Travelers (Character Sheets)

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Travelers (Character Sheets)

Post by Tarragon on Mon Jan 02, 2017 6:44 pm

Edward (Ed) Fletcher

Name: Edward (Ed) Fletcher
Age: 15
Gender: Male
Species: Human
Homeworld: Doris (Non-scientific modern Earth)

Physical Appearance:
Edward is a small, pale, whisper-thin adolescent standing at a mere 5’5”, with hardly any mass to his frame, weighing a mere 110lbs. at most. Because he is so thin, his upper sets of ribs are visible, and his joints are knobby and weak-looking. Though he eats well and does not deny himself in any way regarding diet, his small stature and seemingly insubstantial form often leads others to suspect that he is anorexic, underweight, or at the very least a much younger age than what he actually is. It is most likely, though, that he is simply a late bloomer, not having yet hit the growth period in his life where he will attain a more adult-looking stature. With a square-shaped face and something resembling a faint cleft in his chin, Edward’s features still possess a childish-looking softness, but his eyes show what the rest of his body does not. With narrow, shifty-looking eyes that shine an intense shade of green, and thick, bushy eyebrows, he has an unnerving, crafty aura about himself when anyone sees his expression, and his lips are often set in a hard frown. His straight, mousy-brown hair is grown out longer than it should be, falling to his shoulders, and sometimes he may or may not tie it up to keep it out of his face.

Most of the time, Edward dresses in a very clean, yet informal fashion, donning a collared, hoodless windbreaker jacket that is almost always a crisp, immaculate white, over a pale pink shirt. He wears a silver dog-tag with a black silencer around its edge to prevent excessive noise at all times. The front of the dog-tag bears his name, blood type, and the address of his home on his original world Doris (Doris being the name used by Travelers, though he just thinks of it as Earth). The back of the tag bears the statement, ‘Intelligence is quickness in seeing things as they are.’ A hint at Edward’s logical, often cynical personality. He often matches this outfit with blue jeans and a quality pair of grey running shoes.

Personality: Edward is not by any means inherently ill-willed or mean-spirited, but to say that he seems openly friendly towards strangers would be grossly inaccurate. His constant, shifting gaze is always searching for some sort of perceived threat or hidden motive, and he frequently clenches his jaw, as if dealing with a great amount of stress when surrounded by people. Just looking Ed in the face is enough for someone to recognize that he is slow, perhaps even reluctant to trust other people, and that he has probably been betrayed multiple times in social situations. One should not take his initial uneasiness personally, however, as Ed is not a complete loner, and will usually give people the benefit of the doubt before deciding to avoid interaction altogether. Once he has been persuaded somewhat to begin a conversation, Edward appears to possess a strange, offbeat sort of humor, and he relies heavily on his wits and sharp observation skills in most discussions. It is immediately known just from the first sentence that Ed is well-spoken, despite being quiet and nondescript most of the time, and very intelligent. Great emphasis is placed on common sense, and Edward often seems to consider himself short-tempered and irritable, although this observation appears to result from low self-esteem, as he is actually very patient and possesses excellent self-control.

A deep-thinker with a strong philosophical side, many people may struggle or feel uncomfortable trying to keep up with Edward, as he seems to loathe small-talk or any other subject matter that might have only surface-value. This is because Edward is not well-versed with general social situations, and is often bored by things like media, or any other form of discussion that might be considered ‘shallow’ in his eyes. He is not by any means a psychopath or lunatic, but it tends to be difficult for someone to arouse any sort of emotional response from Ed, and he seems to possess a relatively short attention span regarding the mundane. What does grab his interest, when not new scientific information, is often soul-bearing topics, such as a person’s dreams or motivations, or even discussions about what ‘society’ really means (Philosophical discussion). This in mind, Ed often comes across as a very intense individual, and tends to feel far more deeply about matters than others, despite no surface expressions, and though it may be extremely difficult to interact with Ed, once a good relationship has been established, he is an irreplaceable friend. Because Ed defines friendship as more than just maintaining a status quo, he is a good listener, and is willing to provide advice, no matter how harsh the truth is. Ed is the type of friend to punch someone in the face if it means preventing a dangerous situation (Not that he’s strong enough to do that). His harsh, biting advice is something that he would only give if it was for someone’s own good, and his cynicism should always be taken with a grain of salt. He doesn’t mean any harm, hurting a friend is unthinkable.

Beneath many layers of cynicism, one who knows Ed well would see that he is in reality a far more kind, compassionate person than what someone would be led to think. He is the harshest judge of his own actions, and nobody could punish Ed more severely for his mistakes than his own consciousness. He is also very empathetic, and tends to have a very good understanding of people, more so than what they might realize. When presented with a suitable environment or situation, or when he is with people he deeply trusts, he easily relaxes his normally intense expression, and can even seem lazy, sometimes actually falling asleep if the situation permits.

Another thing that one would note, romantically, Ed does not appear to have any interest in anyone or anything, male or female. He also does not have any sort of shyness about himself, and is difficult to impress or flatter. Because of this, trying to trick or manipulate Ed through any means is a fool’s endeavor. It won’t work, and most people can immediately tell that it’s a waste of effort. Anyone who does will usually be called on it.

Abilities/Skills: Ed’s lack of physical strength is replaced by an incredibly swift running capability, and if he decides to flee from a situation, it’s nearly impossible to catch him. With his small size and light frame, he moves as if he had wings on his heels, and can slip through spaces where nobody else can follow, and easily vanish into crowds. His reaction-time is very good, and so he easily dodges blows or thrown objects, and his strong sense of awareness means he is quick to pick up on threats approaching from the edges of his peripheral vision. Being very slippery, when physically grabbed, he is good at twisting around to strike his attackers, or even worming his way out of their grip entirely. He is something of a contortionist, so he is also able to twist and bend limbs in a physically impossible fashion compared to others without injury. Ed is good at noticing fine details (Specifically shiny things).

Physical abilities aside, Ed has several talents that might suggest he has some sort of history (For people who are quick to think he’s a bad person because of his shifty gaze and personality) or that he’s just got a fine eye (Because he’s related to some sort of antique dealer, and will probably mention this at some point). Ed is very good at identifying the quality of an object, such as the techniques and materials used, and if the object is meant to be an antique, if it’s authentic or a forgery. This ranges from simple knowledge like telling the difference between real metals and woods or artificial items, to the dramatic skills of copying techniques to make his own versions (Hence the bad rap even though he didn’t do anything). Something of an artisan jack-of-all-trades, Ed has the knowledge of a craftsman, and can carve and finish wood, upholster, paint and re-finish, operate a kiln and do pottery, sew, and if he has the right tools, knows how to weld and work with metal (Not casting, though). These abilities can sometimes be useful in unconventional ways, such as recognizing stress points, chemical weaknesses and resistance, or even in quickly making objects lying around into useful tools.

Other: Edward’s dog-tag is made from a certain amount of silver, so he carries a tiny tube of toothpaste and a small folded rag in his pocket to polish it when it gets tarnished.
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Tarragon
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Re: Travelers (Character Sheets)

Post by Tarragon on Mon Jan 02, 2017 6:52 pm

Scyllo (Scylla) Randolph

General Information

Full Name: Scyllo Randolph (Pronounced ‘Silo’) [Note: I am aware that he has a weird first name, but there’s actually a reason for it]
Alias: Scylla (Silo on written non-legal documents)
Sex: Male
Age: 18

Appearance

Height: 5’4” (163cm)
Weight: 153lb. (69.4kg)

Physical Description: Scylla, to anyone looking, is a short, stocky individual, with a little extra weight that he carries around in the stomach area, although by no means would anyone insult him over this, seeing as he is only mildly overweight, and he has a decent amount of muscle beneath the excess padding, overall. With a tan skin color possessing a yellow undertone, he appears more exotic, but does not have a warmer glow that would indicate he spends much time outdoors. Although he has muscle, the extra weight he carries around smooths out most of his features, and the look is further emphasized by his rounded facial features. Scylla possesses a rounded jaw, with a lightly snub-looking nose, and dimpled cheeks. Overall, this makes him look much younger than he really is.

Scylla’s large, round eyes are ringed by long, dark eyelashes, but are also distinctly giveaways about his identity as a changeling. His scleras are a dark brownish-red color, his irises are golden yellow, and his pupils constantly glow white, like they contained fluorescent light bulbs. His eyes are prone to changing depending on mood, and when particularly stressed, the white glow can spread into his iris, or the glow can completely fade out and the iris can change color to match the sclera. There is no real way of understanding why this happens, but it clearly depends on emotion, and it is said that because of his eyes being this way, Scylla’s vision in general is extremely bad, leaving him nearsighted (though glasses can correct this, since the nearsightedness is due to issues similar to a normal human), and he may also go blind during and after emotional moments, due to the eye changes, which are far beyond his control. Occasionally, but rarely, he can suffer this effect even outside emotional triggers. It is often suggested that Scylla was not meant to have eyes, given that his other form does not possess them, and the fact that he possesses no problems with his vision when he leaves his human form.

Scylla is notable for never seeming to develop any sort of facial hair, not even stubble, and possesses short-medium, dark wavy brown hair, which is often messy-looking in appearance, and grows into a small widow’s peak. Although he keeps his hair clean, the many wild directions and cowlicks that it naturally grows with is impossible to control.


When Scylla dons his creature form, in which he can fully-utilize his powers, his appearance transforms from that of a chubby, youthful-looking human with strange eyes into a truly terrifying and alien-looking creature. With his legs contorting into a digitigrade shape, the upper part of the limbs ripple with muscle, but at the lowest joint, become plated in appearance, with kneecaps present, and the lower part of the leg even possessing a hole and distinct shape that eerily makes it resemble the bones of a human’s lower leg. The feet are skeletal, and the toes stretch out into long, finger-like digits, tipped with bird-like talons. Scylla’s body itself develops into an elongated shape, most similar to a weasel with long legs, but the ribcage seems dramatically longer than normal, bending slightly upward before becoming a thick neck. Strangely, the upper part of Scylla’s shoulder-like point on his ribcage possesses a unique feature: A strange loop of flesh that juts out and runs back to fuse with the bottom of the ribcage at the spine, resulting in a hole in his body that does not have an obvious purpose. At the top of this loop juts a pair of wings, which possess a skeletal structure that seems oddly warped and bent, more tentacle-like than solidly like those of a bat, which they are most similar in structure to. They possess joints, but they are not sharply defined, and the webbing in the wings is so small, it seems practically nonexistent. Although these wings are presumably large enough that they could have, in some circumstance, supported Scylla’s weight, he is regardless incapable of flight despite this feature.

A pair of sturdy-looking legs sprouts from Scylla’s shoulders, coming down to support his upper body, but with large, talon-tipped hands instead of paws or feet. Like his back legs, these limbs possess holes and curves in the lower arms, resembling those of a human skeleton, with defined bony carpals in the wrists. Scylla’s original pair of arms stretch to be able to reach past his longer neck and the larger skull itself, developing tendrils at their base that become longer until they reach the defined carpal-like wrists, where they abruptly stop, almost like the long sleeves of a cloak, although like the rest of his limbs, they have a hole in the lower arm that resembles the radius and ulna. Scylla’s hands develop solid palms, with joints on the fingers and knuckles most similar to ball-in-sockets, like those of a crustacean or insect. Visibly, they look very much like the original human hands, but oddly enough, possess holes in both palms, which can be seen through, though this does not appear to impair their function. Unlike other limbs, Scylla’s functional hands in this form do not possess sharp talons, or any sort of nail-like feature at all. It should be worth noting that, where Scylla’s heart would be presumably located based on the skeletal structure of this form, there is a hole that cuts cleanly through his body, leaving the nature of how his anatomy is arranged a complete mystery, as this gap remains within the larger loop on his back, and beneath his pair of arms, much like a weasel’s heart.

Scylla’s stomach sprouts ten long, whip-like tentacles that trail behind him, and he also possesses a long, demon-like tail, as it is tipped with a barb-like fin at the very end. All of Scylla’s tentacles, like his tail, are prehensile, although their grip strength is extremely weak, and they do not have any sort of ridges, fingerprints, or suction-cups that would allow him to easily hold objects. Scylla must carefully knot his tentacles around an object in order to lift it, and even then, each tentacle can only lift about four or five pounds at one time, only slightly more than half a gallon of water. Scylla’s tentacles are also useless for offensive purposes, as they move very slowly, almost like those of an octopus underwater.

Scylla’s head presents perhaps the most dramatic alteration out of any appendage on his body. With his skull transforming into a wide, wedge shape, similar to a viper’s, he has a slight snout and a small mouth compared to the creature of reference. His head is also not perfectly rounded, as his skull has defined, ear-like points at the back that make it resemble an arrow in shape. His head is also comparatively large in proportion to his body, like a rodent’s. These things aside, Scylla’s mouth possesses flexible lips that allow him to speak, and three rows of needle-like teeth in his mouth—despite this, Scylla has no jaw strength in this form, and any damage a bite could do is minimal. Scylla’s tongue is far more frightening to look at, more closely resembling a myriad of five wriggling tentacles connected at their base that can stretch out to the same length as Scylla’s skull itself. Scylla’s tongue in this form is sticky, like a chameleon’s, and if he eats in this form, he is liable to wrap his tongue around an object and lightly chew it, before swallowing it whole. Most notably, in the center on top of Scylla’s head, there is a large circular hole that completely goes through both his skull and his jaw, making the location of his braincase another mystery that has yet to be solved. Scylla’s eyes and nose completely disappear in this form, and all that remains of his eyes are small ridges, beneath which sprout a large pair of fourteen-point antlers that go completely sideways, more closely resembling an axe head due to their flattened shape and sharp, forward-facing points. Where nostrils might have been, instead Scylla possesses four fleshy, stiff whiskers, like those on a catfish. In addition to his pair of antlers, six horns ring the hole on Scylla’s head, curving outward like those of a bull or triceratops. An additional noteworthy factor, when Scylla’s mouth is closed, his head seems seamless, as though he possesses no mouth at all.

Scylla’s creature form possesses slimy skin, although it also has a strange, bubble-like texture, almost as though his hide were melting, although this is not true. Color-wise, Scylla’s skin is an extremely dark shade of black, almost to the point that it seems to fail to reflect most light, and almost renders him flat against any sort of object he stands in front of, making him visually-disorienting to look at, in more sensitive individuals, though there is nothing supernatural about this. The upper parts of Scylla’s body appear to fade from black into a deeper and more visible blue color, although this color is by no means very bright. In low light, it fades to the point of invisibility, but Scylla’s fingers, toes, and the tips of his tentacles excluding the tail in his creature form are colored the same dark, reddish-brown color as the sclera of his eyes in human form. Notably, when Scylla is particularly angry, the skin past the final joints on his claws and fingers will glow bright white, like his pupils in human form. The inside of Scylla’s mouth is also a deep reddish-brown color, and his tongue is a brilliant, bright sky blue color that almost seems to be bioluminescent, as it also faintly glows, though it is completely invisible when not in use. Scylla’s horns and spikes, respectively, are all the same exact color as his skin.

Despite his vision functioning perfectly in his creature form, and the fact that he feels stronger and more secure, Scylla is often reluctant to assume it in front of people he has just met or in the public eye, because it deeply frightens most people with its appearance. It often takes some degree of coaxing to make him reveal this form to friends.





Attire: One of Scylla’s most defining qualities is that his entire wardrobe is almost entirely monochrome, even for special occasions. Every single outfit he owns is black, white, or grey, and he does not deviate from this lack of color, even when it is suggested by other people. Often, Scylla wears a dark grey zip-up hoodie over a black shirt, with black jeans and pure black or grey running shoes with white or black soles. Scylla does not appear to be a Goth however, as he believes that pure black jackets show dust and dirt more easily, suggesting he has a severe problem with filth and grime. All of Scylla’s clothing, despite being casual normally, is extremely clean, and he has even been seen with a bowl of dish soap attempting to remove stains from the white soles of some of his shoes. Scylla also constantly wears glasses, due to being nearsighted, and almost always, he keeps his hood drawn over his head when wearing a jacket, and often walks in a stooped fashion with his free hand in his pocket, as though fearing being seen. Scylla’s glasses are thick black frames, which are perfectly round in shape, allowing one to clearly see his eyes, and this also appears to be a stylistic choice, as it is the one aspect of his dress that he truly seems flattered by when people offer a compliment.

