dark blue with light blue trim, and the shorts are blue jeans.
  • Personality: The younger of the two daughters of the Ando family is usually a rather outwardly normal girl. She's friendly towards others, and not unapproachable. She tends to be somewhat talkative and general willing to be helpful to others. Of course, this behavior is only a fraction of Ando Asami's character. While she is no longer as close to the rest of her family as she once was, Asami still holds their ultimate ideal inside herself. Even if her belief in obtaining it has faltered, she cannot pass up the chance to reach the Origin of All Magic, the great repository of knowledge and magical power that so many magi strive for. As a mage, Asami is dedicated and intensely focused, taking some pride in her abilities as a practitioner of magic. Asami does not like killing but will do so if she must. It is not easy to anger Asami, but when something truly makes her angry there is little she won't do to put a stop to it. One particular thing that angers her is the abuse of magical power against the innocent mundane humans. Another is her sister. She deeply dislikes her older sister, Ando Toshiko, but only wishes for her to be punished as opposed to killed.
  • Abilities: As a member of the Ando family, Asami's affinity is Fire and she possesses a high amount of high-quality mana. Naturally, this means that she has the most skill in spells relating to flames, projecting them or igniting objects. While she does have a number of spells based on this, her most powerful offensive spells utilize a rather unusual technique. Instead of what most would expect from fire, Asami's signature fire spells form a bizarre flame with a solid outline. Sometimes it even boasts a blue or green coloration. This solid fire is projected into beams, unlike the flaming orbs or streams or instant ignition commonly used by other fire-using magi. These spells are based on an incredibly old technique, of the ancient magi of Babylon. Her family believed using such ancient magic may have pushed her closer to the Origin itself. Asami also boasts defensive spells and self-enhancement spells, allowing kicks and punches to shatter concrete and using circular shields to deflect damaging attacks. Among her unusual offensive spells features a shotgun blast of "solid" fire, thin beams of it, and a slow-moving "arrowhead". Of course, her most powerful technique is a creation devised from the ancient spells of Babylon.
    • Sainan no Hikari: Asami's most powerful spell, Sainan no Hikari is a deadly beam of "solid" fire. Igniting in her palm from a projected magic circle, the blast is so intensely not the heat cannot even be felt. It simply devastates all that is struck by it, but it requires a few moments to build up sufficient power. In addition, Asami cannot utilize mentalcasting for this spell, and must recite the entire incantation in order to utilize it. On top of this, it is highly draining when utilized even with her high levels of mana.
  • Skills: Asami is capable of mentalcasting, but she cannot apply this to her most powerful spells. She has some basic hand-to-hand skills, more than the average person, but otherwise is not particularly strong or fast. She can speak fluent English.
  • Equipment: Asami does not require much equipment for the casting of her spells, and as such carries very little.
  • Brief Backstory: The second daughter of the Ando family. As a young girl, Asami looked up to her older sister, who excelled in fire magic, and desired to do the same as her. Her family instilled their values into the girl, including the long-held desire to reach the Origin. Asami trained, even learning these unorthodox techniques from the distant past in order to, as her family put it, "draw closer to the Origin". Her older sister was secretly jealous of this, but did not make this outwardly known until much later and still remained friendly and loving. This would not change until Toshiko went to the Tower in London. At the Tower, Toshiko began to lose faith in her family's ideal(as well as being rather cruel to her classmates). As Asami went for her education there, Toshiko decided to denounce her family's ideal with the belief that it was no longer possible for modern magi to reach the Origin. Asami and the other members of her family were stunned, and then angered. The head of the family, Ando Genjuro, declared that such betrayal would be punished with death. It would be a few years before Asami could convince them otherwise, that Toshiko did not need to die. However, Asami still felt betrayed by her older sister, and wanted her to be captured and punished. This desire intensified when Toshiko killed a mage contacted by the Ando family to find her and destroyed several familiars. Still, there is an uneasy peace as of now. In those years, Asami came under fire from Argus Fi Nar Rel of the Tower, an accomplished mage who believed her more unorthodox fire spells were not proper magic. There has been debate in the magi community over this matter, almost as much as there has been about the White Cannon of Japan, Nakamura Kiyomi. Asami no longer believes as strongly in her family's ideal, but desires to remain closer to them than Toshiko. Still, to pass up an opportunity like the White Night of Klarsberg... there was no way she could.
Hidden 9 yrs ago 9 yrs ago Post by Raineh Daze
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Raineh Daze Figure of Hourai

