So, like my boss draft thread, something that I like to do as a bit of a hobby is make up "for fun" RP drafts of novelverse characters. Similar things in that thread are the same here, IE, there's some novelverse spoilers and the like, and also characters are subjected to have been changed design wise since it's been months since I first thought them up, soooo yeah.
Credit for the character creation "system" goes to several previous RP's on here as well as primarily (for pretty much all cases since he had a major hand in 95% of said systems) [-K2-]
EDIT: Oh and feel free to use this thread for drafts of your own if you also make em. I always like seeing what other people come up with 👍
Name: Alexander Trahern Age: 19 Sex: Male Orientation: Heterosexual Alignment: Lawful Good Job: Freelancer Height: 5 Feet, 8 Inches Weight: "Do you ask everyone that?" Nation: Weapons: Greatsword/Gun hybrid Powers: Invention creator, mixture of darkness and lightning powers/'spells' (Black Seraphim Element as a possible name for it?) Personality: Fookin' mental and weird Wacky and 'usually' generously nice. Obnoxiously sarcastic at times though, especially when he's referring or talking to someone he's not particularly fond of. Bio: Would be Spoilahs
Battle Sheet/Stats and Abilities
Strength: 6 Speed: 4 Intelligence: 7 Endurance: 5
Dire Edge/Draconian Shot: Depending on his current weapon mode, Alex either leaps up into the air, does a fancy midair spin, and crashes down on an enemy with his greatsword, or he fires several stronger than normal shots at his target, with a chance at igniting the target on fire for 2 turns.
B.Y.O.B (Bring Your Own Bombs): Alex tosses/shoots several bombs at enemies, dealing a decent amount of fire damage to them.
Ladder Blade/"You Might Owe Me for This": Primarily a support ability, Alex either uses his greatsword to launch his allies towards flying and midair enemies, or fires a buffing shot at them that increases their lowest stat by 1 for 3 turns.
Supremacy Mode: Alex temporarily engages a higher state of power for 4 turns, reducing his endurance to a flat 1 and his intelligence down to 3, but boosts his strength and speed to a whopping 9 each. In addition: Dire Edge and Draconian Shot also leaves targets with a debuff that reduces their Endurance and Speed by 2 for 2 turns, this effect replacing the latter's original debuff for the remainder of Supremacy Mode.
"Nope, I'm out. Peace": Depending on what he fights (Undead, bugs, mutants etc), Alex has a 2% chance every 4 turns to just up and leave the party behind to face whatever he deems a nightmare inducing horror by themselves. That chance boosts up to 5% when dealing with any sort of arachnid, because he aiiiiiiinnnn't having that shit.
Don't Overwork the Core: All attacks Alex does in Gun Mode reduces the damage he does while in it by 1% each until he stops using Gun Mode for 4 turns. That debuff is increased to 5% each for every special ability he uses while in it.
Great Power Comes At A Cost: Once Alex reverts from Supremacy Mode, his stats are severely weakened to 3 each (Outside of Endurance, which is still stuck at 1) for the remainder of the current fight, and for the next 3 consecutive fights. In addition, he is unable to use any abilities for 10 turns, and even then will be unable to do any physically demanding abilities like Dire Edge and Ladder Blade. On top of that, he will be unable to activate Supremacy Mode again until he recuperates.
Name: Clarissa Vyner (Older) ((<3)) Age: 20 Sex: Female Orientation: Heterosexual Alignment: Borders between Neutral Good and Lawful Good Job: Guildie Height: "4 Feet 11 Inches......" Weight: "That's a p-pretty personal thing to ask...." Nation: Wherever party members she ends up liking are at. Weapons: Chain Longsword ((Think normal longsword with a transformable state like the transformed Threaded Cane from Bloodborne)) Powers: Osmosis Personality: Quiet, extremely overprotective and extremely clumsy. Bio: -Blank-
Battle Sheet/Stats and Abilities
Strength: 4 Intelligence: 4 Speed: 7 Endurance: 3
Osmosis: Claire uses an unknown spell to 'absorb' a target's elemental attributes, mimicking their elemental resistances, damage type, and weaknesses. The elemental damage type of Elemental Discharge varies depending on what element she absorbs, and Osmosis can even be used on party members.
Elemental Discharge: Claire utilizes whatever element she absorbs via Osmosis and fires an elemental bolt at a target.
Elemental Overload: Claire has a slim chance every turn to temporarily becomes elementally unstable whenever she has absorbed all 8 elements at some point in time between Elemental Overloads. In this state, her Strength is increased to 7, she gains a resistance to all 8 elements, and after three turns while in it, she fires a damaging non-elemental beam at a randomly chosen target. Better hope she doesn't use it on an weak enemy instead of a strong monster.
The Definition of Clumsy: Claire's accident-prone and air-headed nature can lead to a plethora of dangerous situations for herself and potentially other party members. All of her regular attacks have a 5% chance at missing, and all of her special attacks, including Elemental Overload's beam, have a 3% chance at missing and/or failing. In addition, depending on the environment, she -might- end up cracking her head off of something in a cruel, possibly comedic manner, reducing each of her stats by two and preventing her from using Osmosis for several turns whenever she does.
"S-S-S-Short Stuff?......": Claire's less than average height prevents her from reaching high places by herself, which is especially problematic in fights or locations relating to environmentally high places. In addition, while it make come off as an amusing thing to do, teasing her about her height gives her a debuff that reduces her strength and speed by 2 until said person apologies to her. She knows she's short, don't rub it in you booli.
Overloaded: After using Elemental Overload, Claire is unable to use Osmosis for the remainder of the battle, her speed is reduced to 3 for 5 turns, and Blossom Dance has a 50% chance at missing the next time she uses it.