Personality

Outward Personality: Scylla is an individual that moves about as though he were very timid and shy, and in truth, he is, in fact, very sensitive to a lot of things, and it is very hard to befriend him without jumping through hoops in order to avoid doing the various things that he is repelled by, as in many cases, he proves to be extremely hypersensitive. First and foremost, Scylla has a very strong hatred of being touched, even if it is on a clothed part of his body, and has been known to react with anger, fear, or distress with the slightest of accidental brushing. Scylla has often described being touched as feeling as though he were being burned by fire, and has also stated that he has haphephobia. He has often been known to briefly ignore the fact that he has been touched by a person, for the clear purpose of shoving them away, although he seems disgusted by having to initiate contact, and might go and thoroughly wash his hands after the fact. Whether or not this stems from a form of trauma, or is a result of the fact that Scylla is obsessive about having a clean environment and remaining clean himself, one would not know. Scylla will often hesitate to shake hands with people as a greeting, but will reluctantly do so, if only because he is not someone who wants to reject society altogether, suggesting that he actively tries to ignore his hatred of being touched, if only because he does not want to be ostracized. Even so, this often proves difficult, and Scylla has been shown to suffer an almost crippling level of anxiety in crowded areas, often taking to cowering in a corner, as he is not sure how else to avoid bumping into people.

In addition to his hatred of being touched, Scylla appears to possess an obsessive need to inhabit only clean, organized spaces, and acts such as tracking dirt or grass into a room, even if done accidentally, will result in a decent amount of distress. Because of this, Scylla demands that people remove their shoes before entering his living space, not bring muddy clothing into his own personal dorm room, and that they quickly ensure that they clean up dirty dishes or any other food items that might attract bugs. If stuck working with people who have slovenly habits, Scylla is known to become hostile towards them, often collecting dirty dishes or other things left out, and putting them all in the offender’s room, alongside sticky notes demanding that they clean up their own messes. Not only is this extremely juvenile, but very disruptive behavior, as it can interfere with the lives of others. Scylla often claims that he will not tolerate living in a messy home, but he is not going to act as a maid, just because of his own sensitivities. Scylla obligates people to take responsibility for causing problems that have to be shared with others.

Additionally to his need for a clean environment, while he has no objections to anything done in common areas or in the rooms of others that do not create messes or filth, he is known to keep his own room organized to an extreme, and every possible object that can and will possess color must be kept monochrome, preferably grey, as white would show a stain, and black would show dust. Not that dust or stains exist in Scylla’s world, as he is very adamant about keeping his living area clean. His own living space is immaculate, but seems to be absent of color. Scylla has often mentioned that bright colors make his eyes hurt, and in some cases, such as when people introduce countless bright, neon, or insane patterns, he cannot stand to look at them and must turn away. If forced to stay in areas that are ‘too much’, or ‘too bright’, Scylla is liable to dissolve into a meltdown, as it is too much for him to handle. Luckily, when Scylla is too emotionally upset, his eyes often react to the emotion, often blinding him, making it easier to calm down if the stress was due to visual stimuli.

Another sensitivity Scylla possesses, he hates being lectured about his own problems, and is known to react very strongly when he is bullied for his various sensitivities. Scylla will often claim that, yes, he knows he has a problem, but to mock him for it or otherwise act like that’s all that there is to him is to judge him for superficial reasons, and that everyone has their own problems, and that his “Are just a little more obvious.” Scylla, who is actually, in reality, extremely good at reading other people, and figuring out what their personalities and traits are, is perhaps the last person someone would want to pick on, given that he is very intuitive. He is often capable of perfectly guessing what someone is thinking about, and even determining what they consider negative about people other than himself. Because of this, Scylla freely brings these things out into the open when provoked, often inquiring about how good it feels to have someone rip them apart while everyone watches, just like they were trying to treat him, or some other victim (Scylla has a problem with bullies). Scylla also does not exempt bystanders from his scathing remarks, as anyone who silently stands by and watches someone abuse someone else should be just as guilty as the bully themselves. By no means is he inherently mean-spirited, but Scylla can be extremely harsh towards people when given a reason to be.

Sensitivities and bullying aside, in reality, Scylla is a very sweet person, who loves having people to talk to, and he is very bashful, blushing at the slightest of compliments. In fact, it is so easy to flatter him, one cannot help but find it adorable, if only because he goes red so easily. It goes without saying that while guys might be more liable to make fun of Scylla because he is so sensitive, most women tend to find him endearing, and he is actually very easy to approach, as there is nothing intimidating to be said about him. The people who are especially careful about trying to avoid offending him, from refraining from touching to even consciously checking to make sure they do not track dirt or bring him into places with bright colors, Scylla especially appreciates, and is known to be more forgiving of their mistakes, perhaps because he knows they care about him more than others, and that their mistakes are genuinely accidents, rather than sheer carelessness.

Another note about Scylla, he is very skilled with a variety of odd things aside from housework like cooking and cleaning. He can crochet and sew (Oddly), and has been known to take up quilting from time to time. Although he never clearly states why or what he is making, he has been known, on rare occasions, to surprise people with articles carefully made by hand, and sometimes, these items are tailor-made for the person in mind. This can be a quickly-done bag for someone who lost their purse, or a quilt for someone who is constantly cold all the time. He will even make small ragdolls for young children, and appears to be satisfied with his work when he finally delivers it to the people the gifts are designated for. Scylla does not, however, make clothing, as he finds it a little more personal than what he’s willing to offer as a surprise.

These things aside, Scylla loves to meet people who share his passions for cooking, and enjoys the company of artists and those with more abstract-sounding occupations and hobbies.

When taking on his creature-like form, Scylla strangely loses many of his phobias and insecurities, and his visual disruptions in his human form also disappear with his eyes, suggesting that he is actually more comfortable in his monstrous, alien-like body than he is as a human.


Faction

Species: Changeling
Allegiance: Primacy


Powers

Power Class: Sensory, Form, Other

Power Description: Scylla in his human form appears to be nothing more than a Sensory-class changeling with relatively simple powers. He has an uncanny power to detect the presence of sentient beings within a radius of about half a mile. This detection includes changelings and humans, but for things such as animals or machines, his powers have no effect. The precision of his detection is the power to recognize a person, as well as what direction they are in, and how far away they are from his present location. Scylla has also been known, once he has developed a strong connection to a person (In the sense that there are strong feelings between the two people, positive or negative), to be able to identify them as individuals. This power is useful in the sense that it allows him to recognize the location of his allies, regardless of barriers. It may also be reasonably applied that, since Scylla’s alternate form appears to lack most sensory organs, his powers may also extend to compensate not only for a lack of eyes, but also assist in senses such as sound and smell.

In his human form, aside from his sensory powers, Scylla has no other unique abilities. The only thing that could be noteworthy is that he appears to be very athletic despite his stockier frame, and generally, relies on being faster than other people to escape from danger. He is not by any means weak if forced into conflict, but most people can easily beat him in a fight if his speed does not provide an advantage.


In Scylla’s possession is a special kind of anomalous flute, which is, without much doubt, believed to have come from wherever Scylla himself was born. This flute, firstly, appears to be made of a strange, simmering sort of wood that more closely resembles a labradorite carving than an actual organic material. Because of its composition, the flute looks as though it were first carved from a gigantic tree burl, and then became fossilized as a brilliant, iridescent black stone with green and blue highlights. The flute is one of Scylla’s most prized possessions, being the only means by which he is capable of unlocking the full potential of his powers. The basic shape of the flute appears to be two pipes, each about a foot in length, which fuse together at their base, along with multiple holes that permit the changing of notes. Near the end of the flute, the pipes appear to be held together by  supports that eerily resemble interlocked fingers or the legs of spiders, each individual pipe having a total of eight. The openings of the pipes faintly resemble open jaws, and are ringed by small protrusions that look like teeth. On the sides of each pipe’s opening, carvings that resemble curved, ram-like horns are present.

A strange aspect of Scylla’s powers, this pipe, disturbingly, might be perceived as more frightening that Scylla himself. The nature of this pipe being that, no matter by what means someone attempts to do so, it cannot be taken away or destroyed indefinitely, and has the anomalous capability to teleport back to its owner. When separated from Scylla, the pipe can normally be taken out of his possession only for a maximum of two hours, and even then, must be actively watched in order to prevent it from disappearing sooner. When stolen away, the pipe must be either directly touched, or observed with the naked eye, not through cameras or other artificial means of monitoring. When it is taken too far away from its owner, the pipe will, within five minutes of a person failing to observe it, spontaneously vanish, reappearing somewhere near Scylla, or in whatever bag or carrying case he has with him.

When monitored with guard rotations, it is possible to keep the pipe contained for the maximum of two hours, upon which occasion, the moment that a person blinks, it will disappear, with no indication of how this occurs. When monitored using electrical equipment such as pressure sensors or video cameras, upon its disappearance, all equipment will undergo a minor system hiccup, generally resulting in feeds suddenly being blocked by static, with pressure sensors being tripped as the pipe vanishes. When held by a person physically for two hours, the pipe will not vanish until the maximum amount of time has been reached, upon which occasion, they will begin to experience sharp, stabbing pains in their eyes that gradually increase in severity (or another sensitive organ if they do not have eyes) until they let go. No lasting damage appears to result from this.

In addition to its power to disappear, when destroyed (The pipe is about as sturdy as ironwood, more durable than most forms of wooden materials, but still not indestructible), it will somehow reappear by its owner, undamaged. It is possible to destroy the pipe either by breaking it or burning it, although it does not appear to be harmed by exposure to conditions that would induce rotting, warping, or decay. When destroyed, the pipe will remain in such a state for exactly two hours.

When holding his pipe, Scylla can take on a frightening, monstrous form, although he immediately changes back into a human form should he drop it. Despite losing his eyes in this form, he does not appear to suffer any negative effects, and is still capable of sight, sound, and smell, though nothing is enhanced. In this alternate body, Scylla can move supernaturally fast (approximately 70mph), accelerating from standstill to max speed without even exerting effort, however, he is not actually the main threat, as he is in reality, very weak, with no strength in his tentacles, and no sort of enhanced power from his claws or teeth. The reason for Scylla’s speed, however, is that it is not he himself who fights; he relies on swift movements in order to evade attacks from his enemies, allowing him to begin playing a song on his flute, uninterrupted by a blow. The real threat is the other thing that appears out of the shadows, soon after Scylla begins to perform a melody.

When Scylla plays his flute, a strange, alien figure of sorts emerges from the shadows somewhere, seemingly summoned by the sound of the instrument. The instant Scylla is interrupted from playing his flute, the shape dissipates into a sort of vapor, leaving many people wondering if it is not merely a puppet of sorts, as its behavior seems to be influenced depending on whatever tune Scylla plays. Despite this, however, it is not entirely dependent on the flute, it seems, for the behaviors it exhibits are far too complex, it is more similar, in some cases, to ordering a well-trained animal to do the tasks it has been assigned.

This figure resembles a black shadow, and has almost no light reflecting off of it, making it almost resemble a hole in space, sometimes visibly disorienting, but otherwise, just defined enough for one to make out that it is three-dimensional, and determine its figure. The shape, which appears to be a tall, feminine figure, has a head that is very similar in shape to a cat’s, and though it possesses curves to define these features, it lacks eyes or a nose, and also does not appear to have a mouth. A large pair of ram-like horns curls out from its head. Its legs begin like a human’s, but are much longer, possessing an extra stretch that makes them digitigrade, and its feet are large, paw-like talons that can easily grip whatever it chooses. Its left arm possesses a hand more like a paw in shape, but with long, sharp claws. The figure’s right arm transforms at the wrist into a large, scythe-like blade, which appears to be double-edged in shape, and is as tall as the figure itself (The figure is about six feet in height, total). From the figure’s back sprouts a large pair of feathered wings, most like a vulture’s in appearance, allowing it to fly. These wings also possess small, three-toed paws at their ends, which it can apparently use in place of its actual hand. This figure appears to be wearing some sort of long-sleeved cloak that covers its entire body, falling to mid-calf, and split along the sides up to just above the knee, apparently for the purpose of making movement easier. It also appears to possess small earrings attached at the base of its pointed, ear-like appendages. Because of the figure’s semblance to the Egyptian figure, Scylla often refers to the figure by the name ‘Bast.’

The shadowy ‘puppet’ that Scylla commands when playing his flute, while not moving nearly as fast as Scylla himself, is swift enough to keep up or outmaneuver most humans, whether on the ground or in flight. It is extremely strong, capable of lifting approximately 400lbs with its feet, and the strength and speed at which it cuts with its scythe arm, specifically, is enough to make it extremely dangerous at close range, as it is able to cleanly sever the vertebrae of a hog’s neck with one swipe (Experiments and tests prove this, of course), and it can even cleanly strike through materials like concrete.

While Scylla has few unusual weaknesses, his puppet possesses several vulnerabilities. It is unable to fly when it rains, and will dissipate if completely submerged in an aquatic environment. Spraying it with water or hitting it with water-related powers is an excellent way of inhibiting its movement. It also appears to move more slowly in brightly-lit environments, and, if attacked with fire or concentrated beams of light, can generally have holes burned into it. Although the puppet will slowly regenerate over time if permitted to do so, once it is completely destroyed, it takes approximately twenty minutes before it can re-materialize, regardless of whether or not Scylla continues to play his flute once this happens. Because of the nature of these weaknesses, Scylla frequently adopts a strategy of trying to get as far away from his enemies as possible, preferring to run away, rather than outright win a conflict.


Last edited by Tarragon on Thu Apr 13, 2017 7:06 pm; edited 2 times in total
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Re: Travelers (Character Sheets)

Post by Tarragon on Mon Jan 02, 2017 6:57 pm

Simona (Honey) Dave Clark

General Information

Full Name: Simona Dave Clark
Alias: Honey
Sex: Female
Age: 19

Appearance




Height: 5’7” (170.8cm)
Weight: 134.8lbs (61.1kg)

Physical Description: Simona, who prefers to go by the nickname Honey, is a changeling who has practically no human-like attributes physically. Born with strong animalistic qualities, while her arms resemble a human’s in shape, they are more powerfully-built, and her legs possess a digitigrade structure. She has an additional appendage in the form of a large, otter-like tail. Her overall body is very muscular in an animalistic sense, although still distinctly feminine. Her hands retain a similar shape to a human’s, but are thicker and more paw-like, with fur covering their backs and leathery black skin on the palms and soles. Her feet are entirely paws with five digits. She possesses short, hooked claws and a small amount of webbing that reaches up to the first joint on each digit. Aside from the palms of her hands and feet, Honey is completely covered with extremely thick, remarkably soft long brown fur over her entire body. Around her head area, this fur becomes much longer, distinctly mane-like, and grows far past her shoulders and along her back, the exceptional length ending at the base of her tail, earning her the more derogatory nickname of ‘fluffball’.

Honey’s face, like the rest of her body, is more animal-like in appearance. Her nose and mouth are drawn out into a graceful, cat-like snout, with a black, downturned nose that looks much like a rabbit’s, and feline lips that conceal long, pointed white teeth. Despite these animal-like traits, however, Honey is still capable of making human facial expressions, such as smiling (Best done without teeth because sharp teeth are kind of scary when you smile, even if you look like a cute fluffy creature), frowning, and a wide range of other gestures.  The upper portion of her face is similar to a cat’s, but possesses a muscular structure similar to a human’s. Faint dark markings mark her eyebrows and other facial features; similar to a mountain lion’s in appearance. Her eyes have a similar shape and layout to a human’s, with long, dark eyelashes and upper eyelids covered with fur, but the eyeball itself is very different. The sclera of Honey’s eyes is a deep, intense shade of red, and the irises, which are much larger than in a normal person, are yellow around the edges, but closer to the center and around the pupil, change to a deep, and sapphire blue. Pale black markings around her eyes strikingly contrast with their natural colors.

