Tipsy's characters

Right. Ill get cracking with fixing it. btw, ill take Zephiris' system (i think he did it ) of colour coding what is corrected. Just to make it easier for you. In this case, it'll be red.

[FONT=&quot]EDIT:
Why did you post the bio for the wolf in a new topic when you are implementing it in the same post as the char?
Well, you never PM'ed me, Im not rechecking every thread that I have nagged in to see when it is approved, as many tend to add more chars ^^
Also, I point to rule #6 in the [/FONT][FONT=&quot]rules thread[/FONT][FONT=&quot], just to make it clear that youre stuck with me.
Mbwahhahaha! *cough*
In all seriousness though, Im sorry for the delay, but I expected a PM when you were done.
I will not look on the 2nd bio Firophoenix, only at Viridiania[/FONT]
i wasnt thinking. my bad. In any case, i thought that since it was a really large change, my entire profile might need a complete checkover again. Just in case you were wondering, i wasnt looking for another moderator.

[FONT=&quot]Yeah... I do know that she will last longer in a fight as she does not exert herself physically.
But, as I remind most other RP'ers, a normal one on one fight rarely last for more than 5 min. even though a full scale battle lasts longer, even most war-trained men are fatigue driven way before your char.
Im perfectly ok with her physical defense, but the length of her "active time" should never be that long at full. Know that every spell caster lasts longer or shorter depending on the spells that are cast. So I would say 10 minutes at max, depending on the levels of spells she cast.[/FONT]
Ah shit! i think i forgot to save some of the changes, cuz i was poretty sure i changed the length of combat time. changed it dramatically.

[FONT=&quot]This tab is fine, you dont need to edit it.
I just like how guns actually fall in the "ranged weapons" category.
So, like it is stated now she might dodge bullets! ^^[/FONT]
Are guns not ranged ? ^^. Personally, at a distance, if you dodge at the right moment, it is possible to side step, like maybe just before they shoot.

[FONT=&quot]So, if you enhance a spell by the full 25%, will the cost also follow to the same level?[/FONT]
No. Basically, take her staff away and there mana drops by 25 %. So for instance, she is at 75%, snatch her staff away, and she is down to 50% of mana. Since the staff is almost a permanent fixture, i went and added it to her total mana reserve. In actuality, its 100% without staff and 125% with staff.

[FONT=&quot]How strong is the feather spell?
Detail it in percentage of lighter effect, or how manu kilos/pounds it can "negate" effectively making things lighter.
[/FONT]
Fixed the pouches and weight issue.

[FONT=&quot]From the system, do you then mean that she is creatign the water herself or manipulating it?[/FONT]
She is capable of both. The system will refer to manipulation. I a scene where there is no or scarce water, she will create. For ever spell, she will add 5 extra % of mana use. EG: Water Cannon will jump from 5% to 10%

[FONT=&quot]
If this indeed is a powerful attack, I think the drain should be higher ^^[/FONT]
Thunder Charge is the FF equivalent of Thundara, a middle powered attack. Maybe i shouldnt use powerful XP

[FONT=&quot]
You are basically calling upon meteors in the universe large enough to not burn up in he atmosphere.
I think this should have a way higher cost as the damages from this is immense.[/FONT]
good point. im changing it to enlarged fireball that fall from the sky.

[FONT=&quot]
Again, some pretty damage, higher cost might be in order ^^[/FONT]
You have to remember, this spell will cost 35% of her total mana. So two of these high level spells will effectively take out a large portion of her mana, leaving very little mana for other normal spells. Since, as you said, a battle lasts only about 3-5 minutes, her recovery rate will not allow her to use any of these spells over three times before the battle finishes.

[FONT=&quot]Not sure about this one, I think the cost seems ok, but there is just something that is a tad off.[/FONT]
Haha! Thor, Vulcan and Ice Spiral is supposed to be a similar power to Thundaga/Blizzaga/ Firaga and about the same level of damage. I guess i may have made other spells sound much more powerful than they really are.

[FONT=&quot]what kind of damages can each step heal, generally.[/FONT]
mostly physical wounds.

[FONT=&quot]how large is said wall?[/FONT]
about 2.5 meters tall by 3 meters wide and half a meter thick.

[FONT=&quot]
how strong is the shield, you cannot have it shield all magic as there are always those stronger than you.
You state regeneration, Im assuming it speeds up the pre existing one, so how much is it hasted?[/FONT]
The shield can take most medium attacks on par with a fira in terms of FF. A physical sword strike will be blocked, but if it is a charged attack, it will go through, but the shield will slow it down enough Acts like water where the sword velocity is slowed. Also changed the time it lasts. Since most battles are fast, it only lasts a minute.

[FONT=&quot]Almost invulnerable to attacks is too much. You should detail how strong it is.
Also, considering your low physical strengths, I think taht you should be even more slowed.[/FONT]
Changed it. Made it invulnerable to basic physical attacks and basic magic spells.

[FONT=&quot]Once or twice.. a day, a week?[/FONT]
Sorry abiut this, but it seems as though some of my changes didnt get saved. my bad. It is twice per battle in regards to the mana system. so the medium ones at 45% can be done twice and those at 50 and above only once.

[FONT=&quot]Add her height ^^[/FONT]
okay. i should make her a bit more supernatural by making her a bit bigger than humans. So she would be 3 meters tall. Mind you, everything is in proportion.

[FONT=&quot]Oh, so the summons work like FF7.
They arrive, do damage, and loaf off.[/FONT]
yup otherwise, it wouldnt be particularly fair if i summoned the dragon and had to get you to fight it.

[FONT=&quot]
uuUUUuu, a curative summon, nifteh.[/FONT]
[FONT=&quot]You could add her height as well[/FONT]
again, added her height at 5 meters. Since she is in the air, and not gonna attack, the height might add a sense of supernatural and non human to it. Again, she is proportional to her height.

Okay, onto the wolf.

[FONT=&quot]So, basically, if a strong mage were to walk past her in a town, they would "see/sense" a spirit wolf thingy following her?[/FONT]
Yea, i had in mind your character Almuar. Might make for an interesting talk or interaction, iono, its trivial.

[FONT=&quot]Erm. the way I read this, does it mean that she can be transformed into the wolf, AND that she can summon him as a companion?[/FONT]
Yup. What i had in mind is that the summon through her will will severly restrict his power, making him little more that a tame beast (albeit rather intelligent)

[FONT=&quot]Hahah, I have a char that when he is in control he would without doubt call the wold 'Doggie' ^^[/FONT]
Meh, most likely, it would be to the summon as the transformation woulnt last long enough to interact with other humans.

[FONT=&quot]You might want to give a rough estimate in weight to his lifting.[/FONT]
OKay, this is only for transformation. Lets say the average male weighs around 90-100 kgs at medieval periods. plus armour at around 30-40 kgs, so that'll be around 150 at ease, a normal knight in armour. At max, probably 170.

[FONT=&quot]You might want to add his rough endurance towards physical damage[/FONT]
i made it that he can shrug off injuries and not feel the effect during battle, but once he calms down and the effect of the fighting calms down, the pain and problems kick in.

[FONT=&quot]
Did the sentence stop there?[/FONT]
Uh yea. dunno what happened there. finished it in any case.

Like every other time, I wont read the history for the nagging effect.
It has been improved vastly, though puttign what I mentioned in the tabs aside, Id like a rough estimate of damage for all damage spells and for the summons.
if needed use a small village as a target for the summons as they are larger in effect than the spells.
The spells should be exampled towards Mr. Training dummy! AKA a knight'ish person.
Ill get to you as soon as i add the damage level to the magic and summons through a pm

Edit: scratch that. ive added the damage level, but i think it is far from your standard. Still, its the best i can do as im in a rush, so comment and ill fix.


Like I said, it has improved vastly though I still find the wold a bit confusing.
wold?

Reading it makes me believe you turn into it in dire need (it takes over you)
Though it seems to "follow you" if a high leveled mage are to note it.
At the same time, it seems as if you can summon it as a companion for a longer time compared to the "hit & run" nature of the other summons.
There is a reason for this. Unlike her summons, the wolf and her has a birth pact (stated in history. Should i had written that elsewhere?) The summon of Firophoenix restricts him to that of a animal, albeit slightly better and intelligent.

When she is in threat of death or extreme danger, the spirit will jump into her body and take possession, pushing her spirit mostly to the side. ill add this part to the profile.

Also know that she is 12 years old, even though she might be a genius she have not had too much time training in the arts of magic and whatnot, so an older master might outmatch her in the sense of a few spells.
Yup, completely reasonable and ill accept that should she ever confront Alumar or other mages.

Seriously, one, if not the, longest rp character ive made. 8000 words. God!


 
Last edited:
well, yes, Im not comparing other Mages to Alumar for a reason, though Em happy that you think of him for any reason you may when making your char ^^

Yes, I do think I have to give you a little kudos for this bio, it is FAR from being bad ^^

So, lets get the typo riddled nag on the road, shall we? ^^
Since you are nearing completion this time, I will add a few comments for the fun of it, it might make your read a little better as well ^^


FINISHED FINALLY!.

ORPG/URPG

Name – Viridiania Octavia Xuxa

Pronunciation
Vee-ree-dee-ah-nee-ah Ock-tay-vee-ya Soo-Sa

Title
Marchioness of Alba Arancus.

Nicknames:
Vi, Tavia, Tavvy, Green and Eight
Im certain Alumar would call her "kid & little one" or something like that ^^
Alignment – Good

Race – Human

Gender – Female

Age – 12
Lets say she was 12 years based on pluto's revolving around the sun.
1 'pluto year' is around 274 earth years! ^^
Appearance

Hair: Copper blonde
Style: Short cropped and messy. On top of her head is a nice bunch that stands up and curls backwards. Framing her face is two long thick tassel of hair that reaches pass her collar bone then curls.
Eyes: Light pink, like rose quartz
Height: 155 cm
Weight: 45 kg
Complexion: Her complexion is Caucasian, but slightly pale due to her time studying. She has a constant slight flush on her cheeks.
Adorable and cute. These two words sum up what Viridiania loosks like. Any person that sets eyes on the girl would feel somewhat more cheerful and brighter. Her eyes are large and round with a cute little button nose. Her lips are the same colour as her eyes and are nicely proportioned to her face. Her ears a somewhat smaller than others, but well shaped. Her eyebrows are long and thin and is of the same colour as her hair.

Viridiania's body is like that of any 12 year old girl. Slim, slight and flexible. For a mage, her body is surprisingly rather hardy and resiliant than her fellow student. Her build is not suited for any close quarter fighting, rather it is good for moving and running sneakily.

Attire – Viridiania's attire consist of 9 parts

Undersuit: The undersuit is a skin tight garment the colour of gloss dark navy. The suit starts from the middle of the neck, coming down over her body, but leaving the shoulders and arm bare, down past her waist and stops at the middle of her thighs. Along the edges of the thighs, neck and along both sides of her body is a thin white border. Along her sides where the border is, there is a splits from wasit up to her armpits. There is also a similar split on either side of her neck. The split on her waist has three holes on each side of the split where there is a long brown cloth that is looped through to tighten the suit. The rope ends at the bottom holes witha large bow, in which on each end of the cloth is a bell. The split on her neck are much smaller and has two holes on each side of the splits which are tightened by thinner brown cloth. These splits allow Viridiania to put the suit on easier.
Poncho: On top of the suit is a Poncho that reaches from her neck down just past her knees. This is the colour of deep sea blue. It is secured onto her neck by two black buttons in which it then just covers her shoulders before coming over her body. All along its edges are small elongated oval flaps which at the center of each flap, has a white circle with a thin black line that reaches from the circle up to where the flap end with a small aquamarine circle topping it off. On her chest are white designs of swirls (refer to image). On her back is the symbol of her school, with a large, white Open Triad in the middle of a pentagram. All along the border of the poncho is a thin aquamarine border
Arm Covers: The arm cover is a funnel shaped clothing that covers both arms from the elbow down, with it being more narrow at the elbow. It is the same colour as the poncho. Along one side, in a line, is a line of white buttons that hols it in place. There is a line of aquamarine that runs around the border at the elbow before coming down the line of buttons in a wave motion between each button. At the wrist, a frilly white border rims the edge.
Leg Covers: The leg covers are also funnel shaped with the narrower side at the knees and the wider side ending at her ankle. It is extremely similar to the arm covers with the buttons, aquamarine border and frills.
Shoes: Her shoes are boots that are the same colour as her undersuit and reaches just past her ankles. The top part of her boots are mostly covered by her leg covers. They are steel capped and has a thick white sole for hard wearing and added height.
Gloves: Her gloves are the same colour as her undersuit and are tight fitting. They are leather gloves and reaches just past her wrists (like Tifa's gloves in FF7:AC). They are waterproof and are lightly padded at areas where there are no joints (like the palm, between the finger knuckles etc). On both wrists, she has numerous bangles and wristbands of silver and platinum
Hat: Her hat is a wide brimmed hat that, as seen in the image. There is a small cap that is fitted to her head, in which then, in front of the cap, is the wide brim (something like this). In the middle of the wide brim is a smaller version of her school emblem, same as the one on her poncho and is also rimmed with a border of aquamarine. On the right hand side of her emblem is a small metal tassel.
Cloak and Bag: On her waist beneaeth her poncho is a brown belt with pouches hanging off it for her things. The largest hangs behind her waist, with two smaller pne, half the size of the largest on either side of the hip.Hanging from the front to the left of the belt buckle is a white silk scarf, tied there with her family symbol on it at the corner (which is the wold in the image on the cloak). The cloak is worn on top everything, reaching the jaw, down to her ankle. It is mainly white with a thick dark navy border at the bottom with a thinner one above it. The top quarter is dark navy blue with a zig zag pattern where the blue meets the white. On the middle of the back is the howling wolf symbol of her family, also in dark navy. Around the edge of the neck and at the front is a line of white fur. Across the throat where the collar is most narrow are two platinum wolf brooch, in which a platinum chain runs across the two.
Personality – Viridiania is like most twelve year old. Curious, smart, inquisitive and rather naive. As a child, she in incapable of cruelty and immoral acts. Her rich upbringing meant that she is well mannered, sophisticated and honourable. Her age and her looks reflect her personality as someone who is considerate, good, cheery and innocent. However, like most children, Viridiania can be childish and stubborn, pouting and crying rather easily. Her amazing cranial power also dictates her actions as much as her morals and beliefs. She would not be blind enough to cause trouble in which she knows she would lose. Instead, Viridiania is a genius in compromisation, negotiation and improvisation.