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  • Name: Sister Lucrezia, High Executor
  • Age: 27
  • Gender: Female
  • Appearance:
  • Personality: Easily described as 'lacking a sense of humour', Lucrezia seems to have something of a blind spot where relaxation is concerned. She's utterly concerned with her duties, even to her own detriment, and unwilling to argue matters of morality. On the plus side, she tries to hew to the spirit of things even where the supernatural intrudes.
  • Abilities: A magus as well as a member of the church, Lucrezia's affinity is Light. Whilst this provides her with a wide variety of spells to obfuscate, displace, or entirely hide her position whilst in wait for an enemy, it also has offensive potential through the simple expedient of using lasers. Being slower to cast than simply shooting someone, they are rarely her choice of weapon, but with time permitting she does have a magical trump card: six wings of light capable of rapidly bombarding a target. The Latin chant to cast it is far too unwieldy to manage whilst actively fighting, however.
    Her favoured technique, in the end, is one that simply shifts her apparent position a few feet to either side.
  • Skills: Lucrezia is both a skilled marksman and more than capable of holding her own in melee. She's also rather good at getting into a good position to hide, even if her general attire hardly favours blending in.
  • Equipment: Both Lucrezia's rifle, and the bayonets she carries as a backup, are blessed, making them far worse for vampires or the like to be stabbed by. Not one to underestimate her opponents, she's long eschewed using anything less than armour-piercing rounds... overkill for a person, but witches can be hard to bring down.
  • Brief Backstory: An orphan raised by the Catholic church, Lucrezia's magical ability was noted at a young age and, with her devotion, she was inevitably brought into the church. In the long term, this lead to her joining the branch of the church dealing with exorcisms... a job at which she excelled, further being promoted. When the White Night ritual came to her attention, Lucrezia immediately moved to get involved: such a power should wholly belong to God, thus either the church should wield it or one of its members should receive and return it.


Hidden 9 yrs ago 9 yrs ago Post by VitaVitaAR
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VitaVitaAR King of Knights

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  • Name: Number Four, "Shi"
  • Age: 8, though physically she appears to be 15.
  • Gender: Female
  • Appearance: "..." Thanks a whole lot, @Rin!
  • Personality: "Shi" is very quiet. Looking at her, the natural assumption from her behavior would be that she is totally lacking in emotion. She rarely expresses herself in any fashion and her face rarely changes. Indeed, it seems as if she has no emotions and no ability to express them even if she did. However, this is not, in fact, the truth. "Shi" is indeed not one to express her emotions, but she does possess them. In spite of her nature as a living being designed to be a weapon, "Shi" enjoys reading and has a liking for cats. She is also very shy, having difficulties speaking with anyone aside from her creator or their associates. Even then, she struggles to speak freely and tends to fall into stuttering silence. She is easily flustered as well. "Shi", in spite of these less than threatening traits, kills with absolute zero hesitation. While she may question why internally, it is the purpose she was created for.
  • Abilities: "Shi" has limited magical abilities. This is intentional to avoid her being too versatile and therefore having a chance at somehow turning on her creators. Her affinity, as programmed into her body, is Air. Her spells are strictly limited and she is unable to learn more. Among them is a spell(Jet Point) to place a "jet" on the back of a projectile in order to make it move more quickly. Properly utilized this can even be applied to bullets. She is also capable of using displacement, though the object she is displacing must be "tagged" along with the location she is displacing it to. She can also use various spells to increase the penetration of both bullets and knives, supernatural enhancement to reinforce her attacks, and the usage of minor illusion spells in an attempt to hide her presence. The illusions can be pierced by magical interference relatively easily. She is also highly agile.
  • Skills: "Shi" is a highly capable assassin. She is instinctively good at stealth, instinctively capable in hand-to-hand takedowns, and instinctively able to utilize various forms of weaponry. However, she is not especially strong, which is why she uses weaponry or takedowns at close range. She is an excellent shot, but due to her low magic capabilities she generally must retreat to avoid being incapacitated or killed if she becomes caught in a fight with a capable magi. Without the element of surprise, her tactics become less effective.
  • Equipment: "Shi" carries on her person a set of knives and a pistol, along with relevant ammunition. She also possesses an enormous sniper rifle. It is a custom-made behemoth of a weapon, measuring a total of five feet in length and therefore being longer than she is tall. She also has access to a wide number of small explosives and some chalk to use for spells.
  • Brief Backstory: Number Four, referred to as "Shi", was the fourth attempt to create an assassin homunculus designed to covertly eliminate participants in the battle for the White Night of Klarsberg. Her predecessors either failed to properly awaken or were eliminated due to improper "programming". Her body was formed at seven years old, and she was "programmed" to be absolutely without mercy towards her targets regardless of their nature. She was treated as a weapon, and little more, though her creator did give her something other then cold indifference at times. When she performed drills and practiced magic effectively, she would be rewarded, and this became the only life she knew. Even when treated with affection she was still a weapon. Even when her creator was at her kindest and most regretful for the fate of "Shi"'s predecessors, the same did not hold true for her associates, who treated the homunculus as a thing who existed only to destroy those who would do battle for the White Night and afterwards would be discarded. Her creator was even colder at times. In spite of this, "Shi" listens to her creator, and even those supporting her who treat her as nothing more then a weapon, without fail. And so she has been sent to kill all of the other participants in the battle. Every single one. Witnesses, too, are to be eliminated.
Hidden 9 yrs ago Post by Savo
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Savo Time to go to Hell