Honey’s ears, which are incredibly large and possess tufted tips like a lynx, are often seen peeking out of her mane. She is stated to often give off a sweet, mint-like smell, which is seemingly a natural result of her powers.


Attire: Honey, despite possessing poor eyesight in general, wears neither glasses nor contacts, as there is no way to correct her severe nearsightedness. Instead, she relies heavily on her sense of hearing to navigate, and if she must examine something, approaches it until she is close enough to identify it.

For clothing, Honey often chooses to wear bold cotton shirts that match the colors present in her eyes (preferably red) under a black long-sleeve denim jacket, which she wears almost every single day. This jacket possesses two front pockets, along with brass-colored buttons, and yellow stitches. Live-plant jewelry is also common for Honey, who can sustain the plants with her presence alone. Commonly, Honey wears terrarium necklaces containing hardy aquatic plants, such as marimo or java moss, or air plants on a chain. For jewelry, Honey appears to give preference to a silver chain for all of her charms.

Honey almost exclusively wears loose-fitting black sports pants, some of them possessing matching colors for her eyes in stripes down the sides of the legs, as there is still little investing into the manufacture of clothing that properly suits digitigrade leg-types. Thus, things such as jeans or nicely-fitting leggings are difficult to obtain without paying the price to specially-alter an existing pair. Sports pants, due to the type of fabric they possess, more readily conform to abnormal leg shapes, and the only modification needed is a hole cut in the back for her tail.

For special occasions, Honey will attempt to dress nicer than usual, normally by wearing silk tops along with her one good pair of dress slacks, which have been specially-made to fit her anatomical features.

No matter the occasion, Honey never wears shoes of any sort. No shoe properly fits her feet, and any sort of foot covering tends to interfere with her movement.


Personality

Outward Personality: Outwardly, Honey is a very sweet, thoughtful person, and normally reluctant to harm others, averse to the concept of being the object of anyone’s hatred. She is well-known for generously presenting gifts to friends and acquaintances, and is typically well-liked by others for her capacity to be pleased with even the smallest acts of kindness. Extremely loyal, she can be trusted to keep any secret that is confided in her, without malice or judgement. While she may not be seen as anything more than a friend by those around her, she is, nevertheless, a person that nobody could replace.  Honey is the type of individual who easily accepts people, regardless of their personalities or circumstances, and is a comforting presence to those in need of a sympathetic ear.

Despite this outward friendliness, however, Honey is by no means subservient or weak-willed, as her behavior may initially lead crueler individuals to believe. She is neither stupid nor timid in nature, and will readily abandon her typically gentle demeanor if mistreated. While almost never resorting to outright violence or arguing, Honey has been observed to take a cold, indifferent attitude towards those that are abusive, outright slapping them if they dare to go too far, and even towards friends, she is markedly blunt. Refusing to lie for any reason, even to spare the feelings of others, Honey is brutally honest, never sugarcoating her words. Additionally, while she easily goes along with the plans of others, if Honey disagrees with an idea or concept, she capable of being unshakably stubborn in the pursuit of her own goals. Honey is, in a nutshell, a person who, while disliking confrontation, is not afraid to do so if it is necessary.

Social interaction aside, Honey has many notable traits about her regular mannerisms and behavior. With powers that have a subtle, yet obvious effect on plant life, she is permitted to keep many different plants in her possession although according to many higher-up officials, there is another, more special reason for why she has this privilege. With a love of plants that is readily called an obsession, both by others and by Honey herself, she lavishes care on these specimens, and is deeply offended and hurt when others regard them as stupid or insignificant. Despite this, however, she quickly forgives those who claim they do not care about plants, because, as she openly declares herself, her love of greenery is excessive and can easily wear down others if she begins to talk too much about them. Obsessions aside, however, Honey has no interest in common, everyday plants, and any specimen that she possesses is unique and special, some of them even being endangered in the wild, and thus a part of her active efforts to reproduce the species; she also does not have a small number in her collection, either, as any place she occupies is filled with so many plants that the term ‘jungle’ is readily applied (It is also described as very clean, and is said to smell ‘like it does outdoors right after it rains’)

Honey, strangely, also possesses a plant…one specific plant that nobody can properly identify. Approximately six inches in diameter, this plant appears to be a gigantic ball in shape, with individual tendrils that strongly resemble a Japanese painted fern in appearance, but with the addition of a strong, metallic-looking iridescence that makes the leaves occasionally shine like silver. These leaves emerge like fiddleheads, further reinforcing that this plant is some sort of fern, but if so, this does not explain the strange…behavior. The individual leaves on the plant’s fronds notably twitch back and forth in response to light, noise, and touch, and even collapse down and curl back up into fiddleheads whenever something the plant ‘dislikes’ occurs, such as harsh sounds, or rough handling. Also emerging at the tips of each frond is a flytrap-like structure. These traps on the outside are a deep, intensely dark purple like the central veins of each frond, but in the center, are a bright red shade that almost seems to glow, due to its intensity, and the trigger hairs fade from purple at the base into a brilliant sapphire blue. These colors are said to be the same as Honey’s eyes. Also on the outside of the traps on each side are two, teardrop-shaped white spots, often said to resemble eyes on a gaping maw. The smallest traps formed can be as tiny as one centimeter, or grow up to one-and-a-half inches. Eerily, these traps do not automatically respond when their trigger hairs are stimulated, like a normal venus flytrap, and therefore, they do not activate when touched by human hands or by rain. The only time these traps close is when an actual food-like item is presented, suggesting that the plant somehow ‘knows’ it will actually have something trapped if it closes.

In addition to the ball-like shape, moving leaves, and seemingly sentient traps, Honey’s alien-looking plant also possesses long, ghostly-white trailing roots dangling down from random points over the entire specimen, although Honey has suggested that these are not in fact roots, but modified leaves. Like tendrils, they possess a formation similar to carnivorous corkscrew plants, seemingly composed of little tubes, which are capable of trapping ants, sealing shut whenever something enters inside, and similarly sentient like the flytraps. Even more strangely, these tendrils often visibly twist and curl, practically like the tentacles of a squid or octopus, and Honey has taken advantage of this. Because the tendrils grip objects they come into contact with, and they are strong enough to hold the plant in place, Honey often uses this to attach the plant to her tail or shoulder, allowing her to keep her hands free. Some people have suggested hearing ominous noises come from the plant, such as quiet laughter, and occasionally words.

In addition to its striking, yet unnatural appearance, Honey appears to have a special connection to this plant, which is in some way ‘mutated’. It is stated that when genetic testing was performed, the DNA of the plant identified it as a chamomile flower, similar to the common daisy. Even when it makes little sense, Honey is well known for the habit in which she keeps the plant with her, regardless of where she is going, and will only reluctantly leave it behind if she is ordered to do so. She is highly protective of it, and despite her usual social behavior, will often outright refuse to relinquish the plant to anyone else, becoming uncharacteristically sullen or aggressive if the matter is too heavily pressed. When asked why she cares about the plant so much, or why she wants to bring it with her, Honey vaguely provides the explanation, “It needs me, and it likes listening to our conversation.”


Faction


Species: Changeling
Allegiance: Primacy


Powers

Power Class: Form, Other

*Power Description: Honey’s powers are, for the most part, described as a dryad in animal form, for lack of better words. While she may appear slow, due to her short, stocky limbs, Honey is capable of moving at a decent pace using either bipedal or quadruped locomotion, though nothing extraordinary can be said of this. She has a strong sense of smell that surpasses that of a human, though this ability is primarily tailored towards identifying things in her immediate environment, and cannot be used for tracking. Her eyesight is very poor, only capable of seeing clearly whatever is within the first two feet of her, before dissipating into a blur, this issue seemingly being a result of her anatomy, and impossible to correct via any artificial means. Her hearing is exceptionally sensitive, and, like a young child, she can detect higher-pitched sounds that most lose the capability to detect by the time they reach adulthood (Can’t hear the echolocation of bats or a dog whistle? Honey can). Honey has been proven to have the natural ability echolocate, offsetting her poor vision, using louder, more audible clicks, alongside the noise of footsteps and sounds from ambient surroundings. Honey appears to give preference to footsteps over clicks, suggesting the clicking is a learned behavior. This echolocation is not perfect, but is sufficient to navigate dark areas. Despite blurry vision, anything that Honey is not sure she identified properly via sound can be confirmed using eyesight.

Non-extraordinary sensory endowments aside, Honey’s form does have benefits, primarily regarding movement and the capability to get from point A to point B. Her sharp, hooked nails and skin structure on her hands and feet make her an excellent climber when faced with steep structures, so long as they have a texture to grip. Her thick hair creates a perfect, watertight seal, effectively keeping her warm, even when caught in rain or submerged. Honey’s flexible limbs that can pull close to her body, and the faint amount of webbing on her hands and feet make her an incredible swimmer, and she is capable of holding her breath for a maximum of thirteen minutes, though this is with minimal exertion. Finally, she has the strength to lift approximately twice her body weight—not enough to throw cars or engage in other feats of super-strength associated with supernatural gifts, but sufficient to move heavy obstacles out of her path, and if confronted, potentially eliminate the weight advantage of a larger opponent.

Wherever Honey wishes to go, she will get there, one way or another.

Physical powers aside, Honey does possess a stranger facet to her powers, exhibited whenever plants or certain kinds of fungus are exposed to her presence, or directly touched. Sometimes described as a kind of ‘dryad’ by those who are aware of this gift, Honey’s presence alone has a powerful, bolstering effect on vegetation. Although she is known to work very hard towards providing ideal growing environments, suited to the species of plant in her care, it is strongly believed that anything that has been touched by Honey will flourish, even if improperly treated or neglected. This effect is so great that plants exhibit behaviors not present naturally: they grow much faster, develop leaf variegation, propagate via clones if possible, and bloom, regardless of whether or not they receive adequate light, water, humidity, or temperature requirements. This gift extends to even the most sensitive of plants, with seeds guaranteed to sprout the moment they are touched, and plants that never bloom in cultivation doing so, mere days after being exposed to her presence.

Because Honey can keep virtually any sort of plant alive, she is highly valued outside of military combat interests, for her capability to potentially further research and conservation of endangered or rare species. The catch to this power, however, is that a plant will not benefit from the effects of her presence indefinitely. A plant that is not physically touched will lose its unnatural vigor approximately three days after its last exposure. Plants that have been touched benefit from the effects for much longer; perhaps thirty days, but afterwards, return to a normal state.

It is implied that the special chamomile plant that is the direct result of Honey’s powers is one-of-a-kind, and no other plant will mutate, so long as its existence persists. It is theorized that, if killed, the next suitable plant that Honey physically touches will mutate into a replacement.


Last edited by Tarragon on Fri Mar 24, 2017 7:56 pm; edited 2 times in total
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Re: Travelers (Character Sheets)

Post by Canis_Dirus on Tue Jan 03, 2017 9:58 pm

Name: Desin

Age: age is unknown, appears between 25 and 28

Gender: masculine

Species: looks like a human to me

Homeworld: Desin doesn't originate from a planet, but rather a place, known as the 'Void' among other names.

Physical Appearance: normally Desin has the form of a male human around the age of 25 to 28, standing 6 feet 1 inch tall. He is athletic in build, with fair skin and a somewhat lean cleanshaven face containing grey eyes. His pale blond hair is short on the sides, fading up into longer hair on the top in a way that makes one think of a professional businessman. He weighs around 175 pounds.
For attire, he wears well fitting cargo pants (often dark grey or tan), black and dark blue running shoes, some sort of wicking shirt, and a dark grey athletic jacket.

Personality: despite his nice looking exterior (at least normally), Desin is actually somewhat cocky, manipulative, and rude. This usually manifests in the form of sarcastic comments and a somewhat obvious ego, and a willingless to remind you that you screwed up when you make a mistake. He thinks of himself as the most important, and acts accordingly before he will help someone else if he doesn't see that much of a benefit in it. Sometimes he might even leave a companion to die or get hurt or stab them in the back if he thinks it will be beneficial. Due to the manipulative side, he is not a stranger to lying to get what he wants.
Thankfully, for all his negative personality stuff, he can be a useful companion to have around if he can be convinced its worth his while, especially since he doesn't like it when things get in his way, such as enemies. He is capable of making friends, or rather partners, in the same way that a team of criminals can be friends via camaraderie and some respect for one another's abilities.

Abilities: You'll have to see

Skills: Desin doesn't have a special set of skills to come and find you with. He is just observant and smart, often relying on his passive power sense to give him an idea of how to do tasks that require special skills (which might or might not work). He's not bad at talking and he isn't a stranger to a fight, but that's kind of it.

Biography: None of your business

Other: Wayward

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"My friend, you're going to need a lot more than flowery slogans and the moral highground once the bullets start flying"
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Re: Travelers (Character Sheets)

Post by Tarragon on Thu Jan 05, 2017 7:12 pm

Doris (Mouse) Moore

Name: Doris ‘Mouse’ Moore
Age: 20
Sex: Female

Bio: Doris was born an only child in Passion, where the primary occupation, farming, allowed residents to have food, but otherwise, also plagued them with the constant fear of attacks by scavenging insects. Because of this, from a young age, Doris was trained by her parents to help on their farm by acting as a lookout for danger. Slowly walking around the outskirts of fields, Doris would keep her gaze firmly fixed on her surroundings, noting even the slightest tremors or sounds that might indicate that a centipede or something else was coming to raid the crops or attack workers. Doris’ job, once she had enough suspicion to believe something was coming, was to run to the nearest guard for the farm, and alert everyone to prepare for an attack. Although she never personally fought in any attacks, Doris was excellent at her job, and even under circumstances where extremely dangerous insects appeared, her remarkable ability to stay hidden kept her safe.

Because of the way Doris looked as she scanned her surroundings, like a mouse checking to make sure nothing larger or more dangerous was watching, and the rapid speed at which she would run to alert someone of potential threats, many of those around her began calling her by the nickname ‘Mouse’, which stuck, and Doris has often introduced herself as such. A bit antisocial, and disliking engaging in speech of any sort, Mouse was regarded as a precocious child at best and a selective mute at worst, often only talking to her family and the immediate people she worked with. When not acting as a lookout, Mouse would often gather scraps of information, typically relating to any sort of insect, but also data on reptiles, rodents, and any other creature that had grown to gigantic size and now threatened humans. Although this information was often related to their old, pre-radiation counterparts, Mouse learned that much of their data could still apply to the gigantic creatures that now existed, and incorporated this into her identification techniques.

Mouse is an unfortunate person, as she has been called for a raffle to act as a scavenger for resources not once, but twice in her lifetime. At the age of sixteen, Mouse’s name was called, and even though it was possible for someone else who was also within the eligible age range to take her place, no one, not even close friends, was willing to protect her. In fact, they avoided her, and it was clear that they had decided Mouse would not survive, long before she even left for the surface. When she acted as a scavenger, Mouse was able to return in one piece, but not unscathed.

Barely escaping with her life after an accidental brush with a line of giant ants, and nearly being devoured by an ant lion, Mouse returned, heavily disfigured by scars. In addition to these injuries, Mouse was traumatized, and has also developed an extremely cruel view of humanity as a whole. Despite her normally quiet nature, she is reputed for her scathing remarks towards people who dismiss the dangers faced by scavengers, and was also known for outright antagonism towards those who claimed they would volunteer to go in someone else’s place outside of the real event. In Mouse’s eyes, many people were nothing but talk, and have nothing to back their words.

Becoming a recluse after surviving her first raffle, Mouse continued her job as a farm lookout, but began isolating herself outside of this activity. She continued performing research on insects, as she always had, and, paranoid, also began dressing in the same way that she had concluded would be safest if a giant insect were to appear. She developed a severe case Haphephobia in response to the people initially wishing to see her face and examine scars after she returned, oblivious to the pain she had suffered, and became extremely distressed when anyone approached as if to touch her. She rejected all of her old friends, referring to them as liars and traitors, and spent much of her time never speaking to anyone.

Now, at age twenty, Mouse has been selected once again, and, knowing what kind of world she will now be entering, she has every intention of surviving, regardless of the number of people who have said she will not return.