Name: Anahita "Goddess of the Waters" (pre V creation) Age: Late teens (appearance) Sex: Female Orientation: Alignment: Job: Sovereign Height: Weight: Nation: Weapon(s): Spear, Aqua/Gelid Magic Power(s): Spearmanship, Fluid and Flexible, Magic Utilizer, Stat Amalgamation
[Fluid and Flexible] : Anahita might not be fast but her movements and actions are seamless, and almost effortless. This boosts her evasion to a degree and her tossing capabilities. And, Anahita's flexible enough to even...Right, this' P-13, nevermind.
[Stat Amalgamation] : Anahita utilizes both her STRENGTH and MAGIC stats in her normal attacks and in some of her Skills. This increases their damage x1.5 (normal) to x1.75 (skills).
Disposition: Anahita is a cheerful narcissist. She loves herself, so much so, she's in love with herself. And, has even gone as far as marrying herself to her own self. Anahita's greatest desire is to have a large harem composed of multiples of herself.
STRENGTH :: ① ② ③ ④⑤ ⑥ ⑦ ⑧ MAGIC :: ① ② ③ ④ ⑤ ⑥ ⑦ ⑧ SPEED :: ① ② ③ ④ ⑤ ENDURANCE :: ① ② ③ ④
Mirror, Mirror: Anahita creates a full-sized mirror of Ice in front of her and then... admires herself in it. This act will boost her overall status. If the mirror is broken during her admiration, the effect is doubled and Anahita enters a sorta frenzied state.
+2 to all stats. +4 if broken.
[Frenzied] :Anahita will attack and use her Skills wildly, and indiscriminately if allies come too close to her. Add to that, [Aqua Bullet]'s shot number increases to six.
Both the boost and Frenzied lasts three turns.
Aqua Bullet [suffocation]: A bubble of Water forms at the tip of Anahita's spear, which she can launch at her opponent. Opponents hit have a small chance to become enveloped and imprisoned in the bubble. Anahita can also create these while striking her opponent in whichever manner, causing [Stat Amalgamation] damage.
Up to three bubbles can be shot in succession.
[Suffocation] : The imprisoned will not be able to act until they're free, and suffer a High HP loss at the start of each turn. If the inflicted's STRENGTH or MAGIC is higher than Anahita's, they can break out of the bubble as soon as it's applied.
Suffocation debilitation lasts 1-2 turns.
Water/Ice Wall [suffocation]/[freeze]: Anahita creates a barrier of Water, and can turn it into Ice if she sees fit to, to protect herself from attacks; its size and position varies. Anahita can also use this as a means of attack too, or to imprison her opponent(s) if they're unfortunate enough to get caught in the wall as it's forming or/and freezing.
Damage is either negated of reduced to 1/2.
The Ice Wall lasts 1 turn.
[Freeze] : The imprisoned will not be able to act until Ice Wall expires, and their SPEED and ENDURANCE are reduced 2 points after.
[Suffocation] : The imprisoned will not be able to act until the Water Wall expires, and suffer a High HP loss at the start of their turn.
Freeze debilitation lasts 3 turns. The first turn they're imprisoned, after, it's just the debilitation.
Glacial Whirlwind: Anahita begins twirling herself with her spear in hand, and springs herself high into the air as she continues to spin around. While Anahita preforms this, a trail of Water from her spear follows and twists up along with her. After she reaches a certain point in her jump, the Water freezes, creating a barbed web of Ice along with Ice stalagmites which rise up from the ground (in a diagonal manner).
This is a [Stat Amalgamation] based skill.
[smear:f3b008]Sub-Zero Javelin[/smear:0956ae][freeze and suffocation]:Anahita hurls her spear like a javelin and as it corkscrews across the field, a massive amount of Water surges out from it, drowning all in its vicinity. A little into this, at the Waters end, it starts to freeze until it catches up with the thrown spear, and encases the spear itself in Ice, it's size increasing until it collides with whatever.
This Final is [Stat Amalgamation] based.
[Freeze and Suffocation] : Opponents caught up in this Final (as in, not the direct target) suffer both these debilitation's.
The farther the distance Anahita's spear travels, the stronger this Final becomes, along with the size of the area being enveloped in Water/Ice.
After, this Final cannot be used until after two confrontations. Unless a long period of time passes, then, one or none.
Sole Element: Since Anahita has no other element at her disposal, when in a confrontation with an opponent that is either ice/water based or resistant... She won't fight. I love, Just I: There's little chance Anahita will help her allies if they're in a bind. To her, she herself is the most important over all others. Wind > Water: Anahita's aqua/gelid magic and she herself are weak verse squall/wind magic (it just ended up so...). Here, wind spells countered against her aqua/fgelid spells will dampen their effect, while squall spells will negate them altogether. And, wind based damage taken inflicts x1.5 more damage, while squall based damage taken inflicts x2.0 damage.
Name: Kai Keenan Age: 20's Gender: Male Alignment: Neutral Good. Occupation: Elpa Agent. First-Man [Married to Elpa's goddess]. Height: 5'10" Weight: Armament: Deicide Mk2 - Plasma GunBlade.
Kai's weapon is unique and It doesn't look like much. But, that's far from the case. Centered around close-short range and It's ammunition consists of a gas that when an electrical discharge makes contact with it, creates a burst of plasma. Kai likes to trigger (which is what I'll be labeling this mechanic) these while slashing and the like --akin to how Squall (FFVIII) handles his GunBlade-- but also as a short range shot. To get a little into more detail; during -Triggers- the gas envelopes the blade and is then sparked into plasma. As for the -Shots-, i still have some research to do. Since this fighting style is no different from his prior style --besides how the weapon works-- I'll be labeling Kai's triggers and shots, -Discharge-. And I'll add, has an effect to them. Right, Kai's weapon itself contains the gas but he also has cartridges or capsules too.