Due to her young age, she initially believed in the world being split into black and white. The short period of time in which she has been in the actual world had begun to show her the multiple shades of grey in between. Her actions are still dictated by her morals, but she is less critical and somewhat a little more flexible.

Her actions are based off her upbringing. Due to her priviliged lifestyle, Viridiania finds many of corruptness of the world startling. As the future Marchioness of Alba Arancus, Viridiania tries to help any of those that she could, which sometimes puts her in dangerous situations.

First Impression – As a child, the first impression Viridiania has on people are in two catagories. One is "What an adorable child!" and two, "Ha! What a runt!". Due to her being underage, her ruling position is currently in the hands of a regent. Therefore, not many people know who she is. Many people love her at first sight, which sometimes give her an advantage. The vise versa is that the more rougher people do not take her seriously.

Strength – Her strength is close to pathetic. Her ability to lift is solely based off her childish strength and magic. Her punches would most likely bounce off everything. She would require on enchantment to either deal physical damage or for lifting things.

SpeedOn contrast to her strength, Viridiania's speed is incredible. Whereas strength is close to non exsistance, her speed can match any fighter. With her small size, Viridiania can dodge most strikes and can launch magic attacks in a flash.

Endurance – Again, as a student and a child, her endurance is somewhat poor. A few physical attacks on her actual body will take her down rather easily. Like her strength, she depends heavily on magic to boost her resilience against attacks. As for stamina, she herself has average stamina, able to last a decent amount of time when fighting. Her time limit for a full battle may be around 10 minutes to 15 before she gets exhausted. However, in order to preserve her energy, she uses her staff for a large amount of her movements, treating it like a flying broom, increasing her time to 18 minutes at max.
YAY for coloration!
Her 'active time' seems way more logical now ^^
Reflexes – With the physical aspects lacking, Viridiania relys on her speed and reflex to survive. Like her speed, her relfexes are phenominal. Her reflexes enable her to dodge most frontal attacks with ease. Side and rear attacks are harder to dodge, but her reflexes still guarantee a decent percentage dodge rate. The closer the enemy is, the harder it is for her to dodge due to the short time between strike and dodging. Ranged weapons, however, makes it easier for her to dodge. Taking into consideration of the distance, the further back they are, the easier she can dodge.

Fighting Style – Viridiania's tactics are hit and run tactics. She is a realist and she herself knows that she is unable to duke it out head on with many people. Therefore, using her quick speed and reflexes, Viridiania takes advantages of holes and counter attack opportunities to strike and quickly move out of range. Traps are also acceptable by her means as she sees it as a way to level the playing field.

Weapons – Her weapons is her Key Staff called Clover. Clover is almost as tall as herself. It is an anciet relic from her family that is handed down from female to female. The Key Staff was originally used in the Great War between Marana and Vasques, in which Viridiania's ancestor was a mage in the Marana Army.

Said to be the greatest mage in the continent, her ancestor forged and enchanted Clover into a magic booster and a lethal blunt weapon due to its weight. With a complex feather spell, even the smallest child will be able to lift the heavy weapon of 100 kg. The special thing is that the spell is infused to work with only the magic soul of those in the Ancestors bloodline, therefore locking the magic booster and feather effect and becoming unbelieveabley heavy for those that do not belong to the clan. Therefore, only Viridiania is affected by the feather spell.

The magic booster helps better shaping and controlling of magic as well as becoming an adaptor of sort, making it much easier to draw out energy/mana for large scale spells. It does not actually boost her magic by a large degree (25%), but allows more efficient use of her enery, which relates to the amount of mana used in each spell.
Based on what you replied to the comment on the post, I think the wording "it boosts her mana reserves by a rough 25% while she is in control over it" or something like this might give it a better description.
However, unlike her ancestor, who was capable of killing through both melee and magic, Viridiania, with her childish strength, uses it as a mode of transport, like a broom for flying. Besides the lightness of the weapon, the ability to fly and boosting one's magic, it favours the use of water magic, increasing their effect.

Armour – Viridiania does not wears armour.

Abilities
Her abilities mostly are from her self enchanted clothings. Her cloak gives a good degree of chameleon ability to herself. When activated, Viridiania is capable of blending in with the background, appearing as only a slight heat haze. The cloak distorts the image behind her ever so slightly, so if one was to look very closely, the will be able to see where she is. Also, rapid movement will also cause the distortion to become more obvious as the image refracts as if a passed through an uneven glass. attacking her while in this form does not deactivate it. Her ability can be used in two minute bursts with 20 second cool down between each cast. Energy draw is extremely low as all she has to do is feed the cloak little mana for it to be activated.

Her pouches also have decent feather spells on them in order for her to maximise how much she can carry. Originally, her pouches can hold a total of 20 kg all around her belt
before the actual structure of the fabric starts to rip under weight and tear at the seams. However, with the feather ability, it can reduce the weight by 75%, therefore, at maximum weight, she would feel it at 5 kgs.
Way bettar! ^^
Though, sadly for her if the objects are heavy she will still have to lift them out of there, though as long as they are in said bag items will weigh less, yes ^^
Magic – Viridiania is adept in all mode of magic. However, she specialise in the area of summoning and water magic. Her own magic and summons do not damage her as it draws from her own power. If she is in range of it, a protective sphere is formed around her in which protects here completely from her own spells. This shield only reacts to her own spells. Like stamina, Viridiania recovers 12% per minute of combat.

To gauge the energy use, we will use a 100 system, where 100 is total use of mana and 0 being no use. Very low

Damage will be gauged against "Mr. Training dummy! AKA a knight'ish person." Quote Red Fox. and will follow against very low, low, medium low, medium, medium high, high and very high.
HAHAHAHA!
I did not mean for you to take it litterally ^^
Well, I did, though I meant for the knight person not the name ^^
though, I guess it does add a little humor for the reader ^^
Destruction:

Water Spells:
Her spells draw from the moisture and water from the surroundings, whether it be a whole source of water or the moisture in the ground, objects or the air. Therefore, it is manipulation. As she is taking it from the surrounding, it does affect the environment, such as drying up plants and the ground. As this is the case, in a desert or a situation where there is little water or moisture, Viridiania is reduced to creating water herself, increasing mana use by 5% on each spell
Water Bullet: A non cantation spell, all Viridiania has to do is point her palm at the opponent and a rapid fire of highly pressurized water shots that appear as spearheads will shoot out. Damage is relatively low, like a warrior's punch. Damage will be very low
Almost non existant as this is her primary attack. It does drain her, but she is capable of performing this magic for an incredibly extended period of time.

Water Cannon: Pretty much the same as Water bullet, but with a larger diameter of water shooting out with a harder hit. As a result of increased power, the pressurizing of the water is higher, resulting in a high speed and power, but costing more mana and longer forming time. Viridiania will put both palms outstretched in front of her and water will froth in front of her palms before the shot is released. Damage is low.
From the system, Water Cannon requires 5% of mana.

Personally, I think the "from teh system" thing is still confusing.
Id go with more like "with water present:-"
That way it should be more clear what "the system" will mean ^^
Water Slap: When Viridiania performs a swing of the arm like a slap from any direction, a surge of water in the form of a large hand will follow and attack like a heavy attack with a slight effect of pushing the target. Damage is Medium low.
From the system, Water Slap requires 5% of mana.


Water Surge: With an upward flick of the extended wrist, water will surge out of the ground in the form of a two meter wall of wave and pushed and wash back anything in front of her. Damage is low
From the system, Water Surge requires 10% of mana.

Geyser: As the name suggests,
Viridiania performs an upward action as if lifting something with one arm. This will cause a huge torrent of water to shoot upwards beneath the target, sending them high into the air. The telltale sign of the spell is frothing of water beneath the target a second before the spell is activated. Damage is medium low
From the system, Geyser requires 15% of mana.


Water Spire:
A two action spell, Viridiania performs the Geyser spell. When the target reaches the peak,
she will then perform a downward action as if slamming something down, in which another Geyser spell will come down from above the target and pushes the target down into the ground, crushing them.
As the spell is similar to Geyser, so are the signs. Water will froth below the target in the first geyser and then froth again above the target in the second one in the air. Damage will be medium
From the system, Water Spire requires 20% of mana.

Fireball: Shoots a simple fireball the size of a small soccer ball at her enemies. To perform the spell, Viridiania's fingers must be splayed in a bowl like shape where the fireball will sit. To shoot it, she just has to perform a flinging motion. Damage will be low
From the system, Fireball requires 5% of mana.
Lightning: A small lightning bolt will fall at the intended target. To perform the spell, all Viridiania has to do is raise one arm up high with the palm facing the sky. Damage will be low
From the system, lightning requires 5% of mana.
Ice: Three small spire of ice will materialise above her head and speed towards the target. To perform the spell, like lightning, Viridiania has one arm extended upward. However, her index and middle finger remain erect, pointing up, whilst all the other are down. To send it towards it's target, Viridiania just has to drop her arm down and point at the target. Damage will be low
From the system, Ice requires 5 % of mana.
Firestorm: Instead of a single fireball, firestorm shoots out a large fireball (diameter of a meter) followed by a hail of fireballs from the sky. To perform this spell, the actions are higly similar to fireball. Damage will be medium low
From the system, Firestorm requires 15 % of mana.
Thunder Charge: Thunder Charge is a lightning attack that when the symbols are performed, a large beam of lightning is discharged from her palm. To perform this spell, Viridiania will position her fingers in a curved form in front of her chest, one above the other, as if holding a ball. In the center, the electricity will form. To shoot it, Viridiania just has to point the top hand's palm towards the target and the electricity will escape from her hand. Damage will be medium low
From the system, Thunder Charge requires 15 % of mana.
Frost: A magic circle will appear where Viridiania wants. From the sky will fly five, two meter spire of ice which uses the magic circle as a target. There is a slight homing ability, but movements of the spire are limited. To perform this spell, the actions are alike Ice. However, her left hand will be placed on her bicep for more control. The slight homing ability of the spire are controlled by the direction of her fingers. Damage will be medium low
From the system, Frost requires 15 % of mana.

Vulcan: The most destructive of her fire magic, Vulcan summons down a large fireball (roughly 5 meters in diameter) to strike down where Viridiania wants. From where the fireball hits the ground, a volley of firestorm fireballs rain down in a spread of 20 meters diameter. To perform this spell, Viridiania raises both palms up high into the air before dropping it down as if throwing something on the floor. Damage will be medium
From the system, Vulcan requires 35 % of mana.

yeah, this one makes way more sense now that we know the damage and you changed the "incoming" ^^
Thor's Hammer: From the ground, 5 lightning swords shoots up vertically, forming a large pentagram (5 meters from each sword). Those trapped in each section are locked down by lightning bonds in which 5 medium lightning strikes each of the point with one large one striking the center. To perform this spell, Viridiania's hands are open and her arms are outsrteched by her hips. Lightning will crackle around her hands. When this happens, all she has to do is to pull them up across her chest and the swords will rise out of the ground. Damage will be medium
From the system, Thor's Hammer requires 35 % of mana.
Ice Spiral: A large spiral of wind infused with miniscule ice particles will spin around a point where Viridiania wants, creating a tornado of sort, cutting anything inside with the small ice shards. The tornado will then turn into ice instantly, with the wind instantly blown away, spreading the ice particles over a large area, freezing whatever it lands on in a 40 meter circle. The frozen tornado will then shatter, exposing whatever that has been caught inside. To perform this spell, Viridiania's hand begin across her chest diagonally. A slight wind will begin to swirl around her hand. At this point, Viridiania will point at her target with her index and middle finger and the spell will initiate.Damage will be medium
From the system, Ice Spiral requires 35 % of mana.
Curative and Defense:
Heal: As the name implies, this spell allows the recovery to wounds. This spell can be step up by 3. To perform this spell, Viridiania will raise one hand to her forehead with only her index and middle finger raised. When the finger glows white with light, whatever touches her finger will heal. Mostly physical wounds. If by 100%, first step will heal 15%, then 25%, then 35%.
From the system, Heal requires 20% of mana for the first, then 10% increase per step.

what I meant here was not what KIND of damage, but what kind of LEVEL damage.
Mortal wounds, superficial slashes, flesh wounds and the like.
Gaia/Aqua: Gaia/Aqua is a defensive type magic, where Viridiania can raise a wall from the ground/water. To perform this spell, Viridiania's palm will first face downward and would then quickly be twisted skyward and raised. The wall will rise up with the hand. The size of the wall is about 2.5 meters tall and 3 meters wide and a half a meter thick.
From the system, Gaia and Aqua requires 15% of mana.
Regen Shield: One of her more handier spells, Regen Shield is a mix of curative and shielding magic. A 3 meter sphere of light will engulf the user, allowing regeneration in the sphere as well as protection from magic and physical attack. Short lasting, 1 minutes maximum. To perform this spell, the initial actions are similar to Cure, but with both hands together. Around her the sphere will form. It can stop most moderate powered spells that are above basic spells. In terms of level, it can stop most Journeymen's spell (from oblivion). Mana regen increases the normal regen from 12% per minute to 18%.
From the system, Regen Shield requires 35 % of mana.

Oblivion is epic! ^^
Though, even without that detail the rest should stand by itself ^^
And I do see the cutback in time.
To be honest, I think there should be no problems heightening the regen to 25% or so as it only lasts for a minute.
Also, if you have companions with you, can thy also be protected by this and will they get the same % boost to their regen?
Activation: All these activation spells last a maximum of 5 minutes. All activation spell are performed through hand signs.
Steel Body: Performed through the symbol of the serpent,Viridiania's body can turn to steel, increasing physical defense by proportion of mana input, making her almost invulnerable to normal basic attacks such as a sword swing or basic level spell. Her speed, however, drops by 75%, making her incredibly slow. This is for when she is mostly cornered and cant escape.
From the system, Steel body increases by 100% per 10% of her mana.