Personality: Her entire life, Mouse has always been extremely quiet, and never really speaks unless spoken to. In addition, she generally gives off an aura that gives others the impression that she is reluctant to speak, and therefore, few people approach her, or feel comfortable trying to talk to her. This unsettling aspect, along with her choice of dress, may have an adverse effect for those who are curious, however, as some may find her fantastically interesting, which may lead Mouse to the conclusion that those who ask her questions are naïve and not meant for scavenging in the wastelands.

Clever, generally calm, and being unaffected by horrible sights such as predators killing or feeding on their prey, she is not squeamish about scavenging her own food from fresh carcasses left out in the sun, but seems to have an intense fear of the blood and bodily fluids of other human beings. Although she has been wounded and hurt in the past, she seems to have a more intense fear of contracting illness, and also dislikes any human touching her on any part of her body, even her hands, regardless if it is bare skin or through clothing, a strong indicator that she suffers from Haphephobia. Whenever injured, she treats her own wounds, and behaves in a threatening manner towards anyone who gets close, hating the idea of being touched for any reason. She prefers to flee to some dark, hidden place to recover, safe from predators and other people.

Reclusive, yet patient, she prefers to avoid the presence of others in most situations, due to the possibility of them endangering her own safety, but at the same time, has a tendency to quickly grow to like most people, as she often sees the best in them, even if she doesn’t want to and tries to focus on their faults or shortcomings. She tries to avoid first encounters or conversations with other scavengers, as she fears that she may feel compelled to assist someone if she grows attached. Worst of all about this aspect of herself, is that she always seems to like the people that are the most likely to get themselves killed (the naïve ones that ask questions, and the first-timers), and feels like she has to stay near them to keep them safe. Although she’s considerably skilled with just her pocket-knife, a good-quality blade approximately four inches in length, she doesn’t enjoy having to fight, and prefers to take precautions so as to go unnoticed by the dangerous beasts that roam the desert, some of which are too heavily-armored to even be harmed by her weapon.


Appearance: Due to the disfiguring scarring of her body that resulted from her near-death encounters in her previous visit to the surface, as well as the fact that humans don’t blend well with the surrounding environment, Mouse wears clothing that covers as much of her body as possible, both for the sake of hiding her past injuries, and keeping her safe from the compound eyes of certain mutant predators. Her clothing largely seems to resemble that of someone residing in the Sahara Desert, only with a different color choice.

Mouse wears a tan-grey-colored tagelmust (A type of headscarf) made from a rough fabric that winds around her head and covers most of her features, including the lower half of her face, leaving only her eyes and the surrounding skin visible. The garment covers her neck, and a taper like a scarf that would have normally trailed down her front is hacked off and sewn, to prevent it from fluttering in the wind or unraveling. She wears a rough shirt made from burlap-like fabric with long sleeves that is only slightly paler than the cloth worn over her head, and near identical in color. The sleeves, which drape down, cover her wrists and the lower part of her hands. On her hands Mouse wears well-fitting fingerless grey leather gloves that end just past her wrists, leaving only her fingers and thumbs visible. Due to the risk of restricting movement, Mouse wears rough pants that closely match the overall tan-grey color of her shirt and head coverings.

Mouse covers her feet with grey moccasins with no ornamentation whatsoever that have flaps to protect the ankles, allowing her to mold her feet more easily to whatever kind of terrain she is moving on. She wears a grey burlap-like satchel so that the strap goes across her chest and the containment part itself rests snugly on her right hip. The satchel is mostly unornamented, but well made, and has a square shape, with a large pocket on the front that folds over and buttons. Inside the satchel Mouse carries her canteen, and a metal tin wrapped in a fabric pouch meant to muffle sounds produced by the metal.

In regards to physical features not related to clothing, most of Mouse’s features are seldom seen, save for her fingers, thumbs, and the area that her tagelmust does not cover, which is her eyes, and a small portion of the upper part of her nose. What people can tell is that she has a thin, hourglass-shaped body, and that she appears to have an oblong-oval-shaped face, and a skin tone that is surprisingly fair, suggesting that she may also wear her clothing to avoid extreme exposure to harsh sunlight, as she may burn easily.

Her eyes are roundish-almond shapes, with long, dark eyelashes, and irises that are such a deep shade of brown that they are almost black. Her eyebrows, relatively thick and properly shaped, look shaggy due to the long length of the individual hairs, and give the impression that Mouse’s hair is a dark brunette color. A few pale, slash-like scars are visible, one that seems to stretch across her entire face, beginning perhaps around her left cheek or chin, and then going up over her nose and out of sight above her right eye. She also has a slash coming directly to the side that tapers off next to the right side of her nose, and a mark that runs down from her forehead to end just above her brow ridge on the left side. Her finger and thumbnails are extremely short, having been picked short, but leaving just enough of a ragged edge where they could probably be used to claw something. They are nowhere near long enough to interfere with work, however. Although a few dark, wavy brown strands are visible on occasion, her actual hair length is mostly impossible to determine.

Mouse speaks with a lower-pitch soprano voice with a notable rasp to it, and though her typical speech is deeper than what most speak with, her pitch can sometimes change to a much higher one if she is stressing a point or adding variation, making her voice very distinct. Mouse, however, does not like talking, and thus, her voice is not heard often.


Other: *NOTE* Mouse has been used for two separate RP's, and the current sheet was taken from a reboot of one that died initially. This is an Edit taken from the post when the sheet was submitted: Just reading over the sheet, I know about the canteen, but as for the metal tin, if there was something plot-related I had an idea for in the past, I have no clue what's in the tin. A first-aid set of bandages, maybe? Some rubbing alcohol? I don't remember. I just know that neither the new sheet nor the old one lists what's in that tin.
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Re: Travelers (Character Sheets)

Post by Tarragon on Fri Jan 06, 2017 1:24 pm

Lynn Adrian Foster

Name: Lynn Adrian Foster
Age: 24
Gender: Male
Species: Human
Homeworld: Galsenra



Physical Appearance: Lynn is a tall mage, standing at 6’5”, with a lean, athletic build, and deeply tanned skin from days of nomadic travel. With black tattoos of magical seals wrapping around his arms and hands, he clearly practices magic, although nobody outside of his native homeworld Galsenra would know this. The stamp-like marks, bearing swirling patterns resembling flames, wind, water, mountains, and other elements do not have a clear meaning to anyone else, and it is likely that he would be mistaken for someone in a gang in any other world, save for another that also relates seals and magic. Lynn’s dense hair is straight and black, and he often keeps it at a length of approximately four inches. His triangular jaw is often shadowed by stubble, and Lynn often needs to shave daily to keep from growing a beard, due to the natural thickness of his hair. His almond-shaped eyes are a piercing shade of grey that changes color based on his surroundings, and his features are almost aristocratic in nature.

In most cases, Lynn wears his typical mage robes, which are geared towards the use of water magic, though he does have the power to work with other elements, and the nature of his attire is meant to help accommodate a mixed skill-set. Lynn’s typical mage attire consists of a dark, sapphire-blue tunic that shines with a strange iridescence, indicating that some of the threads in it contain purified mana, the magical source in Lynn’s world that must be refined for humans to use properly. Lynn wears pale grey trousers that are almost white in color, with tall black leather boots that come up to just below the knee, and tightly laced to keep them conforming to his feet. He also wears a heavy black leather belt with a pouch slung over the right hip, where he carries a canteen and various other small supplies. Lynn also wears a cloak along with a hood, the outside sections being a deep sapphire blue like his tunic, and the inside being the same pale white as his trousers, but with intricate black and purple patterns meant to resemble waves and sea foam stitched in. Like his tunic, Lynn’s cloak also shines with an iridescence that indicates purified mana threads. The cloak and hood fasten together with small black buttons, and fine black borders indicate heavy stitching to keep them from falling apart, even when worn on a frequent basis. A small section like a cape loosely covers Lynn’s shoulders, and is a part of the cloak, fastened with a fine black ribbon woven with purified mana. While his arms may be covered in tattoos that indicate various magical seals that assist in channeling magic, Lynn tends to wear black leather gloves that come up to his mid-forearms, generally covering them.

Because he often travels by himself, Lynn’s attire also indicates that he has a mixed skill-set. The black leather strap of a quiver goes across his chest, bristling with arrows, and he carries a dark, wooden longbow on his back. On his left hip he has a sheath where he carries a long dagger, simply-made with a wooden hilt.


Personality: Lynn is a person that spends most of his time alone, traveling from place-to-place and making a living by using his abilities as a mage, although he has learned a wide set of skills to eliminate the disadvantages normally presented by a lack of traveling companions. Because of this, while he might use magic to alter the weather or hunt down dangerous nuisance animals that are beyond the power of a normal person, he will also do many other tasks that require no magic at all. Despite looking the part of a refined, self-respecting mage, Lynn has surprisingly few qualms with doing the most grueling forms of labor if it means earning a hot meal or a place to sleep at night. Although his robes might look as though he had money or belonged to a very prestigious magic guild, Lynn has very little, in reality, and most of the reason for his robes having a flashy appearance is just for the sake of advertising his profession, so that he might be taken seriously. Lynn comes from very modest roots, and he seems to have little interest in procuring wealth or worldly possessions, as he seems to enjoy traveling and seeing different places. When there is only one person that constantly travels, there is little benefit to having a lot of possessions that must be lugged around.

Although Lynn is very good at using magic due to constant experience, he is not as skilled as a mage that studies the profession for inventing new techniques. Because of his preference for traveling and the fact that his magic is more befitting of a jack-of-all-trades, he is not heavily sought after by even small magic guilds, nor does he appear to have any desire to join one. He tends to have largely positive connections with them, however, due to his willingness to help locals. Overall, Lynn is a loner, but he is not antisocial, and seems to enjoy meeting and talking with new people. In addition to enjoying the experience of new cultures and peoples, Lynn appears to have a very romantic view of nature, and sometimes goes to completely unpopulated areas, just to see natural landmarks.

Personality-wise, Lynn is warm and encouraging, generally being the person that finds it easy to give someone who is having doubts the push they need to do something. This may be because Lynn himself is an adventurous person, and acknowledges that many people have things that they wish to do, but don’t because there’s many fears that keep them from even attempting to follow their dreams. Although in many ways this habit of urging people to reach for their goals is a good thing, sometimes it may be unwelcome, as Lynn can almost be forceful if a person continues to stubbornly stay in the same situation, even if it makes them unhappy. Lynn can be very helpful, if not a little bit pushy when it comes to more timid or cautious individuals. In his own life, Lynn sometimes suffers for his own eagerness to take action, sometimes biting off more than he can chew, and therefore having to be pulled out of a situation by the people that frequently warned him not to underestimate the task. Lynn wants to enjoy all that the world has to offer, and wants other people to be able to do the same, but while he can sometimes be cautious, his caution is often something that resulted from learning lessons the hard way.

Although Lynn is sometimes a hard person to keep up with, and normally works by himself, he is a very good team-player, and seems to enjoy working alongside others as much as he enjoys being alone. While sometimes his eagerness to try things gets him into trouble, he tends to recover quickly from any downfall, treating it as a means of making himself a better person. He is very resistant to emotional turmoil, because he seldom dwells on failures, other than to figure out how to avoid repeating the same mistake twice.

Trust-wise, however, Lynn is generally very moral as a person, and tends to have trouble relying on individuals that have questionable backgrounds, or those that have done things that fall in line with what he would consider to be ‘evil’ deeds. He is surprisingly incompatible with individuals that are bold or adventurous like himself, and he is extremely uneasy when forced to be around those that are negative, cynical, or who possess a short temper. For all of his strength in bad situations, and for all his attempts at being optimistic and upbeat, Lynn is easily intimidated, upset, and angered by individuals who are quick to resort to violent methods, and while he has no trouble killing animals, Lynn struggles to bring himself to hurt people (Regardless of species). Though he carries weapons and can use magic like a weapon, Lynn finds it difficult to raise his hand against a person, as he is relatively non-confrontational, and seems to suffer emotional pain when he does so. Although he does not seem like the type, Lynn is surprisingly bad at fighting (Not a lack of skills, more due to emotional reluctance), and tends to be so heavily inclined towards offering mercy that he places his own life in peril.


Abilities/Skills: Lynn is a skilled mage with a broad set of spells that he is capable of using, the primary kind of magic he uses dealing with water, although if it has a practical application, he likely knows a spell by heart. Lynn’s greatest specialty is magic dealing with weather manipulation, primarily rain-summoning, in conjunction with the suppression of unfavorable phenomena (Lightning, blizzards, hail, strong wings, dense fog, etc.). Lynn can also suppress rain in an area under the circumstances of flooding, and he can also summon the phenomena that he normally doesn’t want to occur, although he normally has no reason for wanting to create a potentially harmful event. Weather-summoning tends to encompass an area based on how much energy Lynn channels at once, the area being larger the more energy he exerts, although once the event occurs, he can leave and wait for the storms he’s created to wear themselves out on their own. Despite weather manipulation being a very strong ability in other worlds, Lynn does not gain the power to perfectly control the climate, nor can he fly or easily designate things like the direction of lightning, unless he places some sort of marker where he wants something to hit. It can be useful, however, in fixing droughts or floods, and a dense fog cover can also help to escape a particularly bad situation.

In addition to weather manipulation, Lynn can also light small fires (Campfire spell), use ice magic to freeze or thaw a certain area over with ice (Blocking and clearing paths), and he can also use elemental opening or sealing spells to operate magical locks.

Magic aside, Lynn is skilled with his bow and arrows, and can hit moving targets from a long distance, and he also has a dagger in the circumstance that he must deal with a situation at close range (Not preferred, the dagger is more for use as a tool than as a weapon).

In general, Lynn is very agile and has good stamina from walking long distances over the course of days, but he is not the world’s fastest runner. His strength is good and he might have a weight advantage over smaller opponents, but he is not suited for fighting other people, especially in close combat.


Other: This poor guy gets a lot of weird looks from people in remote villages, and sometimes people make fun of him because of what he's wearing. Even in Lynn's own world, mages tend to be dressed very strangely compared to the general population.


Last edited by Tarragon on Thu Apr 13, 2017 7:15 pm; edited 1 time in total
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Re: Travelers (Character Sheets)

Post by Tarragon on Fri Jan 06, 2017 7:22 pm

Elysia Forrest Underwood
I know what I'm trying to do with this character, but writing her sheet, it's really hard to put this character into words without making it excessively long..


Name: Elysia Forrest Underwood
Age: 26
Gender: Female
Species: Human (Shape-shifter)
Homeworld: Galsenra



Physical Appearance: Elysia is a pale, tall woman, standing at a height of 5’8”, with a slender, graceful figure. With broad shoulders, a long neck, and a decent amount of muscle, she seems very strong physically, and appears to engage in athletic pursuits a great deal, partly because she travels frequently on rough terrain, away from the typical roads people use. A human that was mutated before birth due to her mother living near an area where mana naturally seeped into the water supply, Elysia is a rare human, having been born with the power to shape-shift as a magical being, as well as the ability to absorb and utilize raw mana without purifying it.  Elysia possesses a heart-shaped face with full lips and round eyes. Her eye color is mostly brown, but a strange, rusty orange color rings her pupils, seemingly due to her magical nature. Elysia’s eyelashes are long and dark, and her eyebrows are high-arching, but her wavy brown hair is chopped extremely short, growing in wild directions and perhaps only an inch in length, and this seems to have been done for two reasons, first to reduce difficulty with grooming, and secondly to avoid drawing attention. The tattooed seals normally present on the bodies of mages are also present along Elysia’s arms, but unlike the typical forms that are known to help channel magic for certain spells, Elysia’s tattoos appear to be a single, continuous pattern of artistic swirls, normally ones devoted towards adding balance to a chaotic mix of elements when the energy of an object or place is turbulent, and highly unusual for human beings or living creatures.