Talents: Trained in CQC. Trained in Firearms. Devorcolium Genes [King].
Devorcolium Genes: Outside battle, this lets Kai travel to different dimensions and quick travel to places he's been to while in whichever dimension. Now during battle, it lets Kai phase-step either in front or behind an opponents, escape an attack, or draw an opponent towards him; up to 8 times.
Plasma Raid : Kai leaps into the air then crashes into the ground, with a large plasma explosion trail - Kai can add in a leaping uppercut slash here. After, Kai strikes his GunBlade into the ground, setting it ablaze for a period of turns - if Kai added the addition mentioned, he'll plunge himself and the foe into the ground first. Foes inside or who come into contact with the plasma inferno field take continuous damage.
Enhance : Kai boosts a stat of his own, and can increase the stat of allies for a sort duration.
+3 to a stat.
Boost lasts 3 turns.
Can boost up to 3 people (including himself).
Plasma Palm : With a gas cartridge in hand, Kai palm strikes the foe, creating a point blank plasma explosion. Which knocks them far back.
-Discharge- effect is doubled to 40%.
The increased effect lasts 5 turns.
★ [smear:14bcd1]Dimension Sphere[/smear:cd29d5] : Kai infuses his Devorcolium power into his GunBlade and fires three large slow moving dimensional plasma spheres in succession. Which pulls in, captures, and tears trough foes caught in them.
-Double Edged - Plasma Palm- Using this Skill causes Kai to suffer the -Discharge- effect (20%) for 3 turns. -Magick Inept- Kai can't use magic and can never learn it. This is the reason for his low MAGIC and CONSTITUTION. And, Magical Based First-Aid Recovery used on him is reduced 20%.
-Double Edged - Immolation- While Immolation is in effect, Kai takes 3% damage each turn and his PDEF is reduced 5%.
Name: Liel Age: 18-19 Sex: Female Orientation: Bisexual Alignment: Borders between Lawful Neutral and Neutral Good Job: Monster/Bounty Hunter Height: 5 Foot 2 Inches Weight: Light Nation: “Whichever one isn’t ruled by a self-centered bishie or destroyed by a psychotic loli with a zombie fetish” Weapons: Scythe/Bigass Curved Sword Hybrid (Think Burial Blade from Bloodborne), ‘Grappling Hook’ Powers: Darkness Abilities Personality: When speaking to people such as clients, Liel speaks in a respectful, mature tone. However, when she’s literally -anywhere- else, Liel has a much more carefree and immature tone about her, and constantly makes disgustingly terrible jokes that would make the writer himself commit seppuku. Bio: The lone survivor of the destruction of an alternate Gamindustri, Liel was formerly a high ranking member of Venator, a side division of her dimension's Guild that answers directly to the CPU's. Now, in a new Gamindustri, Liel tries to settle down in her new world, yet because of her previous loyalty to the Goddesses and the current state of this Gamindustri, that will not end up being an option for her.
⚔Battle Sheet/Stats and Abilities⚔ Strength:① ② ③ ④ ⑤ Intelligence: ① ② ③ ④ ⑤ ⑥ ⑦ Speed: ① ② ③ ④ ⑤ Endurance: ① ② ③ ④
Shadow Tether: Liel uses her darkness abilities to conjure a vine-like tether around her right arm, allowing her to latch onto the environment or enemies, and either pull them towards her, or pulls her towards them.
Shadow Bolt: Liel gathers a small sphere of darkness and fires it at a target in either a rifle or shotgun-like spread of projectiles.
“Master comedian, at your service!”: Liel tells a joke to either her allies or an enemy, having a chance to buff her strength by 1 for 3 turns, or inflicting a debuff that reduces the target’s intelligence for 3 turns, because dealing with a constant influx of horrible puns and jokes will make anyone dumber.
“Time to Bring in the Hurt!”: Liel infuses her weapon with dark energy, and either throws her scythe like a boomerang, dealing damage to multiple targets, or does a several hit combo with her curved sword, dealing a greater than normal amount of damage to a single target.
“By the Old Ones that joke’s horrible, Liel”: Upon using “Master comedian”, Liel might end up being disappointed due to her joke not coming off as funny to her (Although in reality they’re all bad because she has a shit sense of humor), reducing all of her stats by two points for 4 turns.
”You can’t pay me enough for this….”: Liel has an intense fear of bugs, and she has a 70% chance of skipping her turn and freaking out instead whenever she has to fight one because of it.
Corrupting Power: Constant use of any of her shadow abilities leave her vulnerable to status effects. If she continues to use it while under the effect of the viral status effect..... (if they were to be revealed, would replace "......" with "she has a 95% chance to turn into Liel Obscura, and a 5% chance to turn into Liel Natus")
"We're special because we were born into this world"
Name: Miriam Trahern Age: 16-17 Gender: Female Alignment: Chaotic Good Occupation: Priestess Height: 4 Foot 9 Inches Weight: Light Weapon(s): A staff. Talent(s): Holy/Light (Would Spatial Count?, IE the Sun and Moon could count as light and darkness respectively?) and Healing Magick Disposition: Miriam is incredibly carefree and has trouble taking many situations seriously. She also has a...... intense 'fondness' for biscuits.... Bio: She is the young priestess of a temple dedicated to “SPATIAL DEITY” (If it counts), trying to gather enough money via donations and the occasional odd-job to help her find a cure for an unhealable illness that afflicts her younger brother.