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Hidden 9 yrs ago 9 yrs ago Post by Rin
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Rin

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  • Name: Hiroko Muneyama
  • Age: 18
  • Gender: Female
  • Appearance: Whee. Hiroko's a bit taller than the average Japanese girl, but she's not gigantic or anything.
  • Personality: Hiroko tries to be serious about everything she does. No matter what the situation, even when things are completely ridiculous, Hiroko will always treat it with utmost seriousness. Despite this, she's a good person, and tries her best to help those in need. Maybe a bit too hard, really, since this always seems to drag her into fights with unscrupulous types. Whilst she'd prefer to just talk things through, she's not afraid to let her fists do the talking if it comes down to it; whilst she'd never outright admit it, it's clear that there are few things that get her blood pumping more than a strong opponent.
  • Abilities: Hiroko possesses a Magic Trait known as "Repulsion", although she is currently unaware of its name, full potential or the fact that it is a Magic Trait. In theory, it allows her to deflect oncoming threats, although the only use for it she currently knows revolves around powering up her physical attacks. With one punch or kick, she can send her opponent flying several meters away. This does not equal super-strength, however, and whilst she's not exactly out of shape she'd have trouble lifting anything too heavy, just like any other person.
  • Skills: In terms of fighting prowess, Hiroko is little more than a brawler. She has no formal combat training, and mostly relies on her Repulsion when fighting. Other than that, she... Doesn't really have many notable skills, as she's pretty average at most things. She's a decent cook, at least, and her pork ramen is to die for.
  • Equipment: Smartphone, and... That's about it. Hiroko tends to travel light, and doesn't have much in the way of unusual equipment.
  • Brief Backstory: Hiroko is... Pretty normal, really. Or at least, that's how she thinks of herself. Her parents were regular, caring people, and her friends at school were just... Normal people, no special powers or weird psychoses or anything. She'd probably be a bit unremarkable, really, were it not for the odd power that emerged in her early teens. Whilst trying to protect someone from bullying, she threw a punch that sent the bullies flying right along the street! Unaware of where this power came from or the full implications of it, she ended up using it to help those in need as much as she could. And, well... This has brought her to where she is now. She was attending Rokuro City's local college when this incident occured, and has somehow found herself drawn into it.
Hidden 9 yrs ago Post by Green Rhapsody
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Green Rhapsody Green Is A Creative Color