Although Elysia is a mage, due to her magical nature and because of certain deeds committed in the past, her own mage’s robes are far less flashy than those typically seen. With hardly any color at all, Elysia wears a dark brown tunic and trousers, more masculine than what would typically be seen in her world, and black leather boots that come up to mid-calf. She also wears black leather gloves that come up to her mid-forearms. A step further, rather than a cape or typical robes, Elysia wears a well-made hooded black cloak that covers much of her form, small black buttons and a defined lining making it very durable, and highly-suited for travel, despite what it is. A sewn-in slit along the sides of the legs make movement much easier, preventing her from tripping over the cloak’s length. The only bit of ornamentation that might indicate that Elysia is a mage is that the inner-lining of her cloak is a dark blue fabric. Her clothing, like most mage robes, also glimmers iridescently, indicating woven mana threads. Over her cloak Elysia wears a black belt, with a pouch slung across her right hip, where she carries a canteen full of water. Relying heavily on her magic, she has no weapons or other tools, save for a roll of bandages in the circumstance of injury.

As a shape-shifter, Elysia can change appearance to become any creature, the most advanced transformations being small dragons. Although she can turn into something as small as a mouse, she cannot become a creature much larger than herself. She also cannot hide or alter her eye color. No matter what she turns into, her eye color is consistently dark brown with rusty orange ringing the pupils.


Personality: Elysia, having committed a great taboo in the past and thus unwelcome in most places where her true identity is known, is an extremely wary, cautious person, and with good reason. At risk of being hunted down and viciously attacked by mages when discovered, she keeps as far away from large, populated areas as she possibly can, and avoids cities containing large, reputable mage guilds like the plague. Even if she happens to arrive in places where she can safely assume that nobody knows who she is, or what she has done in the past, she works carefully to conceal the fact that she is a shape-shifter, and relies heavily on pretending that she carries refined mana in the inner folds of her cloak to hide the fact that she is drawing magical power from reserves of raw mana stored inside her bones. Despite finding places that might be considered ‘safe’ in her eyes, Elysia is so cautious that, should she hear word of another mage appearing in the area, she will quickly leave and take the most remote path away from a town or village, going through dangerous wilderness areas for the sake of avoiding roads. Hypervigilant, even if she should fall asleep, the slightest sounds can wake Elysia, and she is even quicker to attack or otherwise threaten individuals if abruptly disturbed from even a light slumber. Sleep-wise in general, Elysia is often unable to slow down her mind, and thus has a touch of insomnia, rarely resting properly and relying on taking brief, frequent naps to make up for the lack of quality rest. Sometimes this might make her seem lazy, but this is actually far from the reality.

Although the constant threat of attack for several years has made Elysia very cautious and uneasy, there is strong indication that this isn’t inherent to her nature. Elysia, realistically, is a very bold, witty individual, who doesn’t bother to suppress her thoughts about a situation, or about how she feels towards specific individuals. Critical of people and very cynical by nature after having seen radical variation in how a person can behave, Elysia is known for occasionally making very sharp, biting comments that can often provoke arguments, generally because there’s usually some sort of truth that genuinely upsets people, and Elysia isn’t afraid of the consequences that she might potentially have to deal with. Arguing with Elysia is usually a bad idea, because she doesn’t make inflammatory comments that would start debates she can’t win. If Elysia doesn’t think she has a strong case, she usually won’t say anything. How much she respects people is usually based on whether or not they can take her criticism, or dissolve into fits as a result.

Although Elysia normally has a very good reign on her emotions and is very controlled, there are a few rare occasions when she can be provoked to extreme anger, sufficient to make her turn physically violent. Most often, this is when lies are spread that aren’t true, especially the many false rumors about Elysia herself and what the ‘taboo’ she committed really is, since only a small handful of people actually know what she did. Comments about what kind of person she is that aren’t true offend Elysia far more deeply than telling the truth itself, and Elysia is known to lash out with violent-sounding threats, or even make good on her promises. Something of a vigilante, also, Elysia may sometimes administer her own form of justice for evil acts, the punishments she gives being far more severe than what the local laws may dictate. Severing limbs or blinding a person’s eyes are not very difficult for Elysia, and she has also used this as a means of escaping from attacking mages in the past, further worsening her reputation, due to the sheer brutality of such acts.

In combat, Elysia is extremely dangerous, both for her willingness to use lethal force, and because in addition to shape-shifting, she has a large number of offensive-type magical spells that she can use. Elysia will not kill a person without being provoked, but an attempt on Elysia’s life gives her lease to kill in retaliation, and she doesn’t hesitate to do things. In fights, Elysia talks little, and if she kills someone, she makes sure they’re dead before turning her back. It is largely believed that her violence, in part, stems from some imbalance in the large stores of mana that she possesses, and that this is the main reason for why she possesses tattoos that are normally only used for sealing dangerous energy imbalances, and not on actual creatures. Despite this, though, it seems like Elysia has far more control and rationality, even when committing violent acts, making them all the more chilling to witness, as it appears that she is focused on dispatching threats quickly, and simply doesn’t want to spend a lot of time or invest much energy in it. Elysia appears to be almost psychopathic in this regard.

Outside of conflict, Elysia generally quiet, relaxed, and perhaps even sluggish, if the term could be properly applied to someone who is normally always searching for danger. Because a lack of comfort and uneasiness is what leads her to move around constantly under typical circumstances, Elysia will generally look for a place to sit down, and become almost immobile in a place that she has deemed ‘safe’. She will generally fall asleep and wake up during odd intervals when a certain sound is heard, but will only react with a battle-like stance if someone physically touches her or shakes her awake, triggering some sort of fear response. If she truly feels relaxed, she will even shapeshift into a cat during the duration that she is in a specific place; sometimes people jokingly claim it is because she spends so much time in the form of a cat that Elysia sleeps so often. Many people believe that some of her habits emerged because she enjoys transforming into a cat, although people from her own world would claim she acts more like certain types of dragons (also on the list of things she can become).


Abilities/Skills: Elysia was born as a shape-shifter, and though she seldom uses her powers in the public eye, she has grown accustomed to using an animal form in the wilderness of Galsenra’s more dangerous areas for the sake of survival purposes. Turning into a fur-bearing animal has been an effective way of surviving harsh, freezing temperatures, and although normal dragons could tell there is something unnatural, turning into a small dragon grants the ability to fly and relative safety from non-magical attacks (Although bigger dragons and mages are still something of a threat). Elysia cannot turn into people or inanimate objects, and though dragons are considered sentient, this description does not apply to all of them, and most dragons are still more like animals behavior-wise, unless they have been with humans enough to learn speech, and develop human-like behavior. Regardless of form, Elysia cannot turn into male creatures, and while she can turn into something as small as a mouse, she is limited to creatures only slightly larger than herself. She cannot turn into anything extremely large, and attempts to do so often result in becoming only miniature versions of what something really is.

Skill-wise, Elysia does not have certain basic skills that are normally needed to be considered independent (Cooking, building a shelter, etc), but she is able to get around this lack of abilities because of shape-shifting. Elysia’s main skillset is magic, and all the different forms that it can take. Elysia can create and control weather patterns with incredible accuracy, and due to her highly-concentrated magic, can even summon lightning to strike where she wishes from her own body. Freezing and thawing objects, launching fireballs or fire breath, these things are as basic as breathing because of certain transformations she has being dragons dealing with such elements, and she requires almost no mental exertion to do such things.

More advanced magic, requiring concentration, Elysia has the power to revive dead plant life, and can also mend severe wounds and cure sickness. Although the application of Elysia’s magic can be very broad, these things are only a small number of what she is capable of, compared to the vast possibilities.


Other: Elysia tends to be self-taught in her magic, and most of the time it is used in conjunction with dragon transformations, although she can use her abilities in human form as well. Most of the time her abilities range only within things such as breathing fire, lightning, etc. and most of what she can do immediately is listed. She requires seals and a proper location with various tools, even if she can draw power from raw mana, if she wants to do anything more complex. Elysia has a lot of skills not mentioned, though, relating to magic.


Last edited by Tarragon on Thu Apr 13, 2017 7:15 pm; edited 1 time in total
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Re: Travelers (Character Sheets)

Post by Glict on Sat Feb 04, 2017 7:33 pm

Name: Goose

Age: He's been alive since before the creation of his realm, which is longer than any normal number can reach. However, he does seem to be in his early 20s.

Gender: Male

Species: Falsehood

Homeworld: Triviis

Physical Appearance: He looks entirely human except for a single defining feature—His eyes. They're rather strange for a falsehood. Most have various colors about their sclera, iris and pupil, but not Goose. He lacks irises entirely and has a single black cat-like pupil for both eyes. As for his sclera, they're completely textureless and glow the smoothest white ever seen. As for the more humanlike features, his hair is brown and messy. He has a slight underbite and a rather angry facial structure. He stands at 6'4 which is just nearly below average for a falsehood. His build is just a bit more muscular than average. As for his clothes, he wears a brown leather vest and dark green leather pants. No shoes are present on his feet.

Personality: The main trait about him is his severe hatred for things he doesn't understand, although he usually doesn't do much about it except make empty threats and curse at people. He's extremely stubborn and loves to win, even at things that don't matter in the slightest amount. Goose has a very strong sense of justice and will follow his ideals, even if it means the death of him. He is a worshiper of the Gjothyme, or god of Triviis, though his relationship with religion is a rather casual one. He absolutely hates anything demonic or unholy. Goose has the mouth of a sailor and is very proud of it, even though half the time he curses it's in a language that only falsehoods know. He's quick to anger and is easily irritated, so likewise, he has no tolerance for idiots. Most of the time he will call someone out when they say something stupid. If someone attempts to become friends with Goose, that said person will have to try very hard to get him to open up, but after a long time working through the thick mat of issues he has with you, he's the most loyal friend you can have. If you give him reason to trust and support you as a friend, he will do the same fervently.

Abilities: When Goose lived in Triviis, the temple granted him the ability to never age, which still lingers after he's been kicked out of his realm. Though this effect is still active, it is greatly weakened because of the lack of a temple. Telekinesis is a strong suit of his, and is actually unaffected by the lack of a temple, due to the fact that he learned these spells without the blessings of the Gjothyme. Telekinesis is the only spell he can use, and he has a strong affinity with it. Probably the only downside to it is the fact that if he overexerts himself with this type of magic, it can lead to mental strains such as loss of willpower, headaches, lowered perception, and in some cases, a general loss of energy.

Skills: Being in a world where there are constant fighting between clans tends to leave you with at least a few skills. He's rather good at hand to hand combat, not a professional though. He can run fast, but isn't much of an athlete besides that. He can read really well, but rarely uses this skill.

Biography: Goose remembers nothing further back than the creation of Triviis. He's spent his entire life constantly fighting for control of a benevolent temple that allowed the Gjothyme to reach out and bless his kind. The main enemy of the falsehoods are the truths, who also fight for the temple and blessings of the Gjothyme.

Other: Goose is willing to try any food or drink, and tends to like the taste of everything. He especially likes alcohol and is usually never affected by inebriation.
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Re: Travelers (Character Sheets)

Post by Prussian on Wed Feb 15, 2017 4:43 pm

Name: Callisto d’Herse

Age: Several Thousand

Gender: Presumably female

Species: Wight

Homeworld:
Upper Blylom

Physical Appearance: The true original appearance of Callisto is uncertain, as her body has long ago deteriorated into nothing.


Will probably be updated/cleaned later

Her physical body consists of a rusted suit of armor, with distinct maroon cloth (which remains in rather good shape) hanging from her hips, draping down to her knees. The armor itself is black, and reflects little light.

Judging by the quality of the armor, this set likely once belonged to someone of high prestige.
Between the metal plates is thin cloth, which would under normal circumstances would cover any skin left bare by the armor. This cloth is near freezing to the touch, hinting at the lack of a warm body within.

The helm is made of two pieces. The visor juts forward into a beak-like visage, combining with the rest of the helm to create eyeholes, as well as a rather intimidating "gaze." Curiously, the visor seems either rusted or welded onto the helm, rendering it immovable. Whether this was done by Callisto’s choice, or by accident, is uncertain.

Shining a light into one of the helm’s eyeholes reveals that there is indeed no body inside.

Personality: Of what little there is left of Callisto, her personality seems to be the most prominent, even if it, too, has been worn away at.

Most of the time, Callisto appears to be a lost, wayward soul, with few words and few ideas. Indeed, she relies quite a bit on others for the input of ideas, and is quick to agree with others. In addition, her mind is fickle and often suggestible; Callisto, in this state, does not make a leader. Alas, most of the time, this is all there is to her. However, at times, hints of her old self manage to come to light.

Callisto experiences occasions of “lucidity,” during which her personality shifts and unravels. She is known to be uptight, snarky and rather impatient, yet also shows the capacity to understand and sympathize with others, as well as an actual desire to communicate. In general, Callisto is more expressive and able in this state, yet still generally prefers the company of others, more for the sake of camaraderie than for a deeper relationship, much less a romantic one. Degeneration into a mindless wight is not a pleasant journey to undergo alone, but Callisto has still found a way to make her longing for company impersonal. It would appear that this isn’t so much due to sheer shyness as it is due to fear and misunderstanding of others (in spite of her more sympathetic side also being able to show itself often).

Much of the time, Callisto speaks only when needed, and in short sentences or phrases. It is only in a more lucid state that she could carry out a longer conversation. It is nearly impossible to determine what Callisto is thinking for obvious reasons, but a look into her visor would oft give a hint to her current feelings and emotions, even if there are no eyes inside to look back. In addition to this, she is more expressive in her body language given her disabilities; simple emotions like confidence or fear, and excitement and sadness, are more easily visible.

Abilities/Skills: Despite possessing and being able to move her own armor, Callisto is not capable of levitation of other objects. Generally, a wight is only able to do what they were able to do in life.

Where Callisto shines is in her agility and her swordplay. She is most skilled with an estoc, her weapon of choice, able to strike quickly, accurately, and efficiently, and able to react to something at a moment’s notice. While her memory has deteriorated, muscle memory never forgets.

In her left hand is a rather special knife, designed to catch and parry enemy weapons with ease. But while swords in this new environment will be rare, the serrated edge of her swordbreaker knife will be able to deliver nasty wounds to any enemy who dares get too close.

Only weighing about 40 pounds (due to the obvious lack of a living body,) Callisto is able to run faster and jump higher than she once could. The trade-off is that she is also much weaker, unable to lift much more than her own armor’s weight.

And finally, despite the fact that Callisto is a literal set of armor, she is far from invulnerable. In fact, her separate pieces are able to detach  easily, and once a part is separated, all control of it is lost until it is reattached. It is for this reason that her joints are her weakest areas - especially to puncture wounds. Providing that she loses a limb and survives the encounter, however, she is able to possess an item and use it in the old limb’s place. Granted, this takes much time, and is useless in an emergency.

Biography: Callisto’s history is one of many that have been forgotten. The wight herself barely remembers her past, and cannot tell anyone the specifics of her origins, whether she is lucid at the time or not. A reliable estimation of her history requires a close examination of her armor and weaponry.

The fact that she wears such high-quality armor at all suggests that she was once a knight of high prestige, which is reflected in her personality. It is possible that she was once a noblewoman who had chosen to join an army. It is unlikely that she was the leader of an army herself.

The color maroon is indicative of the nation of Leharta: a powerful nation within Upper Blylom, but with absolutely no reach or influence outside. Leharta is, or was, a warmongering nation; at the time of Callisto’s death, it was at the height of its power.

The armor suffers little actual damage, so the exact way Callisto died is a total mystery. It is possible that she had died of disease or exhaustion in the field, far from home.

From then on, Callisto has likely wandered the land, lost and confused, losing a little more of her mind with every passing decade. At some point, she managed to leave Upper Blylom through a portal.

Other: A “wight” isn’t a species in the traditional sense. In the most basic sense possible, a wight is a soul without a body. In Callisto’s case, she has managed to possess her old set of armor in place of her body.

Wights are rare, and it is largely a mystery as to how they are birthed. However, it is known that a wight will likely attempt to cling to facets of their old life, from things such as old possessions, to more basic ideas such as the shape and size of their old body. From this evidence, it is easy to deduce that Callisto was once a human being.

A wight, without a body, is doomed to live forever. When its thoughts become too disorganized to stay coherent, it will often dissipate into its component energies, the original soul being forever destroyed. Those souls powerful enough to stay together after losing their minds go out of control, often going on a mindless rampage, slaying others in an attempt to pillage their victims’ souls for their own.
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Re: Travelers (Character Sheets)

Post by Glict on Sun Mar 05, 2017 8:15 pm

Name: Thukr (pronounced THOO-kur)

Age: Unknown

Gender: She's not exactly an “it,” but she's technically not a girl either. So slightly feminine? I dunno, let's just call her a girl.