STRENGTH: ① ② DEXTERITY: ① ② MAGIC: ① ② ③ ④ ⑤ ⑥ ⑦ ⑧ ⑨ ENDURANCE: ① ② ③ SPEED: ① ② ③ ④ CONSTITUTION: ① ② ③ ④ ⑤ ⑥ ⑦ ⑧ LUCK: ① ② ③ ④ ⑤ ⑥ ⑦
(No categories because I can't think up enough spells to warrant it)
Smite: Miriam summons a small beam of holy/light magick to strike a target.
Regen: Miriam casts a buff on an ally, constantly recovering 2% of their health for 3 turns.
Blessing of "SPATIAL DEITY": Miriam casts another buff, this one buffing a target's luck by 4 points for 3 turns.
Dawn’s Embrace: Miriam temporarily enchants an ally’s weapon to do Spatial elemental attacks for 4 turns.
Divine Requiem: Miriam casts an area-wide buff on any allies close by, giving them a barrier that reduces damage taken by 20% for 3 turns.
Definition of Fragile: Miriam is not built to survive much attacks physically, and takes 20% more damage from physical attacks because of it.
Easily Blindsided: Because Miriam is blind in her left eye, she has a difficult time seeing attacks coming from her left.
Prone to Exhaustion: Miriam's spell usage can leave her easily exhausted. Because of that, whenever she casts a spell other than Smite, she has a 3-6 turn cooldown before she can cast any other spells. In addition, she can only cast Divine Requiem once every 5 battles.
"We're special because we were born into this world"
Note: Clothing is a solid white, left iris is a sapphire blue while right iris is an emerald green, and side-bangs are shorter.
Name: Irene Age: 17 Gender: Female Alignment: Chaotic Good Occupation: Mercenary/Adventurer Height: 5 Foot 3 Inches Weight: ">_>" Armament: Greatsword Talents: [Redacted] Lineage/Blood (+5% magic resistance) Element: Primarily Ice (Not sure if I can go with both Ice and Lightning, IE get 1 point in Constitution and Magic, and getting a 5-10% resistance to both) Disposition: At first, Irene has a direct, more ‘heroic-type’ personality when speaking to others. However, when speaking to those on friendly terms, it becomes obvious that said personality is a facade, as her disposition drastically shifts to a more nervous, timid, shy, and insecure one. Likes: Sweets, reading, anything that has to do with fantasy. Dislikes: Socializing with people in a group, having to be the 'leader' in almost anything, meat, anything excessively gory. Bio: Would be spoilahs/Read the novel
⚔Battle Sheet/Stats and Abilities⚔
Strength:① ② ③ ④ ⑤ ⑥ ⑦ ⑧ Dexterity: ① ② Magic: ① ② ③ ④ ⑤ ⑥ ⑦ ⑧ Speed:① ② ③ ④ ⑤ Endurance:① ② ③ Constitution: ① ② ③ ④ ⑤ ⑥ ⑦ Luck: ① ②
Lightning Spells -Lightning Dodge: Irene is capable of transforming into a bolt of lightning, allowing her to dodge attacks and re-position herself for a counter attack. -Netherwind Storm: Irene casts down a small storm of lightning, striking a group of enemies. -Fade Slash: Irene throws her greatsword at a target, and, while it is in the air, Lightning Dodges into it, and slashes at the target using the momentum of Lightning Dodge.
Ice Spells -Frozen Aegis: Irene conjures light ice/frost armor on either herself or an ally, reducing physical attacks by 5% for 3 turns. -Froststep: Should she or an ally require it, Irene can summon a small pillar of ice to help boost their jumping height, allowing her or anybody else the ability to reach hard to reach enemies and/or areas.
Earthshaker: Irene leaps into the air, infusing her greatsword with lightning and ice, before slamming down on the ground, creating a medium-sized AOE that deals a decent amount of ice and lightning damage to enemies.
Infusion: Irene infuses her greatsword with lightning and ice, allowing all of her attacks a chance at inflicting Frostburn. -Frostburn: Target has a -10% defense debuff and suffers from a DoT (Amount of damage dependent on GM/DM/RPer of target) for 3 turns.
Crystalis Calamity: Irene uses almost all of her strength to summon a massive storm of lightning and ice. For 5 turns, lightning rains down on the area from the sky, while large crystals of ice erupt from the ground.
"Takes Too Much Energy...": All of her abilities require her to recover her breath/strength for 2 turns (1 if using infusion, 8 if using Crystalis Calamity). After using Crystalis Calamity, all of Irene’s stats will be halved for the remainder of the dungeon/area, even after she recovers from most of the after effects.
Reduced Resistances: Irene’s low endurance allows her to be more susceptible to status effects, which can drastically reduce her usefulness in battles against status-aliment using enemies.
“I-I-I can’t do this!!”: Stress can take its toll on Irene, so she has a 2% chance each battle to have a mental breakdown for 5 turns, rendering her extremely vulnerable. However, she has a 99% chance at pulling herself together and becomes capable of fighting again, although for the 1%.....
Firebolt(fire and lightning) : A quick close-range burst spell that'll knockback opponents hit with it.[Damage inflicted increases based on MAGIC stat.]
Arc Boon -element- : A high tier spell which applies 1 element to a weapon, increasing damage done (10%); moreso if opponent is weak to applied element (25%). Or, less damage if the opponent is resistant to applied element.[Effect lasts 3 turns. Up to 2 elements can be applied at a time. Can be used x5 max per confrontation.]
Arc Boon -status- : A high tier spell which increases a single stat.[+5 points. Effect lasts 3 turns. Up to 3 stats can be increased at a time. Can be used x10 max per confrontation.]