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Kanon Wakahisa

  • Age: 17 (small for her age)
  • Gender: Female
  • Personality: An upbeat and friendly girl who almost always has a pleasant smile on her face. She enjoys the company of others and is always seeking out new people to befriend, or, in her unique case, ways to make new friends. Having a strong affinity with animals, she has many pets residing in her home. She loves each of them dearly and if you mess with them, she will show a surprisingly scary side to her.
  • Abilities:
    • Magical Affinity: Animals or rather beasts.
    • Six Talismans of the Beast: A set of ofuda Kanon created herself to channel the abilities of various beast spirits. Only one can be used on a person at a time.
      • Wolf: An ofuda that increases the senses of whoever it placed upon. Specifically, sight, smell, and hearing get significatly increased.
      • Elephant: The sheer weight, strength, and density of an object or person gets greatly increased. A person would be capable of busting through walls effortlessly with this magic. The downside is that it comes at the expense of the person's natural speed and reflexes.
      • Monkey: An ofuda that increases the acrobatic abilities of anyone who uses it. It is most effective when combined with some form of martial arts.
      • Hawk: It grants temporary flight by forming etheral wings on the back of the user. It also makes the user much faster as long as they're in flight.
      • Swordfish: The swordfish ofuda is an odd one that not only gives the user not only the ability to breath under water and very fast swimming ability, but also forms an etheral sword in the shape of swordfish's bill.
      • Horse: As one would imagine, this ofuda increases the speed and stamina of the user. It also gives them more power in their legs, making for very powerful kicks.
    • Creation of Shikigami: Because of her affinity with beasts, she has an easier time of creating shikigami than most. Usually its paper dolls that take the form of animals, but she has a shikigami that she was able to give permanent form to. Her name is Shiroi Nunoe and she is a dog spirit that was able to manifest in a human-like body through Kanon's abilities. Despite her unorthodox creation, she is still considered an inugami and thus has the ability to use black magic. Specifically, her magic is to manipulate the five chinese elements. Because of her direct link to Kanon, she doesn't use her magic too often as it drains from her master.
  • Skills: She knows some basic martial arts but nothing too fancy. She also quite good at cooking, cleaning, and caring for her various pets.
  • Equipment: Paper Dolls
  • Brief Backstory: Kanon was the only daughter of a Daoshi who came from a long line of onmyouji. Her mother had died during child labor, leaving her only with her father to raise her. He was a kind man, who treated his daughter well and taught her everything he knew. His constitution had greatly weakened after the death of his wife and though he tried to fight it, he grew increasingly more ill as time passed. It was when Kanon reached the age of thirteen that her father finally passed away in his sleep. Though this event greatly saddened the young teenager, she didn't let it depress her and instead poured herself in her studies. During this time, she began to unconsciously surround herself in animals. They provided great companionship for a lonely girl. This made an idea form in her head. What if she could make her own family through the creation of shikigami? And thus she began looking into creating a shikigami different from the ones she usually created from paper dolls. After two full years, her efforts came to fruition and she was able to give form to "sister" Shiroi.
Hidden 9 yrs ago 9 yrs ago Post by Raijinslayer
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Raijinslayer .

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Name:
Drasinian, but also likes to go by the title of Jack the Ripper, due to his fascination with the mystery around him.
Age:
Looks to be 25, is actually closer to 403
Gender:
Male
Personality:
Drasinian is a cruel, calculating psychopath with a mile wide sadistic streak and centuries of experience in the art of the kill. Born to be the perfect warrior, he's got guts and bravery by the gallons, willing and able to take on any foe, but is smart enough to know when it's time to retreat so he live to fight another day. He also has a very hunter like mentality, tending to pick his targets out weeks, sometimes even months in advance before making the strike, familiarizing himself with the way they move, their routine, everything about them. When he does move in for the kill, don't bother asking for mercy, for he has none to give. If anything, you should beg for a quick death, as he has a habit of taking his time cutting his victims apart, piece by piece, enjoying every second of their misery like it's the finest of wines.

He has no care for others, nor any need or want to interact with people, though he does so as part of his act to keep people from suspecting his true nature. He has little interest in understanding why people have a strange array of emotions, but he does like to pretend he has such things, and has grown quite good in his acting over the years, so as to amuse himself by toying with his prey. One of his favored methods of killing prey is to feign falling in love with them, and waiting until they're at their most vulnerable before ending them in the most painful and sickening of ways.

Abilities:
Jack's physical capabilities are much superior to that of any human, with his most enhanced characteristics being speed, reaction time, reflexes, and spatial awareness, making it hard to get the drop on him in most cases and hard to hit in others. Along with this is a capacity to use magic, though it's limited as a trade off for his other abilities, with his natural affinity being that of Creation.