Much better ^^
Hermes: Performed through the symbol of the ram, Viridiania can increase her speed by 35%, making her incredibly fast. Her coordination and reaction are still the same, so there may be difficulty in attacking and sudden movement.
From the system, Hermes requires 25% of mana.
Magicka Concentration: Performed through the symbol of the rat, Viridiania can raise the damage and speed of her spells by 20%
From the system, Magicka Concentraion requires 35% of mana.
Summons: All summons begin with a magic pentagram glow beneath her, surrounding Viridiania with a wall of light. After drawing the summon's respective symbol, Viridiania then draws a circle around the symbol, then a pentagram in the circle before flicking her arm forward in a "go forth" motion. These are large scale summons. Medium ones can be summoned twice as it costs 45% each while high and above can be done only once since they cost above 50% of her total mana..
Magaera (Aero): Maegara appears as a female angel with short shoulder length hair in a blue dress with a brown belt on her waist, standing at 3 meters tall.. On her arms and leg are brown gloves and boots whilst two aple pink wings are on her back. In each hand, she carries a large double edged blade.

After drawing Magaera's symbol [trident with a small circle at the top of the middle spike,
and the summon sequence] four giant swords will descend from the sky in a large cross 10 meters by 5 meters, before a wall of wind form between the swords, forming a diamond. Then, everything within the diamond is ravaged by a flurry of red wind, cutting up everything inside before concentrating into one point and tranforming into a winged angel wielding two swords that looking similar to the ones that fell from the sky. She would perform eight horizontal and eight vertical slashes towards the diamond's apex in a scything shape. When the cutting winds hit the swords, they would shatter and in the space inside the diamond, a sudden upsurge of wind blows upward, cutting and sending everything uo high into the air. At this point, a breeze would then blow through in which Magaera disspates as small pink petals. Damage will be medium high
From the system, Magaera requires 45% of mana.
Coatlicue (Water): Coatlicue is another female summon, but with long flowing brown hair and stands at 5 meters tall. Her attire is a loose, beige top which resembles a kimono that only reaches to her mid thighs. Around her waist is a purple shawl that covers all but the front part of her legs and reaching her ankles. On the back of the waist is a large red Shimenawa. As for accessories, on her ankle is an ornamental cloth whilst on her wrist are multiple black bangles. At the end of both sleeves hang two large golden bells.
After drawing Coatlicue's symbol [a straight line with a sweeping, curved line from the top left corner through the middle and another line between this and the bottom, ending in a right angle turn downward] and performing the summoning sequence, a large cloud will form in the sky before shaping into a large summon pentagram. From the center, a birght light will shoot high into the air and Coatlicue would emerge, floating just above the pentagram. She would then land on the cloud, raise both hands and draw in the moisture in the air into her before she falls through the cloud. As she does, the pentagram will release all the moisture into a thundering circular torrent over a 5 meter diameter while Coatlicue stays suspended inside the torrent. Any thing inside where the torrent hit recover completely, negating all ailments and remove fatigue. When the torrent ends, Coatlicue would curl into a fetal position before shooting through the pentagram and turning into a light, short shower of healing water that will help those touched by it recover slightly and reinvigorate their body a bit.
From the system, Coatlicus requires 60% of mana.
Eclipse (Earth): Eclipse appears as a gigantic gollden dragon. It has two spanning wings on its back like a wryvern, and four limbs in which all have four long, scimitar like claws. His neck is long and snake like, ending with a fierce head with two long horns sweeping back on the crown of its head.

After drawing Eclipse's symbol [a dot with a line which curves upward at the left and vise versa on the right with two lines beneath, the right shorter than the left] and performing the summoning sequence,the
ground would split open and eclipse would crawl out. The golden dragon would, with both claws, swipe downwards from the crevass. These swipes are not so much meant to shred someone, although it is quite capable of, it would cause the ground to shred up, with each claw raising four walls of raised, jagged earth spikes on both sides that entrap everything inside. The dragon will then let off a massive roar in which from the inner walls, a earth dome will form over the area with a large hole at the top. Eclipse then spread its wing and take flight high into the atmosphere nearing space. It then charges a large white beam from its mouth before shooting it down towards the dome and through the hole. The energy beam will fill the dome, its force creating cracks in the wall before instantly imploding, collapsing the wall into the center, crushing whatever was inside. Eclipse will then nose dive back towards the crevass it came from and go back into the earth, closing the gap. Damage will be high
From the system, Eclipse uses 75% of mana.
Judgement (Fire):A dark knight of the sky, Judgement is covered with a dark blue plated armour with silver rims. His helm has a Y split for view but nothing can be made out of the knights face. His helm has two red horns on each side. On his back are two sprwaling black wings of a more batty nature and on his left hang a trio of polearm weaponry. On his left arm is a giant, golden dragon shield whilst in his right is a gigantic double edged sword twice his height. On his wrist, ankles and back are dangling chains with sheared ends dangling, which are the same colour as his armour.
After drawing Judgement's symbol [a right slanting line with a swirling line starting from the top left corner, twisting anti-clockwise and pass through the diagonal before reversing, pass the line and reverse once more, curling clockwise at the bottom right corner, before finishing with a dot undeneath]and performing the summoning sequence, two summoning pentagram appear up high just in spcae before spreading vertically in which Judgement stands in the middle. He appears as a tall dark knight with blue armour, two wide spread bat wings, a large dragon shield, a trio of polearm weapons and a gigantic blade. The whole sky turns a dull red when the large blade in Judgement's hand charge, glowing red then orange then white. Judgement then dives down at an incredible speed into earth, heating up himself and glowing white with heat before he hit the ground with his sword. At a diameter of 40 meters a sea of flames instantly spread on the ground and around this edge, pillars of fire burst from the ground at every 5 meter around the circle. From the middle of the flames, Judgement, still glowing white with heat, stands. As he stands, the fire and flame flares up and jumps up high in the air, the temperature rising exponentially before dropping just as fast, leaving the area burnt black with small flickerig fire. Judgement himself, still white, disintergrates like ash into the wind. Damage will be very high
From the system, Judgement requires 85% of her mana.

Iris (Aether/Quintessence):
Iris is a tall, elegant goddess with long purple hair that flows to the base of her feet. On her head is a puffy hat thats shape resembles a turban, but more puffy and is not a wrapping cloth. It is mainly red in colour with purple trimmings. At the back of the hat is a neck cover of the same colour which rund=s down to her shoulder plates. On her shoulders are plated red and purple shoulder pauldrons which reaches down to her elbow. Underneath on her body is a purple, tight fitting chainmail which ends at her pelvic region like a leotard. On top is a
a purple mini dress which is part of the chain mail. Around her waist is a a golden side dress which is tied around her waist which covers a majority of her right thigh and her backside. Underneath the chainmail skirt is a white dress that reaches to her ankle, which covers all round bar the front part of her legs. At the base of the skirt are red ribbons which hang down, all around the dress. On top of that is an ornamental armour dress the same colour as her hat, which covers the same area as the white dress. She wears no shoes, but has purple ribbons wrapped along her calves loosely up to her knees. On both wrist are a large golden bangle with a smaller silver one above it.

After drawing Iris' symbol
[a semi circle from the middle, drawn up bulgiing to the lfet before becomaing a straight line up at the middle. It then comes back down along the line before making another left bulging semi circle to the left, which ends up at the starting point. This is the same on the right side. In between is two semi circle with a dot in the middle.] and performing the summoning sequence, all light are drawn towards two pentagrams in the sky and on the floor. A large cylindrical schism appears in the sky and the ground where the pentagram is, with a pillar of light connecting the two rift. On the inside, the background of heaven can be seen. From the top in a shower of light and colour comes Iris, bathed in holy light. Raising both hands just off chest level. Light from the holy plain would gather into her palm in the size of a large beach ball. Iris would then place both hands above her head, combining the balls together, which expands into a 15 meter sphere. Held high above her head, Iris then launches the sphere at the ground, which upon impact, vaporised everything in a 50 meter radius circle and heavily damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes moderate to minor damage plus disorientation within 500 meter radius. After everything has died down, from the spot where everything was vaporised, a large pillar of light shoots out from circle upwards, bringing back the nature to the landscape in the affected area, creating an oasis. With the healing of the land completed, Iris then disappears as light up into the rift, back into heaven before the hole seals. As this is her ultimate move in which could potentially kill her, it is almost 100% kill if the person takes damage within the 50 meters. Further damage will be very high damage and blind anything within 200 radius meters. Beyond that shockwave, strong, ripping winds and tremor causes medium high to medium damage plus disorientation within 500 meter radius, respective of distance.
Unlike her other spells, Viridiania is actually summoning a goddess from the realm of heaven. Therefore, the cost is extremely high, possibly costing Viridiania her life, where the summon draws out all her life force. Viridiania has only ever summoned Iris once in an accident, in which almost costed her her life. That time had left her bed ridden and on death's door for a month. Not something to be used rarely, if ever.

Personally I see what you want with this,and I do agree, though you should remove the percentage of the kill chance.
Change it to "It is an almost guaranteed kill--" as that will basically mean the same, but remove the G'modding factor from it. ^^
Other Skills – Viridiania has one skill that is activated instinctively in the most dire situations, that is transformation into her family symbol, a wolf the size of a pony, but at the height of a human male. This transformatin completely reverse Viridiania's skills. She loses all capability in performing high level, complex magic, but in return, she gains twice the strength and speed of a mountain wolf plus monster skills. In this form, her brain becomes 85% instinctive, in which her actions are dictated by the wolf. The other 15% are her will power, enough to stop some of her wolf's action. Her form lasts until her instincts feel that there is no immediate threat on her life nearby.
Name – Firophoenix

Title – Hunter of the Prey

Alignment – Neutral (Loyal to whatever Viridiania chooses)

Race – Mythical Wolf

Gender – Either. For now, it refers to himself as a "he"

Age – N/A

Appearance – Firophoenix is a large black wolf the size of a pony. It has pure black fur, in which there are some somewhat streamline spikes along his back, neck and legs. His tail is long and thick, almost capable of touching his mouth with it. His eyes are a vibrant white blue with similar coloured spiritual line patterns on his face and front two legs. His ears stand straight and rigid backwards. Surrounding him is a aura of fire the same colour as his spiritual lines. It is slightly visible when less tense and flares into life when in combat. On all four ankles, Firophoenix has a bracelet the same colour of his markings.

Additional Information:
When not summoned, he is always invisible to all eyes, bar those with a close affiliation with magic. Even then, his form is slightly blurred and hazy. In this form, Firophoenix is in the girl's realm, but cannot interact with any object, but Viridiania. All his sense are available bar that of touch. In essence, he resembles a ghost, capable of passing through anything, but unable to touch. he is usually in this form until he is summoned to fight or overtakes her body. His size in this state is that of a adolescent tiger, big enough for viridiania to ride on (though she doesn't). When Firophoenix takes possession of her body, the said spirit will bound into her body and push her spirit and soul aside in her body, allowing him take take alomst total control of the body. In effect, he uses her body as a physical medium. In the summon, the medium is Viridiania's mana.

Attire – As a wolf, he wears nothing, but does have an armour.

Personality

Transformation: As a rampant nature spirit, there is little to say on how he would act against human. Survival is its main concern. Anything that threatens himself and his host, that being Viridiania, is met with vicious resistance and threats. As he rarely comes out unless absolutely needed, he will have very little interaction with humans. When he does, if they are not a threat, he will treat them with minimal interaction. If they are a threat, he would react with utter ruthlessness. However, with animals and those with the ability to speak animal tongue, he might attempt to communicate with them if necessary. In this case, he is straight forward, yet somewhat eloquent in his speech and makes no small talk. He still exudes an aura of danger, authority and superiority.

Summoned: When summoned, he is of smaller size and lower power. Therefore, his is more conservative as he knows that people are less intimidated. He would act as a wolf does, sticking close to Viridiania and not interact at all if possible. All response of transformation apply as when Viridiania is threatened.

First Impression

Summoned: While not as big as his transformation, when summoned, he is the size of an
adolescent tiger, big enough for viridiania to ride on (though she rarely does since she has her key). He is more docile in this state, but nonetheless fearsome as he does not appear to be a tamed dog, but a wild beast. People do not recoil in total fear, but give him a wide space for travel.

Transformed: What else can be said about a wolf almost as tall as a human? Threatening and dangerous. Not something you would want to be petting. People will stay away from him and reel back in fear. Those gutsy enough might try to capture him, but usually is rewarded with their gut painting the road.


Strength – As a mythical beast, his strength is incredible. He is capable of lifting the stockiest full armoured warriors whole ( about 150kg easily and 170kg max) with his jaw and reduce walls to rubble with a swipe of a paw. With his jaw, Firophoenix can crush bones and armour rather easily. If a swiping attack is hit straight on with no defense, minimal damage is moderate to severe.

yeah, considering the wolf, I would recommend it to go yp to jsut above 200 kilos
say, 180-200 with ease, 250 at max ^^
Speed – Again, speed is another aspect in which Firophoenix excells in. As a wolf, at full pelt, Firophoenix is capable of reaching speed of 75 kmph for a distance of 4km. At a more casual trotting pace, he can reach 20 kmph for periods of time that can exceed a whole night and day at a casual pace.

Endurance – As stated above, Firophoenix has extremely good endurance, capable of extended period of combat and travel. At a trot, Firophoenix can keep up the pace for a day and night before exhausting himself. However, this is negligible as most likely Viridiania would be away from danger and transform back to human. Against attacks, he is rather resilient. Unless a stab that hits a vital organ, he can shrug it off and will not affect how well he fights. It will catch up to him when he calms down though. If the fighting was intense and he sustains multiple wounds, after the battle, he will stagger off as the pain and affects kick in.
Better, you state no numerical things here, which is great ^^
ReflexesAs a wolf, his animalistic instinct serves him well in terms of reflex. As something close to an animal, he reacts on instinct, if the air smells of danger and threats, his alertness increases, hence his combat readiness. As for speed of attack, it is rather fast, capable of getting in strikes and counter strikes easily against humans. Bullets are a bit harder for him. Unless he has sight of the shooter, then he is not quite able to dodge bullets. Arrows on the other hand, is somewhat easier, but that is only if he has sight of the shooter.

Fighting Style – Firophoneix fights like what he is, a wolf. If possible, he can call on the help of other wolves nearby and attack as a cell, bringing down a prey. In general, he fights with his paws, strong jaw and his tail like most animals. There is no tactics. Only instincts. From time to time, he may use a skill or ability, but mostly, it is with his body.