Arc Boon -enfeeble- : A high tier spell which applies 1 enfeeblement to a weapon.[Effect lasts 3 turns. Up to 2 enfeeblements can be applied at a time. Can be used x5 max per confrontation.][Notice: It's not guaranteed that getting hit will inflict the enfeeble, at 5 MAGIC there's a 30% chance it will.]
Poison : The inflicted takes damage at the start of their turn for 3 turns.
Paralyze : Causes the inflicted's actions to sometimes fail for 3 turns.
Sleep : The inflicted is unable to act for 3 turns, unless woken up from an attack.
Silence : The inflicted is unable to cast magic for 3 turns.
Weaken : Reduces the inflicted's ENDURANCE and CONSTITUTION 3 points for 3 turns.
Weighted : Slows the inflicted's movements and attack-speed for 3 turns.
[smear:94989d]The Silent World[/smear:e6b319] : A unique spell he created himself, which creates a battlefield wide barrier that cancels all magic but his own; As in, opponents and even allies cannot use magic whatsoever.[Effect lasts 4 turns.]
Weak vs. Surprise Attacks : He's not good against opponents or confrontation that catch him off guard, before he's able to chant his boon's. Boon Cast Restriction : His [Boon -all-] spells have a use time number limitation. Which is listed in their description. I guess it's akin to MP. Element x Enfeeble Restriction : His [Boon -element-] and [Boon -enfeeble-] spells cannot be applied at the same time.
Disposition: Whenever one first meets her, Priscilla usually has an innocent or naive personality. However, when her 'other temperament' is discovered, she'll quickly drop the act and shows her true colors; a smart, mischievous, and egocentric girl whose craftiness is disturbingly high for her age. She's not entirely nasty though, and even shows generous and charitable qualities despite how much of a brat she can be.
G.C.I. [General Combat Info]: Priscilla generally prefers to attack using magical fire runes and mines, because they are, in her own words "much more fun to fight with". However, she is definitely no slouch when it comes to melee or direct confrontations, having access to a large warhammer and short range fire spells despite her weak physical endurance. Despite her abilities though, she generally tries to avoid conflict, always trying to intimidate people or beasts with flashy but harmless spells and threatening/'impressive' but almost entirely false spiels before fighting.
Bio: Priscilla is the youngest child of the Pyrrhus household, a wealthy/noteworthy family in Planeptune with an impressive amount of support for the Guild financially. However, unlike her older siblings, she has a habit of getting into trouble, and she once again finds herself in yet another bad situation...
Themes "The Flare Princess Priscilla; Your Master, Your Maker"
A powerful spellcaster skilled in darkness and summoning undead spells
Summons hostile phantasms, zombies and skeletons while also using debilitating darkness spells that can inflict Blind
◘ The Hutch of Penitence
Turns freshly killed corpses into....living sweets that are imprisoned inside it?
Can liquefy a transmogrified body into a pitch-black "paste" that can strengthen undead in close proximity, and also...eat said body, netting her a moderate heal.
◘ The Blade of Vampirism
Drains the target's health and mana by 15% upon landing a hit.
Low in overall damage and hard to hit with due to a variety of risks, but can be rewarding for her if she is successful in landing a strike.
◘ Robes of the Desolate
-55% Darkness Damage received
+15% to Mana Pool
3% chance each turn to "turbocharge" the next spell that is cast, increasing its effectiveness by 1.5x as much
Dangerously Low Defense, HP, and Strength, Below-Average Agility
High Mana Pool and Mana Regen Rate
Resistant to the effects of Black Blood
-25% damage received from Eldritch beings
Nature: Quiet and reclusive, avoids interactions with others, especially other humes as often as possible.
Biographic: As a Witch, Emilia has been vehemently hunted by most of Asymarth, and has lived throughout the entirety of her life in refugee because of this. However, despite having the blood of Witches, she resents the other Witches for their open dedication to using the arts of the Elder Ones despite the risks and already unrelenting hatred of them for that very reason, and because she doesn't even remember her older brother on top of his whereabouts (or even if he is alive at this point), she is truly alone in life. She lurks in the wilderness of the Kingdom of Ethilaweth as a result, trying to live her life in peaceful solitude and preying on those who would seek to do her harm.
Location of Residence: The Kingdom of Helis, the Northern City of Erast.
Skills and Talents: Clarissa, as her appearance might suggest, does not have much in the way of defending herself. She does not have a way of defending herself physically, and although she has a clearly unique ability when it comes to wielding magic, this being able to "absorb" an opponent's elemental affinity and use a variety of elemental spells of all types, she lacks the skills required to use it effectively. As such, she instead relies on her best friend Raevas to handle the offensive side of things.
Personality: Clarissa, despite her young age, is a fairly quiet and polite yet incredibly clumsy individual, who has a habit of treating those older than her with respect and, in some cases, awe. However, she also has a habit of getting easily flustered when someone notes her shorter than average height.
Bio: Clarissa is the younger half-sister of Noelle Vyner, one of the higher ranking knights in the Kingdom of Helis's army, and she works as a servant at a noble estate within the snowy city of Erast, under the young noblewoman Liliane Acelin. Although she is open about most parts of her life at the Acelin estate, she appears to avoid talking about many aspects of her early childhood with others for reasons unclear, even to Liliane. Indeed, Raevas might be one of the few people who knows of her early childhood.
Height: 5 Foot 7 Inches/170.18 CM
Location of Residence: The Kingdom of Helis, the Northern City of Erast.
Skills and Talents: Generally serving as the bodyguard for Liliane Acelin and his best friend Clarissa Vyner, Raevas boasts a level of swordplay that rivals that of many others. He also has an agile physique that can rival that of even the highest ranking knights of Helis. As such, it is surprising to see how skilled he is at such a young age.