Species: Bipremic Hungershulla

Homeworld: Scccr

Physical Appearance:


Personality: Despite the fact that the majority of her species lacks sentience, she is one of the few that can form slightly coherent sentences. She talks very strangely, with many detached syllables making up her sentences. Despite her extreme handicap in the sentience department, she's still able to feel every emotion just fine. She's usually happy and quite cheerful, though she can be quite animalistic at times. When Thukr get's stressed, she doesn't tend to show it. She cares very much for her friends and will go to great lengths to help them. She doesn't know the difference between a friend and acquaintance, thus she considers a lot of people her friends. Thukr understands the effects of the infection on people that aren't biprimae, so unless she has no other choice, she will opt to infect anything anything. She's extremely pacifistic, and hates seeing people in pain.

Abilities: Her entire body is made up of a magical biomass that allows her to suck the life force out of anything that's living. This process is extremely painful for the one that Thukr is taking the life force from. There's relatively little pain for the first five minutes of the curse. It's a very slow process and can be reversed by simply applying water to the cursed area, but is sped up exponentially if Thukr wills it and is in physical contact with the one she cursed. If the life force of something has been absorbed entirely, Thukr has the choice to turn remaining body is transformed into the same type of magical biomass that Thukr is made of, though it is entirely optional. If she decided to transform it, she can choose to either use that biomass as food or she can just leave it to become another biprimae. (See other for explanation of biprimae) She can eat nearly anything and transfer whatever she ate into energy. Radiation, plasma of any temperature as well as electricity are things that she can tap into and feed her instead of regular food. She is also immune to poison and disease. Thukr is coldblooded.

Skills: She can go nearly a month without food or sleep, and has a very extreme resistance to pain.

Biography: Before she became a biprimae, she was a primin cursed with lycanthropy. She lived in a small village with other lycan primins that were banished from the eternal tower. There was a biprimae attack one day, which killed all the lycanthropes and turned all of them into biprimae. The leader of the tower then banished her even further once he found out that there were biprimae just outside his tower. She found herself in Scccr with no recollection of her former life, and lived there for some amount of time. The exact amount of time is unknown due to the fact that time is extremely distorted in Scccr.  

Other: The term “bimpremic” means in the state of being a biprimae. Biprimae range from all sorts of monstrosities that have all sorts of strange abilities and attributes. They are very hard to kill and are immune to many forms of attack. The only substance that can truly stop a biprimae from living is water, especially holy water. Whatever the water touches renders that part of the biprimae neutralized, but only if the biprimae is exposed to water for extended periods of time. Neutralized biprimae flesh is unable to infect others, and will eventually rot away entirely, leaving the biprimae extremely vulnerable to disease and sickness.  Biprimae are very vulnerable to cold and can freeze to death relatively easily. Most biprimae aren't sentient, however there are a few that are sentient. Very rarely there are biprimae that are smarter than your common man. Most sentient biprimae are burdened with extreme psychosis and usually can't cope with stress at all. You can count on your fingers the number of times that biprimae have loved someone.


Last edited by Glict on Thu Jun 29, 2017 5:27 pm; edited 1 time in total
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Re: Travelers (Character Sheets)

Post by Tarragon on Sun Mar 12, 2017 5:14 pm

Konrad Lochward


Name: Konrad Lochward

Age:
217 (Physically 29)

Gender: Male

Species: Cursed Human/Beast

Homeworld: Kurqi

Physical Appearance: Konrad is an imposing, monstrous bipedal creature in appearance, looming over most people with a height around 9’8”, but moving with such a graceful, fluid, and swift manner that it suggests he probably weighs only half of what his appearance would indicate. With a heavily-built, human-like upper body in anatomy terms, and similarly bulky digitigrade legs, his hands and feet are more like paws, with soft, squishy pads and dark skin. His thick fingers are tipped with ominous, slightly curved black claws with razor-like tips that are almost seven inches in length, although their shape prevents their size from interfering with his grip, and he is also adept at using them like tweezers to grab small objects, having no issues with dexterity.
 
With a longer neck that could still be proportionally like a human’s, Konrad’s head resembles a fusion of the features present among Chinese crocodiles and dogs, having a medium-length snout filled with neat, orderly teeth that are well-hidden by his lips when closed, though these teeth are long, frighteningly sharp fangs, as well as boar-like tusks that are too small to be visible except when his mouth is open. His nose is similar in appearance to a human’s or cat’s, and underneath it he has a mustache-like tuft of long, hair-like feathers that surround the base of a pair of whiskers the same length as his snout. On his chin, he possesses similar feathers that go back the entire length of his head, before fusing into a dense, lion-like mane that covers Konrad’s entire neck and seems to trail along his back. Konrad’s entire body is covered with small, soft downy feathers that seem more hair-like in structure. Thick feathers form eyebrows over Konrad’s forward-facing eyes, and the expressions of his face are oddly reminiscent of a human face. Konrad’s eyes are blue, marbled with green, having distinct whites and rounded pupils. Konrad’s eyes are said to glow brightly in the dark. Behind Konrad’s eyes there are a pair of black stag-like horns, not so much bulky as they are gracefully curved, like an antelope, with three points on each horn, though the thickness at their base suggests they are very dense and strong. Konrad’s ears are pointed and cat-like. Overall, his face resembles the head of a Chinese dragon, but with feathers instead of scales.
 
Konrad’s feathers, which are sometimes mistaken for fur until examined up close, lack the same stiffness as those belonging to birds capable of flight, and their structure at a microscopic level is said to lack certain traits, being something like a pseudo-version of an actual bird, or something that is intermediate between feathers and scales. The feathers are more like fur when affected by wind, and do not break easily or come loose. They are soft to the touch, like the fur of a rabbit, and are very dense, easily protecting from the cold or rain, and surprisingly, decently insulating against heat, also.

Overall, Konrad’s feathers are a fine, blue-grey color, like the head of a pigeon, and shimmer with blue or purple iridescence, depending on the light. Although the iridescence of Konrad’s feathers covers his entire body, it is more prominent on his mane, beard, mustache and whiskers, eyebrows, and on the trailing part of his mane that runs down his back. Konrad also possesses a long, fluffy tail that seems to be like a cat or anteater’s in shape, having thick, plume-like fur, but moving in a manner that suggests it is prehensile in some form or fashion. Only the tip and along the back of it does Konrad possess iridescent feathers, resembling more the markings of a cat than the plumes of a bird.
 
Any exposed skin on Konrad’s body, which includes his paw pads, his nose, whiskers, his lips, and an area ringing his eyes, is a dark, velvety black.
 
Somewhat uncaring if his appearance seems inconsistent or messy, Konrad wears a deep, near-black purple silk tunic that seems to be made of silk and done in a middle-ages time period, although non-shiny black lines indicate a large number of areas where it has been cut and torn, and then mended back. A similarly damaged state can be applied to Konrad’s black trench coat, where a small number of areas are mended, and especially along the sleeves of the forearms, there are added patches of fabric meant to cover holes. The trench coat is not particularly fancy, as it possesses only the collar, three brass buttons, and pockets along the sides near the bottom, where it falls to mid-thigh on Konrad’s person, somehow conflicting with the expensive-looking material of his shirt. Konrad wears a pair of loose black trousers made of silk around his waist that only fall slightly past his knee, and a black silk belt circles his hips. Some more valuable and fancier-looking objects on his person include two bangles he wears on his wrists, made from cool, polished white jade, and carved with oriental patterns of oxen among flowers. He also wears small, round beads around his neck of dark green jade alternating with dark black beads of onyx. These beads, like Konrad’s bangles, are carved with intricate patterns like swirling clouds and flowers, the jade beads being solid in color, while patterns of white due to the natural banded color of onyx appear on the black beads, like a cameo. Konrad also wears a fine, but badly-tarnished silver chain around his neck, from which dangles what appears to be a signet ring made of brass (also tarnished), relatively plain, save for its extremely complex-looking seal, which seems to be the image of a bull standing (or trampling) over a wolf, the exterior of the image bearing vines and flowers, and seeming more European-looking compared to Konrad’s other jewelry.
 
Konrad seems reluctant to speak about his history, although it may be implied that he is of some sort of noble birth or heritage, primarily due to his signet ring, and the fact that his appearance, in certain ways, does reflect perhaps a time period when he possessed much wealth, or had access to such resources.
 
Konrad generally always carries a jade pipe in his left pocket, formed of green and white mottled stone, carved with simple, curling patterns like a dragon along its back, and far less ornate compared to other articles he has of the same material. He tends to carry a tin of pipe tobacco from more modern sources along with this pipe and a tiny tool meant to clean the pipe of ash or soot, and he also has a few cigarettes in a pack in his other pocket alongside his lighter, though notably, he doesn’t seem to inhale the smoke of a cigarette like a typical smoker does---he actually seems to prefer the pipe, but apparently switches to normal cigarettes depending on where he is and the kind of people he is around, perhaps out of a form of social anxiety (As if it weren’t already bad looking the way he does without smoking a pipe, since sometimes it seems laughable, as old-fashioned as it is).
 
Because he smokes, Konrad occasionally has the smell clinging to his clothing and person, though it appears he tries very frequently to quit, or at least doesn’t want the habit to become more severe than it already is (Which is just using any sort of tobacco at all). Some days he doesn’t smoke at all, but he might do so very frequently during times of particularly severe stress.
 


Personality:
Konrad is a strange individual, not exactly social, but not particularly bothered by conversation, either. He doesn’t seem to flinch at insults or degrading remarks, and in many ways, imparts an odd sense that he is not entirely connected to the reality around him. His lack of response to hurtful comments might imply that he either doesn’t believe them or take them to heart, but more often than not, it seems that Konrad accepts most negative statements made about him as true, and simply lacks the energy or motivation to argue back in his defense. He seems to spend more time in his own inner world, deeply contemplating things, and generally, he is the last to acknowledge the passage of time, easily losing track of how many minutes, hours, days, or even weeks have passed.
 
Although he takes care of himself to some extent, his unusual lack of attention to time sometimes results in him forgetting to bathe or eat, and though he would never starve to death or die of thirst, his tendency to neglect basic needs is sufficient to make others worry, as he seems to treat hunger and thirst sometimes like an afterthought, and his clothing is generally a tattered mess. Konrad often tells people who are concerned not to worry over him, as he has lived by himself for a good portion of his life and still hasn’t died yet, but this is often just another indication that Konrad doesn’t seem to care for his own existence. He additionally seems to struggle in developing attachments to other people, or rather, he behaves as though he is reluctant to invest emotion, perhaps because he is strongly aware of the fact that others are often mortal, and therefore, he would be forced to watch as those around him slowly began to age, and finally, pass away. Despite this, he seems to care a lot about other people, maybe because he cherishes their time as they live, and is willing to sacrifice for someone else, suggesting that on some level, he does actually care, and is deep down a compassionate, gentle person beyond his apathy and general self-neglect. It is likely that Konrad simply wants to pretend he is aloof, because he doesn’t want to develop connections that will eventually be painfully severed by death.
 
Past the enormous wall of apathy and the strange gap that seems to constantly separate Konrad from the world around him, Konrad appears to carry a large amount of guilt and emotional baggage, likely dealing with what motivated someone to curse him and give him the monstrous form he now possesses. He seems to have eliminated the parts of himself that were considered faults, the reason he was cursed, citing that he used to be a vengeful, power-hungry person who lacked kindness, and abused common people like the poor, but it doesn’t matter, because the person who could have lifted his curse is now dead, with no living descendants. This has left Konrad forever trapped as he is, and he now believes that there is no point looking for a way to lift the curse, as he will only age into dust if he did. He claims that he wishes he could have been like beings that were born immortal from the beginning, as he does not perceive time as immortals do, and because of this, he cares about mortals very intensely, grieves when they die, and suffers many of the things that immortals do not. Konrad claims that when he discovered he was a Traveler, it gave him a purpose in life, so while he used to wish for death, he doesn’t anymore, although he tends to still suffer heartache at the thought of mortal colleagues passing away. It seems his anguish is lessened by the passage of time, but he does display something akin to fatigue when asked to recall memories, as, being a mortal in his mind, still, he tends to forget certain details, the longer ago they happened, and finds trying to remember certain specific things troublesome.
 
Sadness of his condition aside, Konrad seems to have an odd way of interacting with others, and generally possesses a very sweet demeanor, especially when the façade of aloofness disappears, and someone pulls him out of his deep thoughts. Particularly with children, regardless of species or race, Konrad tends to be extremely aware of their presence, and notably never wants to smoke around them, in fact, he tends to attempt to shoo them off if they approach him while he has his pipe or a cigarette lit, or immediately extinguishes the flame, telling them they shouldn’t hang around Konrad when he smokes, because it isn’t good for their health to breathe the smoke. He even notably keeps his distance from other people immediately after finishing smoking, also, because the risk of second or third-hand smoke is higher, and he is conscious of the fact that it clings to his clothing and feathers. He is less bothered by adults who approach, perhaps because he knows they are less impressionable than children, though he tells them they don’t have to come near him if it bothers them, and he understands. Konrad generally claims that smoking was a habit he had, even when he was still fully-human, and he didn’t learn that it had negative impacts on a person’s health until after he was cursed and discovered he was a Traveler. He claims that he’s tried to break the habit several times, but he doesn’t get sick because of the curse, not withdrawals or negative health effects from the tobacco, so he tends to just do it for no real reason whatsoever, because it helps him retain a sense of identity, and nicotine still has something of an impact and does relieve his anxiety a bit.
 
Konrad generally tends to be very wise, perhaps because he’s lived for a little over two centuries (He knows it must be about that long, but it’s not really like he knows his exact age, people kind of just guessed from evidence since he stopped paying attention so much). He has a lot of knowledge about what can happen in the passage of time, despite his relative inability to keep track of it, and possesses many skills because he’s had the time to learn them. He is well-skilled in Chinese martial arts, namely Kung Fu dealing with the Shaolin Five Animals, and aside from smoking, is known to sometimes use various forms as a means of recreational exercise, and qi cultivation. Although some might be prompted to laugh seeing Konrad practice, it is generally clear just in observation that he is very skilled, and has spent much of his time perfecting it. It is primarily because of Konrad’s immense practice in both fighting forms as well as basic meditative uses that Konrad’s general movement seems to be as graceful as it is, and he generally doesn’t mind teaching the techniques to others, believing the practice is beneficial, both mentally and spiritually.
 
Konrad, in general, is known for his willingness to protect other Travelers, even with particularly high-risk situations or worlds, and typically acts more reserved about major incidents, rarely getting angry or upset for any reason, seeing as those emotions are pointless, and in most circumstances, Konrad is only delaying death by protecting someone. Despite this, his help is often appreciated by Traveler’s collectives, even though he might be viewed as something of a burden, due to his tendency to ignore his own needs in favor of assisting someone else. Konrad is often said to be amongst some of the most altruistic Travelers in existence, primarily because he will even give up essential needs, like food or water, for someone else.


Abilities/Skills:
Konrad, being a gigantic, cursed beast, possesses a powerful form that is larger, stronger, and faster than a normal human. His claws alone are sharp enough to sever limbs or scratch metal, and his bite is powerful enough to shatter swords and other blades. Even without the use of fangs or claws, Konrad’s grip is vice-like, and even blunt, unfocused blows cause devastating injury. Konrad’s eyes, which are often visible, glowing like torches in the dark, grant him powerful night vision, and his eyes, in general, see much better than those of a human. His hearing and sense of smell are also far more powerful, on par with his other natural capabilities. Konrad’s speed, which stems from hollow bones made from incredibly strong, reinforced substances, make his body much lighter than his appearance would suggest, and therefore, he often surprises people by how easily he can outmaneuver opponents that normally possess speed advantages, as he is very agile, almost supernaturally so.
 