Weapons – Firophoenix has no weapons, but his claws are incredible long and sharp, like a sword. It is quite capable of matching blow for blow with a sword and his teeth are like diamond, and if timed correctly, can shatter a sword swung at him with his jaw. His tail is strong, almost like another limb. As he has claws, Firophoenix can use his tail to lift objects and hurl them at his enemy.

Armour – Oddly enough, Firophoenix wears an armour. It is as such in the image, but the saddle is replaced with a similar pattern on his side and the horn on his head is a nose guard that just reaches the tip of his nose. It is a dull silver colour and resembles plated mail as it is layered. It covers all four of his haunches and the top of his back down to his side. His helmet covers the side of his jaw curling around to the front of his snout with a nose guard along the top of his snout.

AbilitiesDamage will be guaged similarly as Viridiania
Claw Growth: Claw Growth is when the claws on his paws grow out even longer into a slick, sharp curving blade. From the tip of his paw, it extends out thrity centimeters before curving like a normal claw. Like before its growth, it is capable of blocking swords. The extra length also meant that it enables him to dig into steep cliffs and enables him to climb almost vertical slops with ease.

Fang Growth: Like Claw Growth, Firophoenix's incisors can grow out longer. Initially, it barely juts out of his mouth, with just a small hint of the tooth can be seen from his lips. However, with the growth, his top two incisors come down to his jaw line while the bottom two reaches the bottom of the gums of the top of the mouth. This growth provides more bite damage to what he bites as if he bit an arm, the sharp teeth could potentially punch right through it.

o_O
I cna picture that,
from how I picture it the teeth grow by 10cm at least ^^
Teh pain anyone? ^^
Ice Fire: Similar to ice Breath, Ice Fire is again a funnel shape mouth attack. However, its reach is further at eight meters, but its width is reduced to two meters. As its name implies, the fire is not the burning type, but the freezing type. If caught in the funnel, it will instantly numb the area and instantly give severe ice burns to the target. For three minutes, the body part (Eg: arm) will not be able to move initiatlly. As the three minutes go by, movement will return. Before the move, Firophoenix will rear his head backwards before thrusting it forward and opening his mouth, in which the ice fire shoots out. Damage will be medium low

Ice Breath: Ice breath is a move in which Firophoenix is able to spew forth a form of liquid ice that once hits the floor, shoots up violently as ice spikes. If a target is caught or injured in the attack, at the point and time of contact, it will cause ice to encapsulate the area. As it is ice, it will melt eventually or through conventional means, but will cause ice burns as it is 100% colder than normal ice. It shoots out at a funnel shape and reaches five meters. At the tip of its reach, it has three meter width.
Before the move, Firophoenix will rear his head backwards before thrusting it forward and opening his mouth, in which the liquid shoots out. Wind Scythe: With his claws, a sweep will produce four parallel blades of wind . It appear as a crescent blur. Just prior to this attack, the air around his paws will circulate and become agitated like a haze. Damage will be medium

Cutting Ice: Merging Wind Scythe with ice elements, Firophoenix will swipe downwards with his paw, in which the four blades of wind will cleave the ground for four meters. These blades are still capable of cutting. Once the blades disintergrate, from the gaps will shoot up spikes of ice with the affect of ice breath.
Damage will be medium high
History –Firophoenix has been around as long as the world. He and his clan are wild spirit of nature that has exsisted for aeons. However, he is still considered a cub in the clan. The only way in which a Wolf Spirit can grow in importance is through contracts with a human host and become their familiar. In that sense, with only a hundred and three contracts in his time, Firophoenix is a babe. His clan has had a close connection with the Xuxa human clan in which the wolf has been their totem. Therefore, a large portion of the families throughout the age has had a wolf spirit as a companion. The head of the Clan, Sphera was recently contracted with the mighty mage and matriach of the family until her death. Those with high magical abilities attracted those higher up the clan ladder, so it was surprising when Firophoenix recieved a calling from thefuture matriach of the human clan. Seizing the opportunity, Firophoenix accepted the blood contract and was pulled fropm the spirit world and began to serve the small girl.
Summon: As opposed to just complete transformation, Viridiania can instead summon her totem to her size. However, its size is reduced and its strength down to that of a youn adult lion. All other stats are the same. It takes 40% of her total mana, but can stay for a relatively long time, usually for 3 days at max. However, the longer he is in summon realm, the weaker he progressively become until at the third day, his strangth is down to that of a normal wolf. History – Viridiania was born into the noble family of Octavia Xuxa. For generations, the family held control over the territory of Alba Arancus, in which the Marchioness title was handed down from female to female. Viridiania was the next heir to the title, however, the untimely death of her mother meant that the young mage was below the allowed age requirement to rule. Therefore, a regent, her cousin, took the position, freeing the young girl from the task. As a result, Viridiania, with a large amount of free time, studied in the Magical Academy of Alba Barna.

It was instantly recognised that Viridiania was like her ancestor, a great mage, as the small girl absorbed the skill of witchcraft easily. She outstripped her classmates and soon, even overtook her seniors. Everyone had high expectations of the young Marchioness. As expected from everyone, Viridiania skipped through the grades while at the academy before finally reaching the final year at the age of 12. Their final assignment was to travel the last few years throughout the fiefdom of Alba Arancus and assist those in need. In preperation of her final task, the academy presented Viridianian with the Clover, hoping that she would follow her ancestors footsteps, become a master Magi and affect the world as she had done aeons ago.

It has been several months since the beginning of her journey and what she had seen had changed her original beliefs greatly. However, her goals remain unchanged. She was determined to become a maste Magi and help those around the world, and so, set off further on her journey, seeking experience and the world.
Ah yes, this bio is WAY better now ^^
Im almost to the point where Im approving her.

Something got screwy with my quoting, but it is readable.

This bio IS approvable at this point due to it not being a RPB able bio.
However, Im assuming you want to fix those small details I nagged on for now.

So, Im adding this bio as [PENDING] At the moment.
Fix the small details and PM me, and Ill see if I can stamp this girl with the approved stamp! ^^
 
okay. last post from me most likely for this character.

Latest change in orange.

Im certain Alumar would call her "kid & little one" or something like that ^^

Considering she is twelve and god knows how old he is, id think he would call her that.
Based on what you replied to the comment on the post, I think the wording "it boosts her mana reserves by a rough 25% while she is in control over it" or something like this might give it a better description.

OKay. Changed it.

Personally, I think the "from teh system" thing is still confusing.
Id go with more like "with water present:-"
That way it should be more clear what "the system" will mean ^^

well, i changed the mana use description for water spells. for the others, i added mana in front of every system to clarify what system i am talking about.

what I meant here was not what KIND of damage, but what kind of LEVEL damage.
Mortal wounds, superficial slashes, flesh wounds and the like.

changed that too.

To be honest, I think there should be no problems heightening the regen to 25% or so as it only lasts for a minute.
Also, if you have companions with you, can thy also be protected by this and will they get the same % boost to their regen?

thanks for allowing it to be 25 %. And yes, allies will get the regen, but at 20%.

Personally I see what you want with this,and I do agree, though you should remove the percentage of the kill chance.
Change it to "It is an almost guaranteed kill--" as that will basically mean the same, but remove the G'modding factor from it. ^^

Removed the % kill and changed the wording.

yeah, considering the wolf, I would recommend it to go yp to jsut above 200 kilos
say, 180-200 with ease, 250 at max ^^

ta for the allowance.


Okay. i fixed all the small little tidbits, so it should be okay now. Remember. ORANGE is new change.
 
Well, I have now read the new updates.

And *drum roll*

IT BEH [APPROVED]! ^^

Congratulations on a very good bio tipsy ^^
I hope we meet in game ^^

::Topic moved and merged::
 
Emilia Mariella - The clumsy medic!

New edits are in this colour
Second edits

ORPG/URPG


Name – Emilia Mariella

Nickname Clutz, Ditz, Angel's Grace.

AlignmentLawfully Good

RaceHuman
Esperanto: Esperanto are a race of humans with a distinct bloodline. They are not so much different to humans on outside appearance, although they are generally more inclined to be fair haired. What is special about them is their spiritual powers. The nation of Esperia is a peaceful country and one of the world's foreruuners in medicine. They are usually asked to be neutral medics during conflicts and often send medics to hotzones. This is so because of their blood. Esperantos can use their vitality and energy to convert into power to purify and heal only. It is unable to cause any destructive magic except with the spirit scalpel. As a result, all citizens are skilled healers and the life expectancy of Esperantos are exceptionally high. Other than their healing abilities, they are normal humans. While they have a distinct ability in mythical arts, Esperia is also technologically advanced with the production of guns, long range communication, electricity and vehicles. ( More detail on abilities in ability tag)


GenderFemale

Age18

AppearanceEmilia has light blonde hair which is set in a mid ponytail. It reaches her waist from the back and her fringe splits a bit in the middle before curving around her face. Her fringe reaches halfway down her neck. She stands at 167 cm tall and weigh in at 54 kg. Her structure is normal, not too petite, nor too big. Her skin is caucasian white and she has a somewhat rounded face shape. Her eyes are hazel green and are large in shape with a soft, caring look accompanied by long lashes and thin, defined eyebrows. Overall, she would be classified as a cute beauty. Her figure is not titillating nor below average. It is shaped enough to get attention, but not overly too much. One of her more defining feature is that she has long legs and nice, deft, small hands.

Attire
(Refer to image)– Her attire is her medic uniform. It is mostly consist of a pastel pink one-piece dress that reaches down to the middle of her thigh. It is a buttoned up dress where the right side crosses her chest and is buttoned slightly to the left at the front. Along the edges are a thin red border. It is short sleeved which reaches halfway down her biceps. At the collar, the dress reaches halfway up her throat similarly like a turtle neck. Straight on her chest is the logo (Top part only) of Caduceus her organisation/school which she comes from. At the base of each sleeve is the word Caduceus (Written in the style at the bottom of the above link). It is somewhat form fitting, so it hugs to her waist and chest, but is somewhat looser below the waist, which does not restrict movement.

Underneath the dress on the top half is a black, form fitting sport skins made from
Lycra and Meryl Microfibre which has similar dimensions as a normal shirt, but the sleeves reaches halfway down the forearm. On her legs are a pair of thigh high white stocking which the top is covered by the skirt. On her feet are a pair of open, pastel pink heels. It is only slightly elevated, which does not hinder running much. On her head is a pastel pink head cover which is slotted into her hair just before the ponytail, which obscures the inital length of the ponytail. On her hands are a pair of black, form fitting gloves made from the same matieral as her inner shirt. On her waist is a left slanting, black belt similar to a utility belt, which has many slots and clips for storing things. At her left waist, the belt has a side bag that has a red cross on it which stores a large portion of her medical tools that are supplied by Caduceus. Next to her medic pouch at the front is a small, silver communication receptor which a headphone cable snakes up the left side, is slipped onto her lapel near her chest before ending with a headphone witha boom-mike on attached to the right earpiece. It usually hangs around her neck, but when it is on, the band that connects the head pieces are hidden underneath the pink head cover like the ponytail. Due to technological advancement, this allows long range communication, but due to distance, at certain areas, communication will be unclear or restricted, sometimes even impossible. The machine is linked in to Caduceus HQ for periodic report or assistance if needed. On the right side of the belt is a holster for a pistol. On her back of her waist is a khukri machete. Hanging on a string near her pouch is an ocarina

PersonalityAs a medic/nurse, Emilia acts in a very righteous and lawful manner. She is compassionate, kind and caring, plus other qualities of devoted public servants. When she is free, Emilia is perky, cheerful and a ray of sunshine which seems to be able to cheer people around her up. Despite the horrors and turmoil she has seen, Emilia remains a optimist at heart, always thinking that things could be worse or that things could get better. She has a large tolerance limit and self control, which she can take insults to herself as if they were nothing. She treats others with respect and dignity, and expect others to do the same. Those that do not tend to upset her. Her spirit is strong and her will is like steel. Whether she be alone or with people, her determination and willpower hardly diminishes, although she much prefer to be in company of others. Anything related to her job or in a tense mood, she will result in a very professional, coordinated an serious person. When she is normal and more relaxed, she becomes a bit clumsy and sometimes a bit ditzy and lost.

Again, as a highly educated person, Emilia is very logical and smart. She can read situations and events pretty well and knows her own limitations. If she deems the situation dangerous, she will not blindly go into it. If she is confronted by a superior person, Emilia usually escapes. However, there is only one factor that overrides her logic is that her duty and devotion as a nurse/medic/doctor. If she see someone wounded, regardless of being evil or good, she will help. The type of person still matters, as she will be more sympathetic and caring to a good person, in contrast to an evil person, where she will just be professional and cold. She will run in and intervene if she saw a situation where someone's life was in danger. Killing people is never alright in Emilia's mind. Innocents are obviously a no-go, but should it deem necessary, she will kill, mostly in self defense or in defense of others. She will not take a life unless it was absolutely necessary.


First ImpressionPeople's first reaction is of respect for most of the time, but with occasional contempt and taunts from the lesser people of society. As a girl and a medic, she is often the butt of many jokes such as "Why don't you come and examine me, miss nurse" or something along these lines. Most others will not trouble her due to her job.

Strength
Below average in comparison to warriors/fighters. As a medic, she has no need for extreme strength. Her strenght would probably equate to that of a late teen male of medium build. Her empty handed attacks probably wouldn't do too much damage.


SpeedSpeed is where she exells in. One of the things Caduceus made sure their members kept in top shape is their ability to run at extreme speed. This is so that they are able to escape from enemies. She, and many others in her order can hit closing 60 Kmph for about a minute or two at their peak speed. Acceleration is very rapid. If she was to hit 60 Kmph, it would take her around four seconds to peak. However, she can mainatin around 50 Kmph for about 3 to 5 minutes and at 40 Kmph, last for 10 to 15 minutes. Her fast jog of around 35 Kmph can go for over an hour hour. If she wants to go cross country, then she drops down to 28 kmph, which can go for a fair amount of time.

As many of them are expected to go into warzones, where many soldiers do not abide by international laws, all medics are proficient in use of their pistols. Frequent training had ensured that they are completely capable of defending themselves and that they can shoot and reload under the most severe situations. For Emilia, reloading is fast, especially with her pistol. The moment the pistol "breaks open", by using the tapped gas from the bullets, the rail is ejected by itself. Emilia uses one hand to press the release button to "break open" the gun while her other draws a clip from her belt and slot it in. The gun requires no cocking, so speed is at one to one and a half second, maybe two under extreme duress.