Personality: Like Clarissa, Raevas is a quiet and polite individual. However, he displays a fierce loyalty to those close to him, and also acts as a sort of "older brother" to Clarissa and other members of the Order.
Bio: Unknown. At the age of 16, Raevas started working as a guard at the Acelin estate, becoming a servant of the Acelin estate at the same time as Clarissa, but his life before that is unknown to all. The only thing that people know of is the fact that the two have seemingly known each other before arriving at the estate.
Nature: Anastasia is generally a friendly, kind-hearted individual. Despite her serious and mature manner of speech, she can be pretty carefree at times, being almost impossible to anger (save for hurting or endangering her little sister), and even likes cracking dirty/risque jokes every now and then. She also, oddly enough, has a...slight habit of falling asleep at inopportune times...
Biographic: Anastasia is the owner of a library that lies on the boundary-line between the kingdoms of Galyith and Troathien, alongside her younger sister Maribelle and their mother. However, despite being its librarian and it receiving quite a bit of attention from the public, it also doubles as the secret meeting place between the Lords of Auzevith and their allies, and Anastasia and her family are deeply involved in the going-ons of the continent as a result.
Image Notes: Doesn’t have the horns on her hood, the skirt of her dress is longer, there's less cleavage showing (Fuk ur fanservice), doesn't have a cape (At least I -think- that's a cape...), and the black parts of her dress are blue.
"We're special because we were born into this world"
Personality: Agnes may appear to be your usual stoic and quiet person due to her muteness and appearance, but first impressions can be deceiving. Despite being mute, she is fairly expressive personality and gesture wise, and is a much friendlier and gregarious individual than her appearance and muteness may suggest, which may come off as a surprise for others.
Bio: Agnes’ backstory is fairly unremarkable. Since she was born mute, she has trouble interacting and bonding with people, and has been a loner for almost all her life because of it. Eventually, she decided to join the guild, soon earning herself a small reputation as “The Silent Reaper”, which actually ended up driving people to avoid her when given the chance. Unfortunately for her, apparently being a mute and getting called a "reaper" means she's nothing but trouble/totally has a secret killing fetish, much to her dismay. Despite her ordeals, however, the motivational words of her two sisters spurs her onwards tremendously, and she is eager to make a positive name for herself as a result.
"We're special because we were born into this world"
Ashur is an arrogant and brutal man, whose actions are shrouded in dishonorable cruelty. He is a man with no qualms over what he does, even if it results in him sacrificing the lives of men under his own order. As long as Celestia's Gate can continue, everything he does is worth it as far as he's concerned.
However, his personality is not without reasons. At his heart, Ashur is a pragmatist, plain and simple. His "ideals be damned" mindset is exactly the source of his brutal methods, as he believes that causes should be achieved no matter the costs, and that the ends justifies the means. As such, it is no surprise that his actions are controversial, perhaps even to other members of Celestia's Gate.
Ashur has an array of abilities at his disposal. His primary ability is to summon ethereal spears to shoot at his enemies, including the ability to summon a larger variant to use as his main weapon. Arguably his most dangerous technique in his arsenal, however, is his ability to control time. Despite being limited in usage, as he can only rewind the last few seconds and is unable to cast time magic multiple times in a row, he is able to alter the flow of time for himself, resulting in him being able to speed his body and make him more agile or regen his wounds, or to even avoid fatal deathblows should he be able to rewind time to before it is dealt. However, it is easy to prevent him from casting time magic if his weaknesses are known (specifically his weaknesses to status ailments and an unknown method to permanently disable his ability to cast time magic), but even without it, his spectral spears still make him a dangerous opponent to face.
Most of Ashur's past prior to joining Celestia's Gate is shrouded in mystery, and even then his role in the organization is unknown, since the only known specifics of his position is that of a high-ranking one. The only thing certain is his unyielding loyalty to Celestia's Gate and their goals, and his immeasurable hatred of the CPU's.
Personality: Alice is best described as a chipper and gentle-hearted individual, most likely due to her close friendship with Maribelle. However, she can get a bit too into the idea of…”shipping”, and seems incredibly secretive regarding certain parts of her life when questioned.
Weapon: Her trusty katana and a variety of wind-elemental spells.
Bio: At a young age, Alice became a member of the Order, but left it due to various disagreements that she refuses to go into the specifics of. Now, she works as a guard for Ana’s Library, serving as the building’s protector from a certain “rowdy” group of people, as well as the best friend of Maribelle. Because of this, she also is deeply involved with the happenings of the Lords and their kingdoms, and as such often aids in whatever tasks or duties they need accomplished.
"We're special because we were born into this world"
Weapon: "Wait... Uhh... Let's not worry about that."
Personality: Aloof and unfocused, Kano is outwardly very casual seeming, even going to lengths of frequently flirting with girls. However there's a more mature, yet self-deprecating but well thought out young man underneath, I wonder how he hides it so well.
Bio: Kano's past is not a friendly or happy one. Growing up with an abusive mother and a self-deprecating personality, Kano was a strange kid who seemed to get away with excuses very often. Eventually Kano's mother was killed while their apartment was being robbed. After this Kano ended up in an orphanage where he met two friends, together they were called "monsters" because they seemed to have strange abilities. Eventually, the group of children were adopted by a small, friendly little family. Kano spent happy years growing up, until now, a young lad of sixteen, he and his friends set up a gang, called the "Mekakushi Dan". A name thought up by Kano himself. Now he spends his days getting into rambunctious trouble with his friends, as they play around with their strange and special abilities.
Weapon: Maribelle has a variety of spells at her disposal, including:
Ignite: A fire spell that can cause a small explosion and possibly light targets on fire.