Another thing that makes him very dangerous, however, is that Jack has something to better separate him from most Homnuculi. He's in possession of a magical trait, said to be similar to that of the person whose soul was used to create him. This was possible due to a mistake in the ritual that caused the energy from the soul to react bizarrely with the body it was being placed in. Known to him as Dimension rift, and it allows him to create pocket dimension anywhere that follow him around at all times in a space just beyond our dimension, feeding directly into his affinity with Creation magic. This allows him to store and call upon a number of items at will, as the size of the pockets is near endless, and his ability to summon from objects from them is near infinite as well.

While Jack can also enter these dimensions, it takes both time and more energy to allow a living being with a consciousness into the pocket dimensions, meaning that it something for when he wants to hide from others for a while or when he has no place to stay. While inside of a pocket dimension, he can move around the world inside of it and is able to view our current dimension, but it cost a decent amount of energy to do so, making it so that he generally stays in the same spot, If someone uses tracking magic on him while he's inside the other dimension, it will fail, but if they stick one on him before, they'll be able to find his current location easily enough, but will be unable to do anything about it unless he exits the pocket dimension.

Skills:
He was born with a knowledge of all the weapons around during his time, and is able how to use new ones with remarkable ease, no matter how complex it might be. His hand to hand is very strong, made even more so by his centuries of experience. He's an excellent tracker and hunter, gaining great patience and skill as he hunted one of the most difficult forms of prey: humans. He also is able to speak a variety of languages and is a certified medical professional, having gotten bored of killing things and applying himself to getting a higher education, because why not. He graduated Top of his class, which was nice, but then his Teacher was found dissected in one of the lab rooms and he was never heard from again. Took place around 25-30 years ago, and has proven very useful to him, as he can now extend the life expectancy of his toys by quite a margin, not to mention all the wonderful tidbits he learned about the human body.
Equipment:
Along with a very, very large arsenal of weapons he's collected from his time on earth, kept in perfect condition by the environment of his pock dimensions, he also carries a special weapon tat he only brings out for those he fights that prove an actual challenge, a strange-looking sword that his master named the Fang of Cerburus.

Whether or not it is actually made from the fang of the mythical hound doesn't matter, for it's ability is very versatile, and, when used properly, deadly. It can store a number of spells into itself, all that can be cast at the cost of a single action, making it a dangerous weapon able to let out more powerful attacks at a faster pace than most other mages could hope to wield. There is, of course, a limit to how powerful a spell can be stored into to the weapon, nothing that would take a long and lengthy chant, such as high magic or very, very powerful attacks. Currently he has a variety of summoning spells inserted into the weapon's core matrix, as well as any kind of spell that revolves around creating some sort of object or effect, like blades, walls, etc.



Brief Backstory;
Drasinian was created to be the perfect warrior, a defender and warrior in service for the Magus who created him. Drasinian started life like most homunculus, knowing their purpose in life and ready to serve it out. He did battle with many foes, beating them all with a mixture of skill and ferocity that few could match and none had beaten, But in these battles, he couldn't help but feel something was . . . missing. No matter how much he fought, no matter who he fought, he couldn't gain any joy from the reason of his existence. It was only when he first killed, the victim being a man who had decided to attack his master, that he felt something zip through him.

In that moment, something was set in motion that not even fate could stop.

In that moment, a monster had been born. Slowly at first, but with increasing frequency, he began to kill many people under the cover of night, able tog et away with it with ease as he and his monster were constantly on the move, the man being held by an intense feeling of wanderlust. However, the man was not dumb, and soon realized where the trail of spilled blood led. He confronted his creation, clad in his special armor with the blade that had been passed down through his family for generations. But alas, he fell in battle, no match for Drasinian even with the advantage of the armor and blade. And his death was not slow, the homunculus made sure of that. When his body was found some days later, it was hardly recognizable as human, so savagely had it been torn to shreds. Drasinain, sense then, has made his way across the world, killing many, many, many people, but never in a way that would draw undue suspicion. With his age came wisdom, and he became better and better at hiding his presence from the world.
Hidden 9 yrs ago 9 yrs ago Post by Grey Star
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Tamaki Asagami


Age: 18

Gender: Female

Appearance: "I wonder if there's treasure around..."