Endurance
Fighting Endurance: Emilia's fighting endurance is pathetic. Again, as a girl and a medic, she theoretically should not be in any situation where she would need to be able to endure hits. Anyone that hits a doctor are scums. Around 10-15 hits from an average warrior will be enough to bring down Emilia. With weapons, this is considerably lower, about 6-10.

For stamina, it is o a completely differenct spectrum that fighting endurance. She is capable of working hard for long hours and run for very long periods. At 60 Kmph, she can keep it there for about 3-5 minutes. For 50 Kmph, about 10-15 minutes and for 40 Kmph, she can last around 30 minutes.
Her normal jog of around 35 Kmph can go for over 1.5 hours. In a fight, she can, if fighting and does not sustain any damage, go for around 7-8 minutes. If she is just dodging or running, it would be around 10-20 minutes. The more severe the fighting, the lesser time she could last.

Reflexes
Again, since they are not physically made for battle, in order to escape well, Emilia's reflexes are brilliant. Training had made her reaction time to about 0.18 of a second to seeing something. However, from sides and the back, her reaction time is a good deal slower.


Fighting StyleEmilia's style is centered around the grappling banner. She is proficient in Aikido mostly, followed by Jiujutsu and Judo. She essentially uses the opponents strength against them. Coupled in with anatomical knowledge, she is very capable of crippling or dealing critical damage to opponents. Still, some move are still restricted by her lack of strength. Her strength comes from suddenmovements and since most of her moves are joint locks or trips, she would, for example, pull a person's arm down very quickly and break it at the elbow using something as a crux. However, she is also capable of pinpoint strikes, usually with small knives or piercing objects.

Also due to her weakness, Emilia took courses in self defense with improvised weaponry and shooting
. She has the know-how in using everyday objects to strike an opponent in a way to create an opportunity to escape. In addition, she is efficient with shooting, and is her first way of defense. She is good enough to hit targets around 50 meters away and against normal thugs and bandits, but against true warriors, she cannot guarantee she could hit them.

WeaponsHer main weapon is her pistol, Arc. As it is not clear in the picture, it has a sloped handle such as this. It has 12 bullets and is reloaded by a rail system. To reload, it has a break-open system. When a button is depressed, the gun cracks open slightly (like a sawn off. In the picture, it'll crack open near the smoke on the left side). This will
revealing a small slot in which the bullets are fed in. The pistol is reloaded using a rail system in which 12 bullets are lined nose to nose on a rail as a magazine. When reloading, the rail slides down the slot to the bottom before the pistol is closed. Once all bullets are fired, when the pistol is cracked open again (like a sawn off) using the tapped gas from the bullets, the rail is ejected out by itself. The shells come out downwards and pop out towards the ground, so that there are no flying shells.

Her rails are placed on the belt vertically to maximise space. As she has her spells and skills, she has relatively little weight to carry in terms of medical supplies, so most the weight she carries is in her pistol ammo. She holds 17 X 12 bullet clips totalling of 204 bullets.

On the back of her waist is a black Khukri machete. This is acts in place of a modern swiss army knife as the anything blade. However, it is somewhat longer than necessary at 17 inches (43 cm) and is a mystery as to why she picked something that long. It is placed at the back of her waist with the handle pointing to the right. It is light enough for it to be wielded with one or one and a half hand. The handle also accomadates for this. But due to her hand size, she can just fit both hands in.

AbilitiesHer most obvious ability is her bloodline ability. As a Esperanto, she is extremely capable in healing arts. For reference, 100% will be her energy reserve.

Heilen: The typical spell for minor injuries such as shallow cuts, sprains and lesser diseases. Will take 5% for each use

Heilenia: The next step up from Heilen. This is for more moderate injuries such as deeper gashes, broken bones and internal organ contusion. It also deals with general moderate diseases. Will take 15% for each use

Heilenas: The last step in the Heilen magic. This is for the severe injuries and compromised organs. It also heals shattered bones and compound fractures plus the more serious diseases such as malaria, tuberculosis and such. Note that some diseases are not cured immediately with Heilenas, but requires frequent examiniations. Will take up 25% for each use

Desinfizieren: An easy spell that disinfect wounds for further healing. Can be used for other things such as physical scalpels, cups, bowls etc. As this is the most basic spell, it will take less that 1% for use.

Naht: This spell disinfects and quickens regeneration along the fingertips, which replaced the physical sutures that used to be used. This is even more adantageous as there is no need to remove stitches and also accelerates healing so it seals by itself. This spell is another basic spell, which uses around 3% for each use.

Geisterskalpell: Translated as spirit scalpel, it is the manifestation of the energy into the hands which form an aura that is sharp and thin. It combines
Desinfizieren with the scalpel, disinfecting the area while it cut opens the skin/organ. This is one of the two only spell that can be used offensively. If this is activated and is run across something quickly, it will cut open skin moderately deeply like a kitchen knife. The more closer the hand is, the deeper the cut. It is the antithesis of Naht. Again, this is a basic spell, hence uses around 3%

Ansehen: This spell is the general spell for status ailments. By placing her hand on the heart of the patient and will send out a pulse that will feed her information of any anomalies in the patient. Afterwards, drawing from her knowledge, she can pick out specific treatments for what needs attending. A moderate spell, which requires 10% per use.

Spritze: A moderate difficulty spell, this enables Emilia to either inject or suck/extract liquid from a patient. When extracting, there is two parts to it and is used along with Ansehen, where she finds the foreign liquid (EG: poison) and infuses her energy into it, which she then can direct and control it. Most cases, she would direct it to an opening where she can extract it. The second part is that her hand is encased with energy of its own, forming a semi-opaque glowing glove. Where her middle finger is, she can create a needle of whatever length where she can use to extract the liquid. The extracted liquid is held inside the energy glove, which acts as a vial of sort where Emilia can creating an opening in the glove, which allows her to pour it out. Extracting is a bit more taxing than injecting, taking up 15% of energy

Injection is very much the same. With the glove formed, Emilia can put whatever she want inside and form the needle before sticking it into the patient and injecting them with whatever it was that was inside. A good deal easier than extracting, it only takes 10% of energy.

It is the second of her two offensive spell. By creating needles on all her fingers, she is very capable of stabbing deep into enemies and their vitals as these needles are relatively strong. It can block a single sword strike if she uses all ten needles as a shield, but shatter in the process and require to invoke the skill again.

Verbannen: Using her mind, Emilia can shape her energy around an object and help extract it from bodies without further tissue damage. It is useful for small objects that are hard to extract. The closer she is, the better she can form without contact. For larger objects, skin contact is needed for disintergration. A highly advanced spell requiring from 5 - 10% per use, depending on size.

Die Heilung der Beruhrung: Her own healing spell. It is for life threatening wounds . If she gets to a person fast enough, limb reattachment is possible and a person slit from the throat may be able to survive. Cranial damage can also be reversed, but likelihood is rather low. Cost of using this spell is extremely high at 60% of her energy.

Beschleunigen: A passive spell. By forming her energy around her mind, Emilia can boost action and reaction speed by 100%, enabling her speed to double and her reaction to be 0.09. This places a heavy strain on the mind and body, thus can only be used once and lasts for 30 seconds. Costs of energy is 75%.


Other SkillsEmilia is an accomplished cook and can play very well the ocarina, which she uses to soothe her patients.

HistoryEmilia's childhood was a pleasant one.Born into the wealthy and powerful nation of Esperia as a Esperanto, like many others, she was skilled in healing. As her family was of a higher middle class, she did not have much worry in life. Her dedication to helping others and medicine stemmed from the peaceful upbringing of Esperia and her parents constant hammering of peacful living. It also helped that she had a righteous streak and took it to herself to be a helper for the weak.The beginning of her radical life started in third grade, where her ability in healing outstripped her classmate and was seen as one in a thousand genius amongst the children. As a result, she was transfered to the Caduceus, a highly elite academy/organisation for specialist training. As the academy is government funded, it is aimed at producing excellent doctors and such for public service and government business. Therefore, she was given a position as a trainee in preperation for the future and a pay.

Emilia continued to escalate upwards in skill and fame with her astounding ability in the work of medicine. Defying their prediction, she had gain such good marks and showed such talents that before graduation, she was given the titloe of Angel's Grace, along with the more colloquial Ditz and Clutz by her friends due to her being uncoordinated and clumsy outside of working. They had expected much from her as she began to graduate, and was beginning to plan out her entrance into the workforce when she enlisted to be a front line medic. The higher up saw it as a waste of talent and tried to convince her to change her mind, but not satisfied witha desk job, she declined. Before heading out, her parents, gave her her personal items. Her father, Arc, and her mother the Ocarina. Immediately after the short farwell, she made her way out towards the dispatch office, going wherever they tell her that she is needed in the world.

 
Last edited:
She, and many others in her order can hit closing 60 Kmph for about a few minutes at their peak speed. Acceleration is very rapid. If she was to hit 60 Kmph, it would take her less that 10 seconds to peak.


Frankly, that's not rapid at all. I have to convert to American, because that's what I know, but.... 60 kph is ~ 36 mph. An average car with moderate acceleration applied should be able to reach 36 mph in about 7 seconds. A sports car, pushing it, should make it in less than 4. I'm guessing Emilia should be more along the lines of the sports car.

However, she can mainatin around 50 Kmph for about 10-15 minutes and at 40 Kmph, last for 30 minutes. Her normal jog of around 35 Kmph can go for over 1.5 hours.

That seems a bit... extreme, for lack of a better word. 50 kph/30 mph is faster than a human can sprint, and she's carrying that for 10 full minutes? 35 kph/21 mph is about the speed of an Olympic sprinter, far above a normal jog. I have no problem with her having a "normal jog" last for 1.5 hours, as I coach runners who are capable of that. But to carry that kind of speed for that length of time is.... inhuman.

For stamina, it is o a completely differenct spectrum that fighting endurance. She is capable of working hard for long hours and run for very long periods. At 60 Kmph, she can keep it there for about 3-5 minutes. For 50 Kmph, about 10-15 minutes and for 40 Kmph, she can last around 30 minutes. Her normal jog of around 35 Kmph can go for over 1.5 hours.

Same, and you can remove one of the two from either section.

It has 12 bullets and is reloaded by a rail system.

How many clips does she carry with her at any given time? How long does the reloading process generally take? Can she reload on the run/under duress?

Verbannen: Using her mind, Emilia can shape her energy around an object and banish/ disintergrate it. It is useful for small objects that are hard to extract. The second of the two offensive spell. The closer she is, the better she can form without contact. For larger objects, skin contact is needed for disintergration. So if she was to destroy a sword, she would need to be touching it for the period in which it is being destroyed. Decay rate is rather high and for much large objects such as swords, a mere 5 seconds will destroy the structure of it enough for it to be useless. A highly advanced spell requiring from 5 - 20% per use, depending on size.

This ability concerns me somewhat. I would go away from disintegration, especially with characters who are intimately tied to their weapons for whatever reason. My suggestion would be to simply encase the foreign object in the energy bubble, which allows it to be extracted from the body without any further tissue damage.
 
Frankly, that's not rapid at all. I have to convert to American, because that's what I know, but.... 60 kph is ~ 36 mph. An average car with moderate acceleration applied should be able to reach 36 mph in about 7 seconds. A sports car, pushing it, should make it in less than 4. I'm guessing Emilia should be more along the lines of the sports car.

Well, she isnt a sports car in any case. She is human, meaning she, no matter how hard she trains, can beat a vehicle. BUT if you are willing to allow me to drop it down to 4 seconds, ill change it. No skin off my back ^.^

That seems a bit... extreme, for lack of a better word. 50 kph/30 mph is faster than a human can sprint, and she's carrying that for 10 full minutes? 35 kph/21 mph is about the speed of an Olympic sprinter, far above a normal jog. I have no problem with her having a "normal jog" last for 1.5 hours, as I coach runners who are capable of that. But to carry that kind of speed for that length of time is.... inhuman.

But then again, most of these rp isnt human? But seriously, the only reason i really pump up these stats is that more likely than not, she is going to use her speed to run. It is her trump card. While everyone else make characters that can duke it out, i wanted Emilia to not be mainstream, hence her over-the-top running speed.

BUT, if you still find my reasons it not acceptable, then ill change it in the next edit.

Same, and you can remove one of the two from either section.

Nah, ill keep it. Makes it more detailed and less empty

How many clips does she carry with her at any given time? How long does the reloading process generally take? Can she reload on the run/under duress?

okay, changed. Clip and ammo count is under weapon and reload is under speed.


This ability concerns me somewhat. I would go away from disintegration, especially with characters who are intimately tied to their weapons for whatever reason. My suggestion would be to simply encase the foreign object in the energy bubble, which allows it to be extracted from the body without any further tissue damage.

Hm... well, i see what you mean. so yea..., but i wanted more than one skill that can be used as an offensive weapon, so i might be adding another skill. Ill give you a heads up in the next edit.
 
Well, she isnt a sports car in any case. She is human, meaning she, no matter how hard she trains, can beat a vehicle. BUT if you are willing to allow me to drop it down to 4 seconds, ill change it. No skin off my back ^.^

Lol. Actually, if you look at it, I bet you'd find that a human is quicker off the line than a sports car, in many cases. But 4 seconds seems good to me.

But then again, most of these rp isnt human? But seriously, the only reason i really pump up these stats is that more likely than not, she is going to use her speed to run. It is her trump card. While everyone else make characters that can duke it out, i wanted Emilia to not be mainstream, hence her over-the-top running speed.

BUT, if you still find my reasons it not acceptable, then ill change it in the next edit.

Fair point, but it strikes me as too extreme. At full clip, she's going to cover 5 miles in 10 minutes. That's a 2-minute mile. The world record for men is 3:43. Since she's not an RPB character, it's not a huge deal, but I'd like to see it scaled down somewhat. And it's not her speed so much as it is carrying that speed for that amount of distance. There doesn't seem to be enough in terms of diminishing returns. But, in the end, this won't affect whether she's approved or not, as she's a U/ORP.

Hm... well, i see what you mean. so yea..., but i wanted more than one skill that can be used as an offensive weapon, so i might be adding another skill. Ill give you a heads up in the next edit.

I can see ways that this skill could be used offensively without the disintegration aspect, but it's up to you. Whichever you prefer.
 
Lol. Actually, if you look at it, I bet you'd find that a human is quicker off the line than a sports car, in many cases. But 4 seconds seems good to me.