Ice Spike: A frost spell that shoots a solid spike of ice at a target.
and Tremor: An earth spell that can shoot up a medium-sized column of earth at a target
However, despite knowing several capable elemental spells to defend herself with, her true skill (and main preference in battle) is with her healing magic, and as frustrating as it might be to know that she can easily aid in combat offensively should it come to it, Maribelle instead wishes rely on others to deal with actual threats.
Personality: Shy and cautious about everything. Maribelle's main train of thought for social situations is "Don't talk to others unless you really have to, and hope they don't want anything from you", which seems a tiny bit counter-intuitive when you consider the fact that she's primarily a healer. As such, she usually hides behind those she trusts, again, usually Alex.
Bio: Maribelle is the co-owner of a library in Lowee alongside her older sister, Anastasia. After the attack on Lowee, they have fled to live with Alex, his brother, and his "sisters" in Lastation. Now, having grown attached to him as a sort of "older brother", she often travels with him wherever he goes, even if it involves fighting, much to her inevitable dismay.
Combat Description: Eirith fights using a variety of summon spells and elemental magic, primarily Shadow and Fire. Bio: Eirith is your average guildmember, having lived, again, through an uneventful childhood. However, she has a habit of calling herself a "Vlysh". However, nobody really knows what a "Vlysh" is, and because of her noticable immaturity, she's pretty much considered "nuts" by everyone and is often believed to be "in her own world", much to her dismay.
"We're special because we were born into this world"
Weapon: "I'm not really one to fight... But if I have to, I can do my best to help everyone out" (Momo's weapon is one focused around helping her friends. She is able to avert enemy attention to herself, or to a specific object against their will, there are limits to how many people Momo's ability can effect and how long she can hold it.)
Personality: Momo has a generally bright and happy disposition. She is almost always in a good mood and wanting to help people around her. However she has an equally strange disposition of not seeming to agree with a lot of people's tastes, often mirroring the normal.
Bio: Momo, a well known idol, recently seemed to stop getting as much attention, perhaps this was good. She always seemed to get the attention of even people who weren't interested in her. She would always be outcasted because of this, and she didn't know why "Maybe it's because I don't do so well in school" she would always think. She stopped seeming so interesting suddenly because of her own power. She is able to draw attention of those around her for mysterious reasons. Recently she's stopped being so noticeable from her experience joining the "Mekakushi Dan", and learning how to control her ability thanks to a girl named Kido.
If you all can't tell by now, I'm gonna keep playing around with these char sheets of the members of the Mekakushi Dan. Only Kano's getting officially submitted though, rest is for fun.
Weapon: "Do I have to fight? I don't really want to." (Shintaro has an ability just like all the others, his works differently however, Shintaro has increased capacity for memory, and Shintaro has one thing going for him most others don't. He is incredibly persistent and is an excellent leader. This couples with his ability quite well, allowing him to make amazing choices based both on past experiences and future possibilities.)
Personality: Shintaro seems uncaring, bored, and cold, however that's because he harbors an incredible pain he doesn't understand. He is less uncaring and more, simply damaged. When he genuinely cares and is not thinking about his emotional troubles, he's almost just as caring and fun-hearted as his younger sister, Momo.
Bio: Shintaro used to be amazing friends with the Tateyama family. He had a love interest among them, however one day during their teen years, she committed suicide for unknown reason. This led to Shintaro running away from his life's problems, running away, hiding, and becoming a NEET. However, one day, a strange girl appeared inside his computer. Some kind of cyber-girl, who kept poking at Shintaro to go really live. Eventually, after all of the girl's prodding, Shintaro got extremely bored of her and deleted her off his system. Quickly the loneliness set in and Shintaro ended up committing suicide. However, he woke up in his bed as if nothing had happened. And the girl was back on his computer. Somehow able to recall the experience, Shintaro left his home with the girl now contained on his phone, and found his way into being dragged into a gang. The Mekakushi Dan. Where he was reunited with his sister he had not seen in years. Apparently not long ago, he handed his phone over to Kano, I wonder what he plans to accomplish by doing that?
Faction: "Guess I'd stick with my friends since I've been stuck in electronics the past while."
Weapon: Takane's weapon is an ability like the other Mekakushi Dan members, it causes her to change into virtual form however, so in human form she wields a pair of dual steampunk-looking, semi-automatic pistols. Her ability is the ability to transfer her consciousness into any electronic and mess with it from the inside. She can transfer into any electronic as long as it has a wireless port.
Personality: Takane is a generally calm and simple person, not gravitating towards many people, however when in her virtual form, she has a much higher affinity and is often significantly more friendly and energetic about making friends, unlike her somewhat "hermit"-like personality in her human form.
Bio: Growing up as a narcoleptic child, Takane was sent to the hospital often. She was failing in school frequently, so she had to be sent to a school for mentally and physically disabled children. Hereshe met Haruka Kokonose, she instantly became interested in Haruka, and the two worked together and got alone exceptionally well. However, Haruka's physical condition eventually weighed too hard on him, one day, Takane had a nightmare the world was ending and she had to run to Haruka to tell him what she had always meant to. When she woke up, Haruka was dead. In her grief Takane passed out once again, she awoke in a new world. A blaring light hit her and she saw someone, someone she had once lost a bet to... A friend. But she didn't recognize him. After a while Takane became familiar with her new cybernetic surroundings, and the person. The person she needed to help. Shintaro Kisaragi. She joined the Mekakushi Dan with Shintaro, and learned how to get out of her cybernetic bonds thanks to Kano.
Faction: "I keep an eye on my friends. Where they are, I'll be."