Personality: Tamaki is a cheerful gal who goes about being dynamic and bombastic, often times puttering around with what seems like limitless amounts of energy. She is direct and to the point, often lacking in anything known as subtlety due to her blunt honesty. She is also stubborn- not giving up on something when she put her mind to work on it, though she's not inflexible in her way of thinking and is of very broad mind and thinking. The girl also tends to have an extremely creative mind that is fertile enough to support a wide variety of daydreams and strange imaginings, essentially making her a cloud cuckoolander.

Abilities: Besides the basic Reinforcement magic, Tamaki's affinity has and always will be "Gems" and such her magic has a lot to do with the eponymous shiny rocks. With this particular affinity, the girl a scrying spell that works best when her target is near or has any sort of jewelery whatsoever. Besides her treasure scrying ability, she can push Mana into gems much faster than any other object and use it as a reserve, much like a stockpile of one ammunition... or bomb in the case she chooses to sacrifice the gem housing the surplus of Mana and detonate it all at once in a explosive blast (though she really hates doing this since it destroys a jewel from her collection). And finally, due to her being very close to her Affinity, she can temporarily access the attributes of the factors that were used to create gems, mainly "Heat" and "Pressure". With "Heat" she can somewhat make things hotter or colder than they should be by touching them with her hands. For "Pressure", Tamaki can do such things as Bind things she hits for a moment as well as use it to crush things with great force upon impact or throw things from afar with much more piercing power than they should have.

Skills: Well versed in gymnastics, various Chinese Martial Arts (particularly Baguazhang and Piguaquan), Asian cooking styles, and very good at inscribing patterns upon surfaces.

Equipment: Tamaki will always carry around a plethora of jewelery such as earrings, rings and so on, all filled to the brim with Mana in many varieties such as opal, alexandrite, sapphire, and so on. Also on hand is a very large diamond necklace that aren't particularly used for anything but as a particularly large mana battery and used for her more draining spells. All the gems she carries about on her has minute inscriptions carved upon the metal bearings that they are attached to, the better to direct her spells with as well as an effect that redirects most regular people's attentions away from otherwise eye-grabbing bling.

Brief Backstory: Tamaki's family is a particular eccentric clan of treasure hunters, driven by the need to go around the world and amass great wealth not due to greed, but for the simple thrill of collecting a prize after going through a hard challenge. Like any Asagami, Tamaki has the burning ambition to comb the world and amass the best of treasures, particularly gems. With her Affinity, it was rather easy for the girl to amass her current small but steadily growing collection, the majority of what she finds being sold off to provide for those less fortunate than herself and those of the highest carat being put in her personal collection. Due to traveling about in places that could well be described as dangerous and off the beaten path, the girl has plenty of combat experience despite her young age. Currently, the world wanderer has come back to Japan and settled down in Rokuro for the time being, her scryings telling her that there were treasures and challenges to be had in this place... Which pretty appealing to a thrill-seeking Asagami.
Hidden 9 yrs ago Post by Green Rhapsody
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Cornelia Marie Falkenrath

Age: 11
Gender: Female
Personality: Despite her overall cute looks, Cornelia is a distant and aloof girl. She rarely speaks unless spoken to and even then her words tend to be very terse and cold. She doesn't trust others, doesn't even want to trust them. People terrify her in ways most couldn't imagine, not that you'd ever be able to tell. If someone ever did give her a reason to trust them, she would show a much kinder and softer side to her. After all, underneath that tough exterior, is just a lonely girl who wishes she could have friends and a normal childhood.
Abilities:
  • Magical Affinity: Before the decline of her family's magic, they had a strong affinity for the sky. Cornelia would inherit this affinity, giving her strong wind and lightning based magic. She can also tap into other concepts of sky such as freedom and disconnect.