Right. For seconds it is then.

Fair point, but it strikes me as too extreme. At full clip, she's going to cover 5 miles in 10 minutes. That's a 2-minute mile. The world record for men is 3:43. Since she's not an RPB character, it's not a huge deal, but I'd like to see it scaled down somewhat. And it's not her speed so much as it is carrying that speed for that amount of distance. There doesn't seem to be enough in terms of diminishing returns. But, in the end, this won't affect whether she's approved or not, as she's a U/ORP.

I see.... that can be a bit extreme... the 60kmph has been dropped to 1-2 minutes. the 50 kmph is round 3-5 minutes and 40 is 10 to 15 minutes. I fast jog about to 35 kmph (that is still pretty fast for a brisk jog right?) while going cross country is around 28kmph.

I can see ways that this skill could be used offensively without the disintegration aspect, but it's up to you. Whichever you prefer.

i cant really think of another way it can be used offensively. Suggestions? In any case, i added Spritze a new skill. If your suggestion for the disintergration spell is better, i may swap it.
 
Suggestions?

Well, in essence, she could surround an object and/or person and/or part of a person with an energy bubble, yes? So if the energy were to be coalesced, and then released, there could be an explosion. The smaller the bubble, the lesser the explosion. So if she's far away, she "bubbles" somebody's hand, it explodes, making their hand numb and not allowing them to use a weapon in that hand for X minutes. If she's closer, bigger bubble, bigger explosion, more damage.

Or the energy could dart around like lightning bolts within the bubble, causing harm.

Anyway, all the edits look good, so I'm going to go ahead and approve her.

APPROVED.JPG


Moved & Merged.
 
Nadesico Yamato

Red = Changes

ORPG/URPG


NameNadesico Yamato

Title
– Hannya


Alignment
– Lawfully Neutral


Race – Kitsunari
Kitsunari's are a result of spiritual fox beings that have integrated into and with a society of humans. Through long time exposure and interaction with the humans for over a mellenium, the later generations began obtaining fox-spirit traits through blessings and breeding. Such traits include longer life span, youth, extreme beauty, more playful personalities, magic, transformation and such. They mostly appear oriental with brown or reddish hair, but can be blonde at times. However, it will never be pure black as the original humans were. Transformation depends on the person itself and usually reflects their personality.
Gender – Female

Age
– Unknown. Believed to be around 65


Appearance – Despite her age, Nadesico appears to the world as a 21 year old oriental woman. She is normal height at 161 cm tall and weigh in at around 52 kg. Her body strucutre screams out elegance, delicacy and grace, with long, slender legs and arms. Her pale and blemish-free skin also adds to the porcelain image.
On her head is a pair of fox ears that is ivory blonde in colour and a nice tail of the same colour with a white tip that reaches to her ankle from the back of her waist.

When in complete human form, both disappear and her ears are replaced by human ones. When half, her tail is hidden under her kimono while her ears turn into something like
this with it starting where the normal ear is before ending like in the picture (so we dont have a wierd empty space where human ears are). When in this form, the ears stick out from her hair and is usually a bit relaxes, so it is capable of moving very flexibly like either drooping like a dogs or standing straight up like this. Her tail sometimes can be seen from the bottom of her kimono if she lets it flop.
Her hair is dark grey with defining streaks of ivory white through it, which is odd for Kitsunaris and is tied in a rather traditional and elaborate manner (described in attire). When let down, it reaches to the floor and always, from the knee down, split into seven perfect parts with the side tassels by her head making nine.

Nadesico's eyes are steel gray and rather large, but with the outer tips pulled a bit upwards in a slight fox like manner. Her facial appearance is a bit narrow with a higher cheekbone and her lips are pale pink. Her mouth has a perpetual slight smile. Unlike other Kitsunari, who are endowed with more titillating bodies, Nadesico remained more normal, with an average chest and waist. Her figure is perfectly proportioned for these size.


Attire
– Nadesico is dressed in a typical formal japanese manner with kimono, hair decoration and such. For those that can, take a gander at the picture in appearance.
Her hair, at the back, is pulled into a high ponytail, set in place by a white ribbon. The sides are pulled back and tied in an elegant bundle with a red cloth with a pair of pin decorations setting it in place (Gold decoration each consist of three pins strung together with a golden material, making them look like extended fans). It is pulled back, but still covers her ears. Her bangs and tassels are left alone at the front. A golden comb headpiece sits halfway between the ponytail and her forehead.

Her kimono is highly decorated and intricate in primary colours of red and pale plum. The colour alternates on her body, with the top being predominately red with the exception of her left sleeve, her right chest and the underlayering of her lower body. All over the red parts are white/pale pink flower designs while the plum parts have light green/ yellow and white flower designs. Around her waist is her obi, with the underlying cloth being plum with a dark plum sash on top with a pale plum ribbon tying the whole thing together. At the back is her obi sash and is once again, pale plum, this time, with designs using many shades of blue. As with most kimonos, it is tight at the waist and leg and loose at the sleeves. However, to aid in fighting, it is looser at the waist below so her legs can move freely. The fold is loose, acting like a side split on a skirt.


On her feet are a pair of white tabi socks and a pair of Okobo, which raises her height and so that her kimono isn't dragged on the ground, but also makes more chance for her tail to be seen. As it is solid wood, it is pretty hefty and strong, not to mention painful if kicked with it.

Personality – Nadesico is a sly and coy person, not to mention, very hard to read. Her emotions sometimes doesn't really reflect what is on her mind and she could say something, but feel totally differently. However, in general, she is rather happy , but a bit sly, joking and a tease. Due to her fox nature, Nadesico can become bored a bit easily, hence she deals with it by playing pranks and jokes, mostly harmless. Her actions are not dictated by morals to a large degree, but rather interest, her mood and curiosity. She can be incredibly cold and merciless one day and warm and compassionate the next. In essence, she is fleeting and fickle as well as being cheeky, coy and sly.

As childish and playful as she is, when it comes down to work or to being serious, Nadesico becomes what is needed. She is proper, serious, and calculating in addition to being meticulous. Her interest in culture and learning, particularly dancing and entertainment, greatly complements this, which helped her greatly in her life.


First Impression
– People's first impression of Nadesico is that she is an elegant, proper and traditional woman as dictated by her kimono and graceful movements. This comes in handy when enticing and enchanting people. There are some that may hate her thinking she may be another rich snob, or that she is a weak little princess, or those that may think she is easy to take advantage of.


Attributes
–Nadesico does not possess very flattering natural attributes besides her beauty and a few others. As will be stated later, most of these are supplemented by passive fox magic, which lasts for extended period of time, if not constantly. Therefore, in the attributes, her natural level will be described first, then the magic enhanced level.


Strength
– Her natural strength in itself is rather weak. Her punches wihout her magical enhancement is typical to most normal women. In additon, she is unable to lift extremely heavy things, even with her strength magic, which only augments and enhances forces (more later in magic/abilities).
However, with the magic, her attacks pack a hefty punch. Although still not spectacular, it still carries enough weight to equate with an average 30 year old labourer, strong and hard, but not the best.

Speed
– Her speed one ups her strength, with it being above average before magic. She is capable of running at 25 kmph which is average, but is able to sustain it for an extended period of time. For extreme short burst of speed, with a build up of 5 seconds, Nadesico can reach up to 35 kmph for a period of 5 minutes
With magic assistance, her normal average speed of running is boosted to 33 kmph while her top speed is increased to 40 kmph. Her attack speed is in itself fast. Her magic does not affect her attack speed as her reflex and natural speed is quite good enough. While her style of fighting does not concentrate on speed, she can attack quite fast in which most untrained people are unable to follow, where one hit will connect and another will hit just as they register it.

Endurance
– True to her appearance, Nadesico isnt naturally tanky. Without her passive spells, a a volley of about 6-10 decent, critical hits from most trained fighters can bring her down easily.
With the magic, she is easily much more durable. Although her style does not permit being hit, she can easily take punches and attacks like any normal fighters. Her endurance easily multiplies by three, taking four times the effort to take down as without her magic. Her endurance in running is also decent. At 25 kmph without magic, she can run for about 3 hours. For 35 kmph, this drops down to five minutes. Working with her speed boost, these times do not change as her speed also increases respectively.

Reflexes
– This attribute is where Nadesico is best at. Needing no agumentation, Nadeisco can react the moment the opponent begins a strike, which greatly assists her fighting style of countering and dodging. With the her animal-like senses, nadesico is more in tune with danger senses and can feel danger like a sixth sense.


Fighting Style
– Nadesico fights with tessenjutsu, a fighting style which uses the metal folding fan. However, her style incorporates the geisha and dancing arts, which makes it seem more like a dance than actual martial arts, despite being deadly. Fitting to her looks, when fought, her moves have grace and smoothness, dominated mostly with wide arc movments, which makes it appear to be really weak. However, using the centrifugal forces when swinging the weighted fan, Nadesico is quite capable of causing tremendous blunt force damage. It is closely linked to aikido and judo in it that it aims to disarm or old opponents in place mostly.
In addition, her style is focused for females, in which it has a heavy emphasis on dodging and countering. Many of the moves allow the user to dodge into a perfect position to land a critical blow in the opening created from the dodge and the missed strike.

Weapons
– Nadesico holds three weapons, all which are tessens (iron fans). Here is an example
picture of a tessen.

Tenken and Haken: Her main weapons are her pair of tessen which is lengthed at 50 cms. Despite being called an Iron Fan, it is not made of iron, but of a mystical metal, which makes it extremely durable, and chip and rip resistant. They are called Tenken and Haken, with Haken having Tenken's colours reversed with blue letters and golden base. Both a have tassel of their predominant colour hanging from the base, with Tenken having dark navy blue and Haken having gold. Despite being resistant, they can still be damaged temporarily if they recieve constant damage to them. When ripped and chipped , they obviously become less effective as a attack and block weapon. However, it will slowly regenerate and fix itself over a period of a day and only when it is kept shut. When shut, the physical and magic effects do not lessen. The two fans have magic in which helps act as a link to Nadesico's fox powers. It enables her to have her senses and limited magic whilst having the fans on her body while in human form. The type of magic will be listed later below. These fans are a gift from an old fox spirit which lived in Nadesico's house. As most fox spirits are, the Yamato's house had a fox spirit living with it. Due to her kindness and devotion to him and his old shrine in the back, the old fox spirit gave Nadesico at night the two fans as a gift.

Himari
: Himari is Nadesico's giant war fan. Due to its size, it is sealed in a large scroll that hangs at the back of her waist ( very similar to Jiraiya's or tenten's) and is summoned when needed. When out, it stands at 1.7 meters tall. This is made of the same metal as Tenken and Haken, but the paper thin metal between the spokes are much more stronger. On it is a floral sakura tree blooming artwork. It is summoned via inscribing the Kitsune Kanji on the scroll while conveying Fox energy into her fingers while drawing it. This floral patterns enable Nadeisco to control innumerous sakura petals in battle when it is out and open. Their movements can follow the movements of the fan or her hands. The skills that are used with this will be explained in abilities. As a side, the fan also has a passive spell in which the summoner is not as encumbered by the weighty fan and feels just like a normal fan. Himari is a family heirloom from the families fox ancestors. It was a highly prized item amongst the magical artifacts. It came into Nadesico's hand by a shift of fate. It just so happens that it was her day for keeping check of the ancestral shrine and on that day she was feeling more dedicated in her meditation when it fall in her lap. There was no reason left by her ancestors bar the sakura petalled message of "use it well".

Abilities
– Her main ability is transforming between her fox and human form. She has three stages, full (combat and normal), half and human. Depending on which form will also affect her powers and abiities. Her fox spirit heritage meant that she is capable of spells and "magic". However, as she is a youth, the closer Nadesico is to fox form, the easier it is to draw out the ability to use her fox abilities.
Full normal fox form: Her normal fox form has her abilities more opened, but still limited. Her petals and her fire can be controlled with much more ease and used more readily and quickly. Her petals can be controlled telenetically, but the size and area has not changed. Her senses are that of a fox, but retains her human mind, even being able to use weapons, held in her mouth and her nine tails. Her abilities remain the same, bar the fire whips, which jump from 3 meters to 5.

She appears completely blonde with no blemishes. Her snout is long and elegant and
her looks reflects herself nature in a high and noble manner. Around her neck is a nice slick plume of white fur, similar to a lion's mane. Along her flank and her body, her fur is ivory before going up her nine tails. The tips of each tail is white though. Her eyes are ruby red and she also has a nice mop of fur on her head. Tied slanted on her head (unobstructed view) is a white kitsune mask with red markings. The markings and the mask is an inhibitor and a seal for her full fledged fox power. She is the size of a Doberman when in this form.
Full combat fox form: In her full fox form, she is able to control all her abilities and skills with ease, with her petal powers increasing to being able to control freely an area of 15x15x15 and through her mind. Her fox fire becomes much more intense and big, able to reach, if shot from her mouth, 10 meters ahead with a cone diameter of 3 meters. Fireballs also fly much faster like a pro baseball pitch and all her fireballs double in size (read below). Her fire whips extend to 7 meters in length and also, is hot enough that the ambient heat will cause a slight burn, even when blocked. The largest disadvantage in this form is that it is incredibly draining, lasting only 5 minutes before completely exhausting Nadesico. When that happens, she requires a full day to rest, although she can still somewhat move around.

Her form appears very similar to her normal fox form. However, her mask disappears and becomes swirling red markings on her face and along her body (as seen in image). Also, her eyes become pure white and narrow. She still retains a rather elegant and noble look, however, she looks more firm, muscular and taunt, more aggressive and powerful than her more leaner and easy going normal form. In this form, she is the size of a full grown adult lion.

Half: This is on of the more common form she is in. In this form, her ears are out and along with her hair, she has a single, white fluffy tail that could just be seen poking out from her kimono andher teeth are more pointy. This is the halfway stage for Nadesico and is her default combat mode as it is halfway between human martial arts and her fox spirit magic.