His natural abilities aside, Konrad, due to his extensive practice after learning the techniques of Shaolin Kung Fu, often fights using various styles from the Five Animals, and due to this, his combat skills are greatly amplified, as he not only possesses inherent strength and speed, but the skill, training, and conditioning of someone who has practiced martial arts for years. Konrad is especially known for the power-type styles that are considered external (Tiger, Leopard) because they are considered, with his body, to be lethal, often killing and maiming opponents, although he also has a record of severely injuring enemies with normally defensive, internal styles (Snake, Crane). Because of his appearance, and the fact that he is skilled at combining most animal styles, Konrad is considered to be skilled in Southern Dragon Style, as it is a combination of multiple animals, and it seems that certain movements come very naturally to him.
 
External abilities aside, Konrad, having learned much about anatomy, is very good at locating vulnerable points on opponents, even creatures he has never seen before, claiming that trips through magical worlds have given him a sense of ‘true qi’ that flows though living things (It sounds like nonsense, but there’s actual truth to it, or perhaps he’s just good at deducing these things). He uses this natural skill to quickly end conflicts. He has also mastered a touch of healing magic, although this is only sufficient to supernaturally heal his own wounds, as his energy, due to the curse, is tainted, and often reacts in the bodies of others like poison, generally making them sick. Because Konrad’s energy is like poison to anyone but himself, he sometimes laces this energy into his limbs when fighting, allowing him to sicken foes with his attacks, though he considers the method insidious in nature. He is known, however, to teach the healing method to others, and others, unlike Konrad, can share their energy without any risks.
 
Uniquely, Konrad seems to have mastered more destructive magical elements, perhaps due to his own magical affinities. Konrad is adept at the use of dark magic, but he can also use fire and lighting, all considered to be ‘elements of death or destruction’. Konrad often utilizes dark magic to cloak himself in shadows, primarily so that he can go about in worlds that are normally dangerous to beings with his appearance unseen, and he may also use the power to channel flames and lightning, though he considers these to be ranged attacks, with no further purpose, due to their destructiveness.
 
Combat aside, Konrad knows how to hunt, find water, and cook, though his cooking is only as basic as making sure the food is not raw or burned, and he doesn’t usually know how to season things or make them taste less plain. He may also quickly create makeshift shelters, and has a large number of other, more oddball skills, learned more out of necessity (Such as how he keeps having to mend his clothes).
 
Konrad, despite finding remembering stuff a pain, usually remembers more than he thinks he does regarding worlds he’s passed through before, without the use of any books or recording devices.


Other: Konrad is the sole known Traveler from Kurqi, and although his appearance suggests an oriental origin, he actually originates from a Europe-like region in his homeworld. Trade with oriental, China-like areas was common in Konrad’s world, and items from there were prized by the elite in his region. Konrad is not Chinese.


Last edited by Tarragon on Wed Mar 22, 2017 7:35 pm; edited 1 time in total
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Re: Travelers (Character Sheets)

Post by Celo on Tue Mar 14, 2017 7:05 am

General Information
*Full Name: Riley Elizabeth Hewitt
Alias: Riley
*Sex: Female
*Age: 17

Appearance
Height: 5’6”
Weight: 120 lbs
Physical Description: Riley is of average build and average height for someone of her age. She has tan skin and a light dusting of freckles across her nose and cheeks. Riley has an oval-shaped head that is framed by straight, dark brown hair which extends a few inches past her shoulders. Her large eyes are dark brown. Riley has a pointed chin and thin lips that are usually curled up in a sly smile. She has a large birthmark on her right forearm and pierced ears, but no other notable characteristics such as scars, piercings, or tattoos.
Attire: Clothing-wise, Riley prefers to wear whatever will keep her from looking "abnormal." Her usual wardrobe consists of jeans, some flats, a t-shirt, and a blue coat that is present until summer, Riley simply rolling up the sleeves when the heat becomes bothersome. Riley wears a variety of shirts, usually ones inspired from movies or books or have a sarcastic quote on them.

Personality
Outward Personality: While Riley doesn’t like to wear “showy” clothing, she doesn’t mind attention despite that. She is actually quite sociable, and when someone speaks she is quick to smile and respond. Riley’s personality is usually quite chipper unless things don’t quite go her way. Then she tends to lose her cool and panics, showing difficulty in focusing on the situation at hand or becoming overly-focused on the said situation. A bit of a perfectionist, Riley likes to have things go her way. This results in procrastination and organization; many will see her with a planner in hand when changing classes along with color-coded sticky notes protruding from her textbooks.
*Inward Personality: Riley is just as much of a perfectionist on the inside as she displays herself to be, but her personality is slightly different. She often times responds nicely to people only because of it being the proper way to respond. In truth, she is judgemental and thinks negatively of many people before warming up to them, though her actions say otherwise.

Inward Personality: A bit of a brat, tbh. Riley acts charming to others on the outside, but in reality, she is manipulative (probably due to the fact that she is secretly working for the Fellowship). She feels disdain and disgust towards most people, no matter what faction they are in, including her own and especially towards herself. While she may be able to influence the emotions of others, she has difficulty controlling her own emotions, especially in the more recent times following the attack on Legerman Academy. Following the said attacks (which she influenced), Riley has begun to show self-pity, self-hatred, and a lot of guilt.

...Wayward or something idk I slept since reading the rules

/Skills: public speaking, organizing, and tennis

History
/*Bio: Riley was pretty much born into the Fellowship; her mom works as an informant for the organization. With this in mind, Riley was raised to do the same, being trained to use her abilities for such purposes. When she was assigned to Legerman Academy, however, it was one of her first missions. She was supposed to use her position as a student to search for any cursed students and inform the Fellowship, along with keeping an eye out for any other powerful Changelings. She was also the one who had to give the signal to start the attack. By this time, Riley made the mistake of actually befriending a student, however, and after witnessing the attack first-hand, began to feel guilt. That's where the previous rp left off. Yay, internal conflict *jazz hands*
/*Family: As stated in the brief biography, Riley has a mom. Her dad is probably alive, but they don't know who her dad is considering Riley's mom is a bit, ah, loose when trying to find out more information about the Primacy.


Faction
Species: Changeling
Allegiance: Fellowship

*Power Class: Sensory
*Power Description: Riley is able to read and alter emotions. There are some drawbacks to this, however. She can only read the emotions of people within twenty yards of her, and can’t tell who these emotions are directed towards. Along with this, Riley is only able to influence the emotions of others who are within about 8 ft of her. The more strongly one feels an emotion, the longer she has to be within distance of the person in order to influence their emotion. Along with this, her ability works like a signal - if she is closer to the person, it's easier for her to influence their emotions.
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Re: Travelers (Character Sheets)

Post by Glict on Thu Mar 16, 2017 7:05 pm

Name: Du-Gant

Age: 596

Gender: Masculine

Species: Duros-Duero

Homeworld: Exploitation District, Section Du, Devil's Haven

Physical Appearance: Du-Gant appears to be a horribly mangled, moss covered, levitating sickle. There are five living beating hearts that float around it, pumping nothing, but living nonetheless. The handle is made of dimly glowing orange glass-like material. The handle is anything from pristine and has many scratches all over it. The moss seems to be covering most of the glow of the handle.

Personality: Du-Gant is very blunt, and speaks strangely. He is easily scared into his fight or flight instincts, and trusts no one. It's rather hard to strike up a friendly conversation with him. He's not friendly at all and will do anything to get out of socializing. Although he's not too friendly, he will often avoid attacking others.

Abilities: Each heart that orbits around him can shoot a beam of poisonous sludge that can be used to literally drench enemies in venom. The venom is absorbed into the skin and slowly shuts down the body.

Skills: He's very good at telling if people are lying to him or not.

Other: If his glowing handle shatters, Du-Gant will die instantly.
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Re: Travelers (Character Sheets)

Post by Sairei on Sat Mar 18, 2017 7:35 pm

Name: Thray Thanasima

Age: 40ish (Human equivalent of 25ish)

Gender: Male

Species: Kyrenien

Homeworld: Known only as "The Overworld"

Physical Appearance: Thray is humanoid (meaning he stands bipedal with two arms, two legs) with an athletic build. He has olive-green skin and bright yellow eyes with black slit pupils. He has three black horns, the smallest just above his forehead, a medium-sized one just a few inches behind the first, and the largest near the crown of his head. All three are slightly curved back.
He is most often seen wearing a dark gray cloak with a hood, usually with a blue t-shirt and gray cargo pants underneath. He wears black combat boots and a brown belt with a sheath for a sword and a holster for a small pistol.
Here's a headshot doodle.


Personality: Thray is a rather quiet, moody person who prefers to keep to himself. He dislikes large crowds and is slow to trust, but fairly open-minded once he’s determined whomever he’s speaking to isn’t trying to kill him. Though he would never admit it, he is fairly kind to those in need and can act as a fearsome protector to anyone that has earned his respect. He doesn’t take jokes very well and is a little sensitive to comments about his appearance. Wayward.

Abilities/Skills:
-Thray can move faster than a speeding bullet, but only for a short amount of time, and doing this for too long will exhaust him to the point where he might starve to death in the period of a day. He does not use this power lightly, but will not hesitate in times of need.
-Thray is naturally agile, and is far stronger and more durable than others of his kind due to nature of his powers. He can also swim incredibly well and can hold his breath for up to fifteen minutes. However, using his abilities while swimming will actually make him tire and/or drown faster.
-Thray’s reaction and perception times are also incredibly fast (but not to the point where he is omnipotent or anything crazy like that).
-Thray is an expert swordsman, and has been trained in the use of all sorts of weaponry, from swords, to guns, to cannons, to ships. He can use basically anything except for bows.
-Thray is fairly mechanically inclined. He’s good at fixing and maintaining vehicles, and is an expert pilot.
-Thray is very observant, and is very good at being very quiet.

Biography: Responsible for the downfall of his race's empire, he is a wanted criminal across the galaxy for slaying the Overarch. This action did free most of the galaxy from Kyrenien rule, but being that his kind are known for burning worlds and leaving no survivors, most other alien races regard him as a threat and either try to kill or otherwise get rid of him. On a lighter note, he is married to a Ketan named Wyvlen and is very happy. Together they explore the vastness of the universe, away from those that would otherwise shun or attempt to murder them.

Other: Thray's inventory is probably important. These are things he keeps on him almost all of the time.
1 cloak, resistant to elements, most weapon’s fire, shrapnel, etc.
1 sword, built to absorb energy from mechanical sources such as energy weapons, energy shields, etc. The energy siphoning thing might not be too useful in this RP, but it's still a friggen sword and he can stab things with it.
1 pocket energy pistol; doubles as sonic stiletto.
1 dagger in his right boot. Similar to his sword in make, but less powerful.
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Re: Travelers (Character Sheets)

Post by Celo on Tue Mar 21, 2017 7:42 pm

General Information
*Full Name: Alexis Joy Wells
Alias: Lexy, Alex, Lex
*Sex: Female
*Age: 15

Appearance
Height: 5’4”
Weight: 98 lbs
Physical Description: To Lexy’s very foundation, there is a certain aura of naiveté or innocence about her. This is strengthened by the fact that to most people she appears younger than she truly is. Her skin is light with a peach tint to it, with freckles scattered down her arms, across her cheeks, and on her legs from time spent out in the sun (she jokes of how the freckles need to join hands in order for her to have a darker skin tone). Lexy’s form is rather petite and her figure, lacking. As for facial features, one of her most notable traits is her eyes. Lexy has round, electrifying bright green eyes that. Most of her facial features are round – Lexy’s head is a circular shape, and she has a small nose that points slightly upward. Her mouth is a normal size with her lips being a rosy color, and her ears are of normal size, as well. As for her hair, Lexy has light brown, curly hair that settles in ringlets, the only strands that are not curly being a few that frame her face. The curls extend to her upper back, making a natural curve that points down right between the shoulder blades.
In terms of tattoos, piercings and other markings, Lexy has but a few. There is a small pale scar of an upside-down “Y” protruding from her bottom lip from falling when she was three. The scar isn’t visible unless Lexy bites her lip, however, as it usually covers the marking. Lexy has another scar on the side of her right shoulder of a straight line that’s about two inches long. It is the remnant of a cooking accident that took place when she was twelve. A final defining trait of Lexy’s is that she has pierced ears, and usually wears a pair of star-shaped Austrian crystal earrings.
Lexy has ADHD, meaning she tends to be fidgety and easily distracted. This is especially evident when she has to sit for long periods of time, as what may originally start as a foot tapping against the floor can grow into both feet swinging into the air and her tapping all of her fingers against the table. Lexy will usually search for something to do with her hands, whether it be fidgeting with a keychain, twirling a ringlet of hair, or even messing with something as simple as a string.

Attire: As for clothing, Lexy prefers wearing brighter, lighter clothing. She is usually seen wearing either a t-shirt and shorts or casual dresses. When seasons begin to change and the weather cools, it is then that shorts are replaced with jeans and dresses are worn with leggings and boots. It’s that simple.

HERE'S AN -OLD- PIC FOR VISUAL REFERENCE::


Personality
Personality (That’s right, I changed the sheet a bit. I hate this section =v=”): Lexy appears to be a rather extrovert individual. She socializes with most anyone, not always noticing when they do not want to talk to her, and enjoys going to social events involving. She usually carries a smile and is bursting with energy, sometimes to an annoying extent. As stated earlier, Lexy is rather naïve and innocent. While she has gone through a few trials, there is a tendency for her to see life through rose-colored glasses. While not the brightest in terms of intelligence, she is kind – sometimes to a fault – and attempts to befriend most people despite whatever their appearance may be, even if they appear to be the shadiest people. Along with this, Lexy wears her emotions on her sleeve, her expressions usually a direct mirroring of what she feels.
Wayward


/Skills: Lexy has grown up having a knack for sports. Granted, her power does help a lot in a wide range of sports, but Lexy manages a proficient performance in sports that she cannot fully apply her power to (such as track), as well, due to being physically fit.

History
/*Bio: Not many “unique” things can be said about Lexy’s life. She grew up in the higher part of the middle-class spectrum in a two parent household. She was born in Nevada before moving to southern California at age three for her dad’s job, and then to Mexico at age six in order to live in Primacy territory, her parents believing Lexy would grow up better in a more Changeling-friendly environment. She was a middle child. Her mother had a miscarriage when Lexy was eleven, however, which the family as a whole had difficulties getting through, but they prevailed. As a result of this, Lexy does feel some anxiety whenever she is left to care for children.

Faction
Species: Changeling
Allegiance: Primacy

Powers
*Power Class: Physiological (?)
*Power Description: Lexy’s power is perfect aim. If the object she’s aiming for is within a reasonable distance, she’ll hit it. This doesn’t mean Lexy can bend the laws of physics, however. Targets can move out of the way, a thrown item cannot go halfway around the world, etc. In other words, Lexy’s ability is just being able to aim really well. She doesn’t have super strength and cannot throw the item she’s using an unreasonable distance, and she cannot make the thrown object move with the target. If she’s aiming for a moving target, she can try to predict where the target will be, but that does not mean the target cannot suddenly move back after she throws the item, etc. I don’t really think there’s much else I can say about her power, in all honesty. It’s just an uncanny aiming ability.

Miscellaneous
Key: Curse
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Re: Travelers (Character Sheets)

Post by StoneWall on Fri Mar 31, 2017 10:37 pm

Name: Veil

Age: 63

Gender: Male

Species: Jorros

Homeworld: Scin (pronounced "skin")

Physical Appearance: Veil stands at 7 feet, 5 inches tall. He is wiry and thin, with a slightly hunched frame. His silhouette is all that can be directly observed about his physical appearance, as his body is wrapped in bandages and armor. His vaguely oblong head is completely swaddled in bandages, some of them rather dirty-looking. A pair of goggles shrouds what must be his eyes, allowing him to see out, but none to gaze back in. His bandages are loose enough around his mouth to enable speech, yet this allowance is almost unnecessary, as he seldom speaks. The rest of his body is covered in either dusty, scored armor or sturdy bandages. What can be discerned from his frame is that his legs are digitigrade, and he possesses (two) four-fingered hands with sharp talons. His feet, though large, are encased in metal "shoes" or boots, and thus physical detail is left unable to be viewed. A compact box girdles his chest and upper torso, with flexible straps seated under the arms to allow for better articulation and to accommodate a more natural resting position. The box acts primarily as a life-support system, though it is not strictly necessary. Veil is fed by IV tubes inserted into his body, more out of preference than anything else, due to his lack of interest in food (he sees eating as a waste of time and resources). The compact box doubles as body armor; it is etched with faint geometric patterns, as is the rest of the metal or metallic armor which Veil wears. There is armor on his shoulders, upper arms, lower torso and legs. His armor is a dark grey and azure blue color.