Weapon: "No." (Like the others, Kido has an ability rather than a weapon. Kido's being the ability to turn herself and other things near her invisible. A somewhat direct ability compared to the others)
Personality: Kido seems cold, but only at first glace. Kido on the contrary to her "glare-like gaze", is actually incredibly responsible and even somewhat motherly despite her young age. Though she has trouble keeping her troublemaking friends in line, she does her best to protect and watch over the ones she cares about.
Bio: Kido, born into a rich family, was the child of her father's Mistress instead of the family's mother. However, their wealth didn't last long, Kido was still young when her father when bankrupt and burned the family house down, as well as everyone in it. Kido, somehow surviving the fire unlike every member of her family, was sent to an orphanage, where she met Kano and Seto. They were banded together because of her strange abilities, Kido getting the nickname "Ghost-girl" because she had no control over her power and vanished from sight at random. Eventually, with Kano and Seto, Kido was adopted by the Tateyama family, where they grew up with happy, normal lives, until forming the Makakushi Dan, Kido, the first member and the leader of the Mekakushi Dan, is the overseer and protector of the entire gang.
Personality: Marry is an extremely shy and hermit-like girl, because she's stayed at home the majority of her life she is significantly weak and clumsy. Frequently tripping and spilling things, therefor she relies on her closer friends to a high degree.
Bio: It is unknown exactly where Marry comes from, nor is it clear how she was found by the members of the Mekakushi Dan. She is a mysterious young girl who lived on her own in a small house in the forest, the members of the gang accidentally found her, and still know little about the girl, however they look after her nonetheless. She is currently mostly under the care of Seto, who she has grown quite attached to.
Some people may remember that Marry appeared as the character I RP'd in The RP 2.0, almost 4 years ago. If anyone's wondering where this sudden interest in the Mekakushi Dan showed up from so suddenly, this may prove to be a large connector.
*No writing on her Belt and Arm. *While relaxed, she looks like such, but when she exerts herself, her muscles become defined.
► Prana Eater
Unimpeded Muscle Output.
Weakens (progressive) All Those Around Her.
Not Skilled In Any Martial Arts.
► Devorcolium: C. Juggernaut
Able To Traverse Dimensions.
Won't Take Chase Or Sprint.
Rarely Blocks Or Avoids Attacks.
Nature: Rude, Crude, and a little Lewd (see what I did there?). A thug, and borderline --If not-- Sociopathic. Biographic: Vella Is Vince's counterpart — either one or the other Is born In whichever dimensions Elpa exists In; though there has been one case where both were present In a single dimension but shared the same vessel. And like Vince, Vella also has dealings In the ways of Prana (which Is a teaching and a way of life). For her though, instead of manipulating and shaping It, she prefers to "consume" It to strengthen herself (strength and physical regeneration). Now It should be noted all things are comprised of Prana but Vella prefers to siphon the Prana of living things — this'll continue to weaken whatever/whoever (and can reach a point where such ceases to exist).
There're two forms of the above: One Is automatic — It's a slower siphon of Prana but Is expansive. The other, direct — Alla, grabbing whatever/whoever and draining It/them drastically.
Another Vella note (and In some cases Vince) Is her Devorcolium genes. Devorcoliums are beings that live In the plains between dimensions (least In Kai's --her and Vince's father-- verse) and feed off them. This Is the reason for Vella's "hunger" — feeding on Prana and Dimensions. As for her Devorcolium traits.... Most are unknown given, she's never needed to used them (thanks to her prana siphoning and all) outside dimensional travel.
Faction: Although Alex does not owe his loyalty to any specific nation, he does support the CPU's in their endeavors, although he's personally not a fan of Noire after the space station incident.
Weapon: Alex primarily uses a Greatsword + Shotgun hybrid weapon/"Gunblade" in addition to the occasional lightning ability, although after a certain point, he'll be able to upgrade it into a transformable sword + shield. In addition, Alex can only use his lightning abilities a certain number of times before it starts to damage his body, and even with the help of Maribelle's healing magic, using it too often or using too big of a burst can lead to drastic consequences...
Personality: Generally, Alex is a "punny", humorous person that occasionally gets highly sarcastic, and easily gets overly excited/"hyped up" about stuff, but if need be, he can become serious surprisingly quickly. As Maribelle's guardian, he can be quite protective of her, but often elects to try and force her out of her "shy shell", so to speak.
Bio: Alex's life has been dedicated towards the single goal of finding a cure for his brother's illness, prompting him to join the Guild in order to gain the credits to start trying to find such a thing. However, because of two of his close friends having to live with him after Celestia's Gate's attack on Lowee, as well as the CPU's dwindling shares, Alex is instead determined to help them out in whatever way he can, at least until he's able to move back to his original plans.
"We're special because we were born into this world"
Location of Residence: Wherever the person who has her ring is.
Skills and Talents: Because of Eira becoming an Ice Specter post-death, she shows an impressive mastery over frost, and upon her ring being worn, she can give similar abilities to her “wearer”.
Personality: Eira has a bit of a...strange personality. Due to being both a princess of an unknown bloodline as well as a powerful specter, she has a proud and occasionally arrogant personality, and she enjoys boasting about her abilities to others. However, she loses this composure rather quickly when she’s not residing in her ring, as she does not like knowing that people are paying her attention in her actual form for some...incredibly odd reason.
Bio: Due to losing most of her memories, most of Eira’s past remains a mystery, and recovering said memories is her primary goal currently. Since she is a specter, she requires herself to be bound to an object to prevent herself from becoming a revenant, and since her abilities are said to rival even that of the Frigid Lord, she is often carried by one of the two Caldwell brothers to keep her and her abilities from being misused.