Human: As its name implies, this is when Nadesico has little to no distinctive features that marks her as a Kistunari. She appears every bit the human. Her powers are drown the hardest in this form bar her passive spells, therefore, she prefers to fight with her Iron fans and martial arts than her skills and power.
Passive spells: These are the passive spells in which boosts Nadesico's weaker natural attributes, such as strength, speed and endurance. As these are passive and trained from when she was young, there is no actual limit on how long they can be used, bar from what is said underneath each respective tabs above. One tab that requires extra detail is her strength tab. As stated, it enhances and multiply the force applied and not the actual muscles. Therefore, if she was to lift something, the sudden force on the object will be multiplied, but then, maintaining this force is possible, but hard. Therefore, Nadesico very rarely does this.

Aggressive spells: These are her combat abillities. Nadesico has a affinity with flowers, especially sakura petals and fire. Therefore her skills centralise on these.
Petal Skills: This is Nadesico's generic attack with her skills. Using either her hand or Himari, she can send a torrent of petals rushing at the enemy. An individual petal will do little, as it is still a petal. However, Nadesico uses a mass amount of them to rush and pummel her targets. It is more of a blunt force attack. These petals materialise from the air, so actual petals are not needed. In theory, she could control limitless amount of it. Her lack of experience and total control limits her ability to control such a large amount. She is capable of controling with ease floating petals that can fill up a space that is 5x5x5 meter cube. With Himari, this is enlarged to 7x7x7.

In addition, she can use these petals in a defensive manner, creating a thick shield or wall in defense. Like any substance, she can compact the petals densely to stop sword strikes. There is a half a second delay between her willing the wall and it actually forming. For normal sword strikes from average strengthed warriors, her normal wall will stop it. For anything else larger or a charged up shot, Nadesico would require a bit more delay time in compacting the wall (one second. Seems short, but one second is actually pretty long in a fight). Arrows can also be stopped by her normal wall, but bullets would require a bit more time, in between normal and the full powered wall.

Fox Fire: All fox spirits are capable of using ox fire. What differs from normal fire is that it is much more volitile and harder to put out. Drawn straight from herself, her Fox pillar is a large beam of fire shot from her mouth and appears like a firebreather, but constant. Its maximum range is 6 meters and its cone diameter is 1.5 meters. Conjured from her hands (similar to a kamehameha), she can shoot a slightly bigger one at 8 meters in length and 2 meters cylindrical diameter.

Her fireballs shot from her mouth can range from a tennis ball to half a meter in diameter. Conjured from a single hand, they are always the size of small soccer ball. With both hands, it can range from a small soccerball (which is fast) to a meter ball (which travels slower).

Fire Whip: By summoning fire to her hands, Nadesico can use the fire as a 3 meter whip in either hand. Depending on her form, the length and heat of the fire changes. it is weakest at human form, where it will cause slight burn on contact, where most damage is from the snap of a whip. In half form, the burns become more serious while in fox normal, it is moderate burn damage. Finally, in combat form, the heat can cause slight burns even if it does not come into direct contact with the target, but just brushes past them.

Psychic Communication: Not a skill per se, but a link. Before she left, Nadesico synced herself with her protege in case there was any problems that needed her advice or that she needed her protege to do something for her.

Magic
– Nadesico uses inner spirit energy and her powers are all abilities, therefore, not magic.


History
– Nadesico was always a bit different from the other foxes. True that she is still playful and childish by human standards, she is also very mature and proper for a Kitsunari. As a result, she is hard working when it comes down to it. As a result, she is much learned in the arts of nobility and class than many of the other kitsunari's who preferred to play. Her childhood was filled with lessons, rituals, chores and tasks.

However, her studious and obedience paid off when she finished her education, her superior mind and personality meant that she was gien the more cushy and easy jobs such as maintaining the shrines, accounting, and mostly the more administrative jobs. This allowed her more free time than the others at her age, meaning she could divulge in her own dreams. Her dream is to just aimlessly travel and maybe on the side, learn of other cultures and dances in which she could create her own style of theatre or dancing.

A few years into her job, Nadesico got the great idea of taking in one of the students from their class and began training her to take her place as an aide. She molded the girl, Nana, perfectly after her own image in being hardworking and meticulous. With the 3 years of investment, when Nana graduated herself, Nadesico took her under her care for a further 3 years. It was perfect as by that time, Nana was quite efficient with her tasks. Satisfied that Nana was capable of holding the fort down, Nadesico linked herself with Nana for emergency commmunication and left out to wander a bit.


 
Last edited:
In addition, she can use these petals in a defensive manner, creating a thick shield or wall in defense. Like any substance, she can compact the petals densely to stop sword strikes. There is a half a second delay between her willing the wall and it actually forming.

How effective is this defense? Would it completely stop every sword strike? What about an arrow in flight? A bullet?

Finally, in combat form, the heat can cause slight burns even if it does not come into direct contact with the target, but just brushes past them.

Toes the line of GodModding a bit. My first instinct is to allow it, with just a warning to be careful with it.
 
Okay, editted the wall part.

As for the fire whip in Combat mode, i may have worded it a bit vaguely. The distance in which it will burn the skin through ambient heat is like maybe 10-15cm. The heavier and stronger the armour, the closer it'll have to be. Its not like i can swing it a meter from your character and itll burn them. More intended that it will still do something even if it was blocked.
 
Last edited:
Sure, that makes sense. My only concern would be that your victim was aware that it would have that effect on them. Unless they specifically read your bio (not everybody does, as I'm sure you know) they wouldn't know exactly how it worked.

Anyway. As those things are settled...

stampofapproval.jpg


Moved & Merged.
 
Desiree Kaufman

I plan to have her own rp, thus the new tabs and amount of detail/number into her weapons. If she is to appear in another rp, ill state what load out she is holding. Also, some technology used will become defunct in other universes due to the differing technology available. I highlight these with the colour RED. Search for the item, then the tech highlighted in RED will become unavailable.

ORPG/URPG


Name -
Desiree Kaufman

Title -
Ms President, Phantom Drawer, Kaufman (the name she goes by and everyone calls her)

Alignment -

Lawfully Neutral


Race -

Human

Job - (Needed so you can understand what i talk about later)
Sky Hunter
Sky Hunters are what civilians sky farers, who live on ships and live off the sky, whether they be good or bad. All Sky Hunters lose civilian rights of whatever sky city they come from as they cease to be a permanent resident. However, instead, they form a client relationship, usually being employed on tasks that are easier left outsourced.

The typical bad hunters (refered to as raiders) live up to their names in being raiders, pillaging and robbing sky settlements and passenger crafts, pirates. The "good" Hunters retain the name of Sky Hunter, and are those that are more so adventurers that fly around, sort of like a guild, mostly accepting requests from settlement councils and such, sometimes acting as mercenaries and militia forces. They also sometimes act as vigilantes, taking out the raiders and occasionally, raid opposing isolated military outposts. Even though they cease to be citizens, most Hunters retain a sense of national pride to their original home.

Sky Hunters all have ships of their own that they call home. Solo Sky Hunters are rare as they rarely last long in the hostile air. "Guilds" as the public has dubbed them, are sorted through grades, regardless of their morality, from E, D, C, B, A, S to SS.

Kaufman is the leader of the Lightning Valkyrie, aka "the Blitz", a SS ranking Sky Hunter group. As one of the top crew around, they possess highly advanced equipment and has gathered extreme fame. However, they only possess one ship and a small crew. Despite this, they are quite capable of taking on larger fleet guilds.

Age -

24


Appearance -

As a woman that is close to her prime, Kaufman is young, supple and curvy. A lifetime of roughing it and action has seen to it that Kaufman is strong, hardy and tough as nail. However, her lifestyle did nothing to stop her bodily changes, growing tall and beautiful. Currently, she stands at 170 cm tall and weighs in a little over 58 kg with a eye drawing figure, long legs and arms.

A nice plume of long, red hair runs down her back to the middle of her back while her fringe pans from left to right, curving over her right eye. Her eyes are a nice almond shape, which give off the sense of innocence at times, but mostly, are a bit narrower and give off the vibe of a
flirt and a beckoning, female tease, which is true to her personality. Just below the corner of her left eye, she has a beauty spot and atop her eyes are a pair of nice, thin arching eyebrows. Her skin, a lighter pink, contrasts her luscious lips which are painted in a darker pale-cherry-pink lipstick.

She has subcutaneous shielding implants in the small of her back. The only visible sign of these implants are a flat, palm sized cresent disk that is completely smooth against her back. This has a red and blue LED dot light near the bottom curve and in order to divert attention from it, she had three small star tattoos around it. It can produce a shield around a meter from herself, but due to the energy being more spread out, it is less abel to take damage.


Kaufman is unique amongst her people as she is one of the rae few with neural implants. This enables her to use more of her mind and increase concentration at a whim, although it can be rather tiring when overused. The only sign of her neural implants is the small, electrical sigil in the middle of her forehead. It is small, around seven cm squared. When not in use, there are no sigil lines. When it is in use, neural signals are sent through the lines, lighting them up as seen in the image.

Attire -
Refer to Appearance image
Torso
: Her outfit is pretty common amongst her occupation. On the inside is a long, open chest, high collared, white shirt that comes down past her waist. The collar is sticks up and its sleeves come all the way down to her wrist. It is slightly puffy and loose around the arms. On her hands are a pair of dark brown leather gloves that cover her hands and most of her lower forearm. At the chest, it cuts down in a V from the collar all the way to her chest, making it rather revealing.

Legs: On her legs are a pair of dark brown tight pants, with a pair of brown leather, low heel boots, which reaches up past the knees. Along the top edge is a border of gold weaving, but due to it having been pulled back down so that it only that cover up to the bottom of her knees, it is lower down the legs. Oddly enough, the leather boots have spurs at the back in the shape of the sun.

Coat: Over her white shirt is a light/normal orange vest coat that she wears. It is msotly orange with a stip of light orange next at the front. It has a dark brown border and collar and reaches down to the knee. The vest coat is left open at the front and is tied to her waist by two leather ornant belts. On the back of the top ornant belt is a waist pack.

Face: On her eyes are a pair of intricate butterfly glasses in which the frames are dark grey. Near the joint of the arm and the frame is a designed butterfly outline with stained glass put into the gaps, adding colour to the design. Her eyesight is perfect, so they are not for corrective use The true purpose of her eye glasses is that they act as a sort of HUD for her. It is limited due to the size of the lens, but it shows important crucial facts such as directions akin to a GPS, night and thermal vision, IFF beacons (These appear green - friend, blue - neutral, red - enemy.), status of equipment (Her own weapons, and vehicles) plus mission parameters. All of these information needs to be called up onto the screen. Except for the GPS and IFF, only one application can be on at a time. Therefore, the lens appear normal with a slight haze of transparent blue. When not in use, it hangs by the arm on her shirt. It is also a fashion statement for Kaufman.

Amour -
Kaufman doesnt wear
much armour. Only in heavy combat situation does she wear armour. The most she has are knuckle protectors in her gloves, metal shin guards inside her boots plus toe caps. For battle, she has two small shoulder pauldron she could strap to her shoulder and an upper torso armour.

Visor: One optional item she may wear when heading into hard combat is her flight visor. This is a headpiece which assists Kaufman in fast pace flight and combat. Its capabilities are much better than her glasses due to the larger interface. It fits snugly under her chin before it rises up the side of her face to her ears. At the top of where her ears are is a pivotal arm which holds a orange, transparent visor. This can be lowered during combat or raised to give the wearer unimpeded view. During flight, the side arms at eye level cover her eyes as the visor would be plugged into the plane to allow more advanced applications. When outside of the jet, it retracts into its side slots. It is capable of performing all of the glasses function on a superior and large scale with the ability to open multiple programs at once. It also has a motion tracker, which highlights and warns the wearer of incoming threats. With the larger screen and larger data storage and power capacity, it is also able to recognise potential routes in a battlefield, a map and foot and hand holds when on the move, plus her own vitatl statisitics. Due to its less-than-appealing looks, Kaufman does not take this along with her always.


Personality -
Kaufman is an actor by nature and can occasionally puts on a lot of fronts, mostly that of a
tease and suggestive woman. Her banters always lead men deceptively, but are playful in nature, so therefore, she acts more like a hostess and not a prostitute. However, naturally, she is open, jolly and playful. A good way of saying it would be carefree and a free soul. A more harsher way would be a loafer. Playing and enjoying life is what matters most to her, so that is what Kaufman does to her best of abilities. She tries herself not to be bored, but on the occasion that there is absolutely nothing to do, she lazes around in the sun or play video games.

Her comrades and friends are one of the most important to her, especially the ten that had stayed with her throught her life. They have went through hell and back through numerous battlefields, so friendship and trust is extremely important to Kaufman. For those that are extremely close, she would willingly go into very dangerous situations without a hint of hesitation. Nothing really changes if she is alone or not. With people, she is just more happy and active. Alone, she becomes more aware, but that is about it.

Kaufman is also not a pushover, nor is she petty. She is confident in her abilities and combat prowess, so when insulted or threatened by an even bigger opponent, she would not back down, demanding an apology, if serious enough. If its something menial or petty, she would just ignore it and laugh it off with maybe a snide remark at the person. She isnt suicidal. She can "feel" the strength of an opponent, whether if they are bluffing or that they are hiding their strength. For those that she feels uneasy and uncertain of, she can usually use her gift in speech to brush off tghe situation. In essence, she is more forgiving than most Sky Hunters. Small stuff that are accidents or small time punks that are must mouthy wouldn't make Kaufman serious. She may brawl a bit, but she wouldn't go all out and kill them.

Her moral values are more lawful than evil. As a Sky Hunter Guild and not a raider, they usually perform more legal requests than illegal ones, but no assassinations though. Killing innocent bystanders is a huge no-no. She does not enjoy mindless killing like a murderer and would react in anger if someone randomly killed an innocent bystander. Most Sky Hunters Guild act a bit as Vigilantes, looking after the towns that they happen to be in. Violence and disrupted society is no good for business. On the other end of the spectrum, she has no qualm in offing the evil. She sees that they brought it on themselves, and they should be prepared for the risk of being killed. If she could arrest the guy without killing them, then by all means. However, if they die, then Kaufman has no regrets or guilty feeling. Only a slight pity that someone had to lose their life. Once dead though, she would treat the corpse with respect as they have paid for their crime with their lives, so the slate would be clean in her books. As for killing in self defense, there would be a great deal of regrets and pity that things fell down to that level. She would contemplate on other alternative actions and choices until she comes to term with herself. If work related, then there isn't much to think about, only that they both did their job properly. If it was just some random and she had no idea what is happening, then she would usually try to find out the cause of it or why they attacked.