Personality: Veil has a very dry sense of humor, partly due to his life experiences. He considers his sense of humor to be an anchor for his sanity, though to others it may seem like an aberration. He has been traveling through portals and worlds for so long, and has acquired such a distrust of anyone, that he is generally unwilling to cooperate with others beyond immediate necessity. He is a great believer in the depravity of people, and fears any reliance on others. Veil has acquired a reactive tendency to seek out and obtain items which he knows others are pursuing, in order to use them for his own benefit before others can get and potentially waste or corrupt said items. Veil is continually trying to flee, to keep moving, to survive, not wanting to stay in one place too long.

Abilities/Skills: Veil was taught by a masterful martial arts teacher, and thus possesses excellent skills in self-defense and hand-to-hand combat. He is skilled with a sword of almost any type, and carries a sword, which is strapped to his waist. He also carries a long-ranged rifle, as well as a satchel containing explosives.

Biography:  Veil stepped through a portal for the first time at an early age- only 13 years old. This first, accidental venture nearly ended in disaster. Upon finishing his journey through the portal, he was ejected into the depths of a large body of water. Fortunately, he was not lost in the water, but found himself inside a fishing cage, which pulled him to the surface of the water while he held his breath.  The fishermen, though shocked at the strange being's presence in their fishing apparatus, were eventually able to dry and feed the new traveler.  Veil, who had a completely different physique from the people of the world to which he had been so abruptly transported, was extremely confused, and almost unable to cope with the situation. He could not speak the language of the natives of this world, nor did he understand what had happened to him. However, the persons onboard the fishing boat were aware of reports of strange creatures appearing seemingly from nowhere, and more importantly, so was their master, a prestigious individual who held a monopoly on sea trade.   He had an interest in these reports, and wanted, if at all possible, to obtain one of these travelers.  

Veil, covered in ill-fitting clothing and extremely nervous, was brought before the sea tycoon. The tycoon asked Veil numerous questions, to which Veil was completely unable to respond. The sea tycoon, realizing he would be unable to communicate with Veil, then ordered his servants to escort Veil to a holding cell, while the tycoon decided what to do with him.  However, just as Veil was being led away, he saw a familiar ripple in the air mere feet away. In a moment, Veil had broken away from his escort, and leapt through the new portal.

After exiting the second portal, Veil woke up sprawled on the floor of an extremely old library. However, much to Veil's fortune, an elderly martial arts master who kept the library for personal meditation and study was present at the time of Veil's appearance, and realized that he was a Traveler. This individual was a member of a race that had been previously wronged by a Traveler, and yet he was unlike most of the others of his kind, in that he wanted to educate and raise Veil. So this martial arts master took Veil, and for seven years trained him in his own ways. The language barrier between the two aliens was breached by the use of the master's species' ability to communicate telepathically, transmitting meaning and purpose without resorting to spoken language. Veil's existence and pupil status was hidden from the others of the master's kind, until he was discovered by a group of suspicious individuals, who then used this evidence of harboring a Traveler to successfully lead a mob against the master, overpowering and murdering him. Veil, who had for several years ignored portals that opened up near him, ran from the angry mob as quickly as he could, until he saw a portal open up. He successfully entered this portal, escaping the danger of the world he had spent seven years in, but carrying a new emotional scar with him. From here, he continued to travel from world to world, distrustful of most people, simply hoping to survive.

Other: Wayward
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Re: Travelers (Character Sheets)

Post by Sairei on Thu May 25, 2017 8:26 pm

Name: Gip

Age: Unknown

Gender: Male

Species: Vith (akin to gryphons)

Homeworld: The Soundscape

Physical Appearance: Gip resembles a gryphon, except all parts eagle are instead parts duck, and his coloration is like that of a mallard. He has curled feathers at the base of his tail. All four of his feet are akin to duck feet, though thicker and much more flexible. He has little duck-like wings and has beautiful brown eyes with gold flecks. He also has two ears that stick out sharply from his duck-like appearance—they twitch and swivel around constantly. Gip is soft to the touch as well-- amazingly soft. He'd make a nice pillow.

Gip by Angel (sketch):
Better picture of Gip:


Personality: Gip is very friendly and sometimes a bit childish. The way he speaks is a little unorthodox in that he usually echoes things he’s heard before, sometimes for some rather startling or unnerving results. Because of this, he doesn’t talk very much, preferring, if he can, to communicate through actions or gestures or even just little sounds. He is capable of independent speech, but prefers the sounds of others over his own for cultural reasons. Wayward. Gip is also convinced that he is a common pond duck.

Abilities/Skills:
-Gip is naturally waterproof.
-Gip can swim and/or float.
-Gip can fly, though not for very long.
-Gip’s ears are incredibly sensitive, but he is not phased at all by loud noises.
-Gip can mimic any sound he hears no matter how intricate, whether this be a nuclear alarm or the sound of someone’s voice.
-Gip can amplify sounds to painful decibels, presumably through some sort of magic.

Biography: Gip is convinced he is a duck. That's all you need to know.

Other:
Gip keeps a set of sound-cancelling headphones on him at all times, though he rarely uses them.
Gip keeps a recording device for capturing sounds on a little chain around his neck.
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Re: Travelers (Character Sheets)

Post by Wyvlen on Sun May 28, 2017 9:07 pm

Name: Zefanyo Sho

Age: 34 cycles (akin to 34 human years, with little variation)

Gender: Female

Species: Avarrian

Homeworld: Avarr

Physical Appearance:



Zefanyo stands at five feet, six inches. Her arms, back, tail, and legs are a lighter brown while her front is a cream color. Her mane is a brownish black and some of her braids are dyed a dull green. She has sky blue eyes.
Zefanyo has a long, beak-like mouth, though it is soft and only the tip is hard and sharp. At a glance, most Avarrians resemble kangaroos, though there are distinct differences. Zefanyo’s arms and hands, while short and small, are strong. Each of her five fingers end in a short black claw. Her feet also double as hands, complete with a thumb-like digit. Her toes also have claws. She is also capable of standing entirely on her tail, which is thick and heavy.

<I have a picture of her but Cameo won't let me post links for 7 days>

Personality:
Zefanyo is a mostly happy-go-lucky person, though she can be very stubborn. She is not judgmental nor quick to assume anything based on one’s physical appearance, due to dealing with aliens on a daily basis. She is energetic, excitable, and positive. Wayward

Abilities/Skills:
-Zefanyo is a transport mechanic. She’s worked on everything from speeders to starships.
-At full speed, Zefanyo can jump forward at least twenty-five feet.
-Zefanyo is naturally gifted at punching.
-Zefanyo can use all four of her limbs to fight, if she needs.
-Zefanyo has especially good hearing, given that she has four ears.

Biography: Zefanyo’s life has been mostly uneventful. She grew up on the desert planet Avarr, the birthplace of her people. She shipped out to an industrious world called Tillipen at a young age in order to help maintain the growing colony’s ships and other transportation vessels. She’s resided there ever since, enjoying the fast-paced lifestyle that growing colonies provide.

Other:
Zefanyo keeps a little backpack of various mundane tools on her at all times.
Zefanyo wears loose clothing with lots of pockets.
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Re: Travelers (Character Sheets)

Post by Volt on Mon May 29, 2017 9:10 pm

Name: Kin Towotto

Age: 23 (Haven't put a ton of thought into it. Young.)

Gender: Female

Species: Cat (lame i know)

Homeworld: Planet of Yulesse, but grew up on the flagship of a "fleet" of Vikrone R&D

Physical Appearance: gray fur with white highlights (not THAT prevelant, but its there), normal sized tail, decent height (5'Cool her most important feature is her handy cybernetic eye, outer metallic casing, a red light glowing from the inside. some straps that connect from the top right of the eye to some kind of thing in the back of her head (very descriptive) Her clothes involve a maroon duster to her shins, a sleek combat armor outfit that is mostly padded carbon fiber. sturdy yet flexible! Armor is black/gray in color. Left eye is a blank white. Basic (MAROON) combat boots. Very lithe frame in general, yet some muscle.

Personality: Kin is somewhat quiet, but her particular morality is more good-leaning. She's had a rough childhood, and is naturally distrustful of corporations due to her upbringing on a scary R&D ship. Her attitude towards stress is level-headed. She's well trained and well versed in situations that are stacked against her. She's resilient and doesn't lose hope much until the conclusion of whatever event is taking place. She's done some things she's not proud of, but it's in the name of survival. She is pleasant, passionate, and not difficult to talk to if someone just moves past the very temporary awkward silence. (Doesn't follow the STONE COLD GIRL WHO TAKES EFFORT TO CRACK, thats stupid). She isn't one to jump to violence. Starting to ramble about this, better to write do get a more complete idea Smile

Abilities/Skills: Her main abilities are tied to her cybernetic eye, and her specially crafted sword. Her cybernetic eye can handle full body scans of foreign (or not so foreign) objects. Can identify temperature, things that might be dangerous to Kin, weak points in a foe's armor (must have fought one of the previous race beforehand to actually have this info. Some foes obviously won't have weak points though) Can absorb information identified through sight into data stored for later (Gives her a strong memory). Can do more but I ramble. Will try to make it not god modeish, which I don't think it is to begin with. Her sword is fairly long, wielded with two hands, styled in a vaguely Japenese style (KATANA-ish) and has a bronze base (Both blade and hilt.) It's seperated by having a laser infused architecture. The sharp edge has the high powered laser on the edge, giving it addition cutting ability and allowing for superheated attacks. Skill-wise, she's well versed (extremely) in sword fighting, and hand to hand combat. Outside of that, she has very little training in any other weapons (BIG weakness)

Biography: Kin is an orphan, her mother dying in childbirth and her father killed by a hired hitsquad. She was found  and "adopted" (taken) by the ruthless and powerful Alistair Vikrone of Vikrone Research & Development after the corporation found her escape pod floating in space. Learning combat and becoming the right arm of Vikrone, she chose her own path out of frustration. With the help of a friend on the ship, she escaped. Following some stops to locations in her family's past, she began to explore the universe that she's never seen.

Other: she likes cowboy hats

Reference sketch (Thanks Sar!):
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Ai-ee-ay-ee-ay, I'm your little butterfly~

Post by Danchou Tsubomi on Thu Jun 08, 2017 12:32 am

Name:
丂ム爪ムリ中ズ乇刀  ズ凵爪中尺ノ
“Kumori” Samayoken

Age:
“27”
Kumori has been given a “birthday” from her previous master and thus she has an “age”, though it may be off by a few years.

Gender:
Female

Species:
爪乇丂んノイ丂凵ズムノ
Meshitsukai
Elementals that essentially exist to serve their human masters for all things.

Homeworld:
ん中ズム刀中ノ乇
Hokanoie
A world with an appearance similar to Feudal Japan, though only on the surface. Its people believe in marching towards the future without forgetting the past. The technology of Hokanoie matches modern Earth and then some, advanced in the way that its technology excels at conserving space and having multiple uses. Hokanoie is definitely a world that would be fond of sporks and the phrase "all-in-one."
Physical Appearance:

Rough Sketch:

Complete Drawing:

A storm elemental dressed with armor reminiscent of a samurai’s, Kumori looks like a woman molded out of a dark, bluish cloud. From her head is a ponytail made of the same sort of element, which goes a bit past her shoulders. Other than being a person made of gas, she looks pretty humanlike. Her face glows a little lighter than the rest of her body...though calling it a face is a bit of a stretch considering that she lacks eyes and a nose.

Personality:
At first glance, Kumori fits the description of a typical “samurai” – honorable, loyal, respectful, and disciplined – but that’s where the comparison ends. While she does tend to fall into a lot of those stereotypes at time, she can be a bit air-headed. Kumori can be found staring off into space at times due to feeling a bit directionless.  Meshitsukai without masters tend to be more wayward than she is so she is handling the "masterless" It is true that Kumori is much more self-controlled than the others of her species, however, she is not any less unsure of what to do now thanks to the current lack of a master. At times she appears more on the melancholy side, lost in memories, though she claims that she isn't and is simply remembering things. Learning from past mistakes. Everyone at home says that Meshitsukai are incapable of feeling emotions like humans do, so of course she wouldn't feel anything.

Why else could an entire race serve under humans for so long without protest?

Abilities/Skills:
Being a Meshitsukai makes Kumori extremely light, making dodging her main way of dealing with attacks aimed her way. Her strongest attributes are her speed and stamina. Kumori's speed is so quick that she can scale some walls, though she can't run forever and will eventually slow down from all the running. In the strange occurrence where she's unable to dodge, she will take quite the beating, as Meshitsukai's weakness are direct hits. When things are even worse than a few blows to the body, she will "dissolve" and remain only as a rock with "く中尺乇" carved in glowing, blue characters. This is essentially her "heart". Meshitsukai cannot die unless their "heart" is crushed to the littlest it can be. If even the smallest pebble is left over, a cloud will start forming again and over time will revert to the original shape. One could say that her species has the tenacity of a cockroach, but Hokanoie's people would find that to be an insulting description.

It's not a pleasant experience, even if Meshitsukai (supposedly) cannot feel pain.

As a combat-based Meshitsukai, her skills in fighting are a given. Her aim is steady and true, though Kumori isn't as experienced in battle as she could be, being as she was used more for housework instead of actual battling. Of course, she's no pushover - when her weapon is in her hands, she won't go down without striking back. Of course, being from Hokanoie and all, it is expected that what she fights with something with multiple features. Her weapon (that she insists in calling, "爪ノリム乙ムズノ", feeling as if it was disgracing the name by not saying it in her native tongue) - is a glorified katana-rifle mix. Its ammo are bullets of various "elements", though of course she prefers matching the ammo with herself. At times where it seems necessary, a bullet can be released as a coating for the sword instead of something meant to be shot. A blend of magic and technology, the two things that Hokanoie prides itself in, 爪ノリム乙ムズノ is a well-crafted and durable weapon. Kumori additionally has a shoulder-plate (the golden-colored thing on her arm in her picture) that can expand itself to be a shield. Compared to fighting, Kumori is considerably more skilled at blocking, and will prefer to protect others over herself as that is more or less her purpose. After everything is done, Kumori's blade can fold itself and she simply needs to attach it to her belt. Her shield simply reverts back to being a shoulder-plate.

Outside of combat, Kumori is...really good at housework. For someone who doesn't need to eat, she can cook pretty well.

Biography:
Nothing interesting. While she is a combat-centered Meshitsukai (in terms of what her assigned purpose is), she has not spent a lot of her life fighting and mostly spent it…well, doing chores. If you want to hear long tales about the times she folded laundry, well, be her guest, but it's sincerely not anything that could keep your attention for long periods of time.

She does not want to talk about being masterless and will shy away from the topic if asked about it.

Other:
- She has a strange speech pattern that's not technically incorrect, just a bit unique.

- On top of her armor is a silk scarf that she is deeply attached to. If it gets damaged in any way…er, just hope you’re not the one who ruins it in any way.

- While her species doesn’t really need to eat, she enjoys food and has a preference for cold meals. The fact that she can eat is a mystery to herself and the rest of her species, since there really isn't a need to, but it's a minor detail that doesn't matter much. Kumori has a theory on why, and is stumped at what could be the how.

- Her "hair" can be easily shaped, so it can be styled in a variety of ways. She does not find it necessary to change it, though if it makes others happy, she doesn't mind having it changed.

- Kumori can usually tell what the weather is going to be like...if it's what people call bad weather. At least she likes it.

- The Earth equivalent of her given "birthday" is January 5th. Her age isn't important to her as it has "no value" to her, and doesn't help pinpoint the exact amount of years she has been alive.

- Birds are her favorite kind of animal. The red-crowned crane is her favorite bird.

- Danchou is a weeaboo and this character reflects that to a T.
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Re: Travelers (Character Sheets)

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