    • Wind Spells:

      • Wind Burst: Focusing mana into her palm, she sends a blast of wind at the target/targets to blast them back.
      • Gale Cutter: Three blasts of air, focused into a sharp edge, are whipped out at the target in quick succession.
      • Air Step: A spell that lets her use the air itself as if they were stones to leap upon. She cannot stay in one place and must only use it for movement.
      • Eye of the Hurricane: A powerful force of wind spins around her creating a temporary barrier. It only holds up for a minute, cannot be used consequetively, and doesn't block certain things such as lasers.
    • Lightning Spells:

      • Spark Bind: It creates a small electric field around the indicated area. A magic circle will appear in the place that the field will go up. If the target isn't fast enough, they will be trapped in the barrier, unable to escape without electricuting themselves.
      • Thunder Bird: Four bird shaped constructs made of pure lighting form above her head. She can send them all at once or one at a time to hone in on the target. They explode into a electical charge when coming into contact with something.
    • Conceptual Spells:

      • Release: A spell that can free the user from most binds, be they magical or mundane.
      • Liberator: This spell temporarily liberates a target or the user from a single thing that may be holding them back. It can be a mental block or something physically wrong. Whatever it is, the target will end being able to tap into a higher potential than before.
      • Contract Sever: A spell that gets stronger depending on how long it is prepared. Its mostly impractical for combat, only being able to sever very weak contracts, but given time and preperation (usually ammounting to several day), she can break most of the powerful, binding contracts in this world.
  • Survival Mind: As a result of a hijacked ritual that her family had tried to perform on her to make her stronger, whenever Cornelia feels her life is in danger, she goes into a completely different state of mind. Her movements become autonomous, she's no longer able to react to things like a normal person, instead her sole drive is to survive. In this state, she will quickly analyze the most practical and quickest way to survive. This isn't to say that she'll be able to dodge or counter everything thrown at her. She is still an eleven year old girl with limited physical capability, she can still be blind sided or overwhelmed even in this survival mode.