First Impression -

Sexy, flirty and a mature woman. An aura of confidence surrounds Kaufman which places her in a much more powerful position than most woman in the eyes of men. Her taunting playful banter and tone catches people off guard, especially men, who may be taken aback by her openess and suggestive innuendo, who are in turn, kept baited and drooling for something they can never obtain. In essence, a mature older woman who isnt a prude.


Strength -

Kaufman
has strength in some respect. Her muscle type is a split between endurance and brute strength muscles, where they do not bulge like a weight lifter, nor does it appear lean and weak. It gives Kaufman the ability to dish out reasonable amount of damage while drawing out her endurance. These muscles enable Kaufman to perform parkour like maneauvers and amazing feats of acrobatic moves during combat and when moving around the constant moving airships of her homeland.

Vitality -
In terms of taking hits, as her muscles are more for movement and that combat in her homeland are usually more ranged than CQC, Kaufman isnt the best tanking machine available. She is able to parry and deflect blows by diverting the force from the attack, but will not be able to block straight on a continuous rain of strikes.

To counteract this, Kaufman has subcutaneous shielding implants in the small of her back. Personal shielding is a new technology due to the energy consumption. Therefore, for Kaufman, the shield can take ten bullets before failing or two physical blow within a short time period (around 5-10 seconds or two posts.) With magic, it depends on the level of the spell. A direct hit with a medium level spell will deplete it, while a low level spell require two hits. A high level spell will deplete it and subsequently, shut it down for the rest of the fight in addition to possibly knocking Kaufman back.

Speed -

Speed is above average. She can run relatively fast. This is actually needed for her style of living where she needs run up for jumps and acrobatics. On average, she can reach around 35 kmph in 5 (too quick?) seconds or hit high speed of 45 Kmph in 8 seconds. For her quickest speed of 55 Kmph, she can hit that at 10 seconds for an extremely short period of time. As her style of fighting is based heavily on guns and quick actions, her ability to move is extraordinary. Sidestepping is a crucial part of her life as it is through side stepping that she dodges enemy fire (More in fighting style).

Attacking speed in her universe depends on the persons drawing speed. Her original drawing speed was quite fast, and when coupled with her neural implants, her drawing speed makes her arm a blur, earning her title, Phantom Drawer. Her fingers are quick enabling her to shoot as fast as possible for each gun. To an observer, each gun, besides Frost, Snow and Arc, appear to fire as if in burst fire. This is done so that she doesnt wreck her fingers. Otherwise, it would appear almost automatic. When done with dual wielding, each guns pause between burst is backed up by the other shooting. Arc is the only unique one where it shoots as fast as a semi automatic would allow.

Stamina -
Kaufman can run forever. Constantly on the move, she has built up quite a stamina. As a Sky Hunter, she has been on jumping, running and climbing all her life. So she could keep moving for quite a while. Running at 35 Kmph, she can go for 3 hours. At 45 Kmph, it is down to 20 minutes and at 55 kmph, maybe 3-5 minutes if lucky.


Reflex -

Again, an integral part of her lifestyle. Thing that Sky Hunters live by are their speed, wit and their reflex. Slow people die fast, as they say. Greatly enhanced by her implant, the moment someone makes a move, usually drawing for their weapon, Kaufman is also on the move. Anything in her 179 degree front vision that she sees need a reaction would trigger this sensitive reaction. Anything behind that would be obviously a good deal slower. She doesnt have eyes behind her head, but her ears ar very tuned. She can hear the rustling of clothes or the scrape of metal from drawing a weapon or the slight click of a safety at around 5-10 meters from her back. The farther back, the slower the reaction. Once she hears it though, she is on the move.


Fighting Style -

Sky Hunters live by the gun. They are their partners along with their legs and are siblings to their fingers. Swords are for extremely close quarter fighting and only when they have no other available firearms left. Even so, the fighting style is that of movements. Never ever are Sky Hunters still for more than 5 seconds in combat. They are always on the move, always finding new cover or attempting flanks and maneuvers. With their developed acrobatic abilities, scaling nearly flat surfaces, running up walls for a bit and finding and using the most ridiculous hold on surfaces
enable them to move almost anywhere on the battleground. Hitting a fellow Sky Hunter is hard, even with guns. Therefore, it is down to the speed of ones draw, ones trigger finger and ones reaction for that split moment of drawing. Anything after that would probably lead to fighting with swords when the ammo runs out.

But, Kaufman is a SS ranking Sky Hunter. She can easily hit any B Ranking Sky Hunter with ease and deal with mid level A Ranking ones relatively easy. Only S and SS Class Hunters would rival her. ( Most other RPers would fall into the Extremely high A, S and low SS class, depending on their bio.)

Weapons -

Kaufman has a wide range of load out, in which she can pick for each situation. However, her most basic gear are the following:

Ventro Blade: This is a hybrid material/ energy blade which is kept clipped on the right hip on the back of the first belt. It's sheath is an open metal case in which the top side is open, exposing the top of the blade.

It has a hand and a half black handle with a curved bottom for a better grip and has silver decorations near the bottom. The blade itself is curved, but unlike a traditional sword, there is a slight dip downwards fromt he hilt before the cutting blades start. From the end of the dip, it goes horizontally for 80 cm before coming back. In essence, the material blade looks a bit like a thin and narrow machette. The real material cutting edge is below it, similar to how the blade of an ice skate is, but following the entire curve all the way back to the dip from the hilt. This blade is sharp and deadly, quite capable of doing anything a sword can do. The added bonus is the energy effect. When activated, the lower blade is coated in a layer of energy, which its shape is formed into an extremely sharp blade-like shape. This makes it as sharp as any world famous sword of extreme craftsmenship, and capable of allowing Kaufman to slice and dice through many things that her strength would not allow her to. Its colours it create is a nice vibrant, clear blue, which semingly seems to be constantly flowing.

Alstair and Regal: These two reside in the two holsters on her lower belt. As it is not clear in the picture, it has a sloped handle like old flintlock pistols. Alstair and Regal crack open like a sawn off, to reveal a slot to load in the magazine. It can hold up to a 12 normal bullet clip. What is so special about these two is that they both have the ability to load different bullet types. Kaufman can put in high caliber bullets, shotgun shells (self made for the gun), flechette rounds
* and so on straight into the chamber. As these rounds are much larger than the ordinary bullets, at max, only six (with one in the chamber), can be loaded into the gun at once. The shells downwards and pop out towards the ground.
*Fletchetter rounds could be pre made or improvised. As long as she has a sabot for the chamber, she can fire anything from the gun. However, this is loaded musket style, with the sabot placed in the gun and the ammo shoved through the nozzle.

Grenades: Grenades are what they are, exploding device. Se always carry two smoke, two flashbangs and two stun and
two frags/ acid/ incindenary.

Additional load out: These are what Kaufman can interchange with.

Frost
and Snow: These two are a pair of revolving pistols which can be on her belt. The black one is named Frost and the White, Snow. Both can fire 6 shots before reloading. To reload, it pops open at a hinge (like a sawn off), tilted upside down so the shells come out before she uses a loader to put in 6 bullets simultaneously. These two fire incredibly large rounds with big recoil. However, the recoil is countered with using the gas for cocking and rotating the chamber and having a muzzle compensator, hence why she is able to use them in dual.
The rounds are lareg .50 caliber rpistol bullets, capable of penetrating lots of surfaces, covers and armour with ease. However, due to its power, it cannot be fired rapidly like Alstair and Regal.

Valentine and Halloween: A pair of energy based guns, these pair of pistols are the fastest firing guns in her arsenal and for an extra kick, pretty much never runs out of shots. HOWEVER, one critical flaw is its lack of ventilation for excess heat as it is an experimental weapon. After ten shots each, the gun will crack open near the hammer, releasing steam for 3-4 seconds before being able to be used again. Its deadliness equates with being a bit less than Alstair and Regal. The beam it produces is the same blue as the energy field covering the Ventro Blade.


Ark: Ark is the all round rifle for Kaufman and can be hosltered in a longarm weapon sheathe behind her waist. It is predominately a hybrid shotgun/semi-automatic rifle, but can hold a variety of other rounds. A bit like the Rengal and Alstair, Kaufman can alter Ark to suit the situation with a few tweaks and common pieces. In her pack in a seperate slot is the tools for this. Ordinarily, it acts as a rifle capable of firing 15 consecutive rounds, loaded via a magazine just in front of the trigger guard. However, if need be, she can change it to be a shotgun, which holds 10 shells, a sniper with THIS as a scope, shooting 5 rounds, a musket which, with a sabot, can fire pretty much anything (similar to how the fletchette works with Alstair and Regal), or a small grenade launcher (any type that she is holding)*.
*For the last two, it is loaded via being cracked open like a sawn off and revealing the chamber. The musket style is loaded like the fletchette rounds with Alstair and Regal while the grenades are slotted in together with the sabot from the cracked opening.

Cross System: The Cross System is named so because of what it looks like, a cross. Along the main vertical beam is its main weapon, an inbuilt machine gun. The shorter vertical piece contains a rocket launcher. The horiztonal beam contain the ammo for each of these weapon, with (if stood straight up) the left horizontal beam holding the machine gun rounds and the right holding four rounds with one in the rocket chamber. It has a sling along the vertical section which Kaufman uses to carry on her back or in a side bag style. It's height is just a slight bit shorter than her.

Also along in the horizontal beams are eight pistols. They each hold 10 round of bullets, but these are cheap trash to Kaufman and are "shoot-one-clip-and-discard" guns. Four reside on each arm of the cross. Stashed in the shorter vertical beam are two small hand knives. Kaufman sees these more suited to be used as aapple peeler, but beggars cant be choosers as anything bigger would not fit in the system's packed space.

In order to equip this load out, Kaufman has to drop everything, including Alstair and Regal, her grenades and her saber. Small miscelaneous stuff, she cans till carry, but in terms of weapon, this System is all she can carry. However, she can take out the heavy weaponry such as the rocket launcher and the machine gun and replace them with other weapons and be used as a storage space.

Vehicles -
As a Sky Hunter, Kaufman has a wide range of vehicles available to her. Some are more private while others are large fighting ships.

NOTE!: These vehicles will not make an appearance in other rps unless it suits the tech and surrounding of the rp and i have permission from the rp host. These are for MY own rp world that i will create someday.

Nieva: Nieva is a Tsunami Class Troika Motorcycle. The facatory model already had incorporated extreme suspension system which allows the bike to take greater falls which equal longer air time. However, as a Sky Hunter and marauder, the norm is not acceptable. Kaufman's crew has seen to it that Nieva is anything but normal.

An intergrated jet boost propulsion system allows it to further extend on the suspension system. With the onboard computer, piggybacked satellites and sensors, Nieva is able to calculate distance and propulsion needed for extreme jumps across large distances. This is done via use of ship propulsion fuel cells during the moment before the jump, something akin to Nitrous Oxide, but like Nitrous Oxide on Nitrous Oxide. With the improved up suspensions, just before the jump, the rear arm and fore suspensions will spring, effectively jumping the bike whilst going overload with the engine and stabilising fins (on longer jumps) shoot out along the side skirts. This will continue for the first half of the jump until it reaches its arching peak. As it dips back down, the engine revert back to normal propulsion and at the last minute, the stabilising fins will retract as it lands.

Even with computerised calculations, not all jumps are successful. The farther out it is, the harder it is to succeed. Kaufman uses this bike on roof top chaces and intership jumping.


Syberia: Syberia is her own personal flyer. It is used for stealth infiltration and quick assaults on enemy ships. As a top tier Sky Hunting band, her group possess the best of the best. Syberia is capable of performing tight turns and maneauvers not possible with the lower tier groups. Due to the use of the VTOL- Jet propulsion system, there is no need for the jet to actually fly at high speed to stay in the air and also enables it to perform tricks such as mutliple quick barrel rolls and 180 degree flip with the ability to accelerate and move in the opposite direction with only a second lag.

Running along its nose, Syberia mounts two heavy anti-ship Gauss cannons and have two heavy chain gun bracketting the cockpit. It also has a rack of missiles and rockets which are tucked into the fuselage.The ship itself is deadly silent. Add it with electronical stealth system and slight limited, timed optic refraction, the Syberia can easily penetrate enemy airspace.

Shiva: Shiva is the capital, and only, ship of the Lightning Valkyries. Unlike the junkers other lesser guilds traverse the sky seas in, Shiva is a state of the art ship, with luxurious interior and exterior design with creature comfort and space. However, under the elegant and classy look are enough armament and armour to engage almost any military class ship in combat and probably outrun anything, of the same weight catagory, flying. It has a large hangar bay for its small ships and like the ship it holds, contain a wide variety of electronic warfare and counter electronic warfare equipment.


Abilities -
Ricochet shot: Depending on the surface available, Kaufman can shoot ricochet shots. Larger caliber weapons can ricochet off hard, tough surfaces, but not off softer surfaces whilst her main weapons, Alstair and Rengal can rcochet off pretty much any hard surface (eg: Plastic, wood, asphalt etc). These shots are weaker and slower than a normal shot as it loses its power in the bounce.

Force: Something Kaufman made up on her own. Through trial and error, Kaufman has linked her shield energy to her neural implant. This means she can control the concentration of the shield to a particular area. This meant that one area's physical defense incrases, but leaves the other area open. Force, however, is an offensive maneauver. After getting up real close to her target, being closer the better, Kaufman can retract all her shield to one central spot on her chest and at the last second, explosively expand a frontal chest shield outwards as far as possible. The instant force from the exponentially expanding shield acts as a massive blunt force trauma, usually throwing the person afar if done chest to chest. The heavier the person, the less far they would be thrown.

Since shielding has a limit to the strength of trauma it recieves, by using it as a bludgeon, the shield will be overheated as if in the same situation of receiving too many blows and will require recharge like normal.

Overkill: When equipped with all her guns or just the cross system, her neural implants will hit overdrive, where all her movements become signigicantly faster, in which Kaufman will draw her weapon and empty everything before reholstering it and taking out another, repeating the process. With her reaction and speed in her attack boosted, the assault resembles an attack from a whole platoon of soldiers, with the wave of bullets chewing out anything caught without cover.

Due to it using her neural implants and boosting her brain to a large degree, Overkill can only be used about two to three times a day. After that, it will start to put strain on her brain. She has trained it to be sustained until all her guns are empty, or around ten to fifteen seconds

Pinpoint