Skills: She is very aware of her own thoughts and is capable of focusing and/or clearing her mind.
Equipment: N/A
Brief Backstory: For generations, the Falkenrath family has been on a great decline. Once a powerful magus family, they could only produce mages with the minimalist of access to magic. All hope was thought to be lost for the dying family when a child was born the year before the previous White Night. This child had great store of mana and potential for magic they haven't seen in a more than one hundred years. Hoping to regain their glory with the next White Night, they quickly put the girl through harsh and dangerous training. Taken from parents she never got to know, she spent a very lonely and cold existence, constantly in fear of her next 'trial'. It was this fear that made for a very big, yet profitable, mistake. On the day they would perform a ritual to make her stronger, Cornelia was feeling especially high strung and fearful. So when they brought her out, her fear took over and seized the ritual from them, changing it into something else completely. Several of her relatives were critically injured in the aftermath, resulting in the family taking action in training the girl calm her own mind so another incident like this didn't happen again. Though, they were pleasantly surprised by the results of the failed ritual. It wasn't quite what they wanted, but some considered it a much better alternative.
Now, at the age of eleven, she has been brought to Rokuro to perform the White Night ritual. Accompanying her is an Aunt and Uncle who are here to moniter her progress and make sure she achieves her goal no matter the cost.
Hidden 9 yrs ago Post by Raineh Daze
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  • Name: Signe Amundsen
  • Age: 189
  • Gender: Female
  • Appearance:
  • Personality: In short: 'foul-mouthed, misanthropic sociopath'. Raised to be a 'proper' mage, then disowned for her inadequacies, her sight was set on rectifying this--and attaining the Origin both for its own sake and to rub the faces of everyone to dismiss her in it. Over time, the veneer of gentility and morals have faded, as everyone she actually liked has died or moved away, and even her own family became tools. On the plus side, she's unshakeably confident without actually being arrogant, and has no fear of... well, anything.
  • Abilities: Signe is an Alchemist by training, though nowadays quite firmly a normal mage (despite her knowledge), with the Affinity of Isolation. Mostly, in practice, this has tended to mean magically sealing areas off--but also a particular like for designing rituals and complicated procedures that should normally involve multiple people, but only use one... or start with a vast pool and reduce the affect to a single person.
    Her spells also tend to be things that are in description mild, having been useful for alchemy and various crafts--like heating water, or sewing something shut, or even an effectively magical pair of scissors. Then, when her power grew, Signe altered them to be more offensive. The minor water heating distorted into something capable of boiling blood, the joining more than able to lock your legs together (though if you're wearing trousers joining them works perfectly well without the boost), and the scissors simply larger. Simply adapting well-practised but useful spells for all-out fighting was much easier than learning an entirely new skill set just because of the White Night.
  • Skills: Through a long lifetime of alchemical expertise and a stubborn dislike of having to rely on anyone else, Signe has learned to create just about anything that can be made by hand. Whilst her arms make it easier, the fundamental skills are all earned from a lifetime of doing it herself--from forging, clockwork, and making clothes down to simply making all food from scratch even as culture turned against it. If you want something, and don't mind dealing with an amoral murderer, Signe's a good choice.
  • Equipment: Signe's most obvious 'equipment' is her arms, which she's consistently replaced her actual organic arms with every time she was large enough for it--in order to have arms that can directly work with red hot--or even molten--metal and intricately shape. They're durable and reinforced enough that most things can be blocked with little damage. Not that she cares, since she can replace them.
    Otherwise, she owns rather a lot of devices--many of her own creation, along with as many of her deceased family's as reasonably seemed useful. It's a large collection, with a wide range of items... but impractical yo carry around more than one or two, leaving the rest safely hidden.* The only device she's guaranteed to carry is her dress... which simply repairs itself when damaged or dirtied. It's also effective as a blacksmith's apron.
  • Brief Backstory: Signe was, in times past, foremost a skilled Alchemist--and later the head of a family similarly skilled, industriously working to compensate for their magical deficiencies through skill. Yet this never satisfied her, as the disowned progeny of a 'proper' mage family, she still had every desire to achieve that ultimate goal--the Origin. Yet, with her power level, that could never be done within a single lifetime. Yet the more powerful routes to immortality were beyond her, and the 'common' one chosen by Alchemists was beneath Signe's pride--how could you aim for the Origin if you bought the time to do it?
    News of a strange event from the Orient gathered her attention as she aged and the alchemist turned her attention to homunculi. With her own creations and those of her children and grandchildren to sustain her funds, she made several, testing and refining her theory, until Signe deemed it acceptable to complete the final job. Creating a homunculus that was intentionally how she looked as a child, she altered the ritual to make the sacrificed soul her own... and retain her full consciousness at the same time. An extremely complex method of retaining immortality yet, with enough skill, drawback free aside from cost and--if required--something that could be tuned to your own short-term needs. Plus, in her case, the nuisance of having to replace her arms once she'd grown enough for it.
    Drawing away from close involvement with her family--except to insure that they answered to her in the end, give advice when required, and make wide-ranging decisions--the alchemist returned to the fundamental problem: accessing the Origin would need more power and more options than her devices could provide. Various downside-free methods were fruitless and experiments in more risky methods revealed little more. Frustrated, Signe returned to one of the basics of rituals: sacrifice something to gain something. It was a widely used principle, and the unscrupulous would never look away from using humans as components.
    Investigation into the subject, via various proxies and ignoring when one of her descendants found themselves in trouble by acquiring her reading material, tended to suggest only immediate gains. This prompted further experiments to a permanent power boost, scrapping moral boundaries entirely in favour of just getting the answer. With vast preparation, and as the 20th century was beginning to draw to a close, Signe completed her current Magnum Opus--a ritual targeted to provide a permanent power boost but at fatal cost to those singled out via sympathetic magic and sealed forever via a high degree of compatibility and intricate preparation. That is, instead of using human sacrifice to power a spell, Signe chose to 'absorb' the magical potential of every last one of her living descendants and many of her other relatives, regardless of family or politics.
    It worked, and she paused only to gather all the resources that she could before withdrawing entirely, intent on reaching the Origin more than ever, now that she'd jumped from a lowly alchemist to a powerful mage with no loss in skill or intellect. Only... over time, problems began to present themselves. Her arms sometimes failed to respond as they should, magic would go awry without reason, and even internal damage would present itself. A problem not recorded, with no clear solution, that Signe's analytical mind could eventually identify: a body and devices only meant to hold her meagre magical ability, forced many times beyond its limit... and too unreliable to perform the immensely complex procedure of making a new one.
    So, with time running out, Signe has turned to the only source of a solution: hijacking someone else's plans and getting at the Origin through the White Night, then altering the body whilst inhabiting it. With death or glory being the only options, she has no intention of backing down, even if this wasn't how she wished to achieve her goal. She'll just have to go back to her previous experiments when finished.


*Essentially, she has a lot of items to choose from, with GM permission, but not carrying around an entire arsenal. It would be a bit impractical to list everything that a well-prepared alchemist brought along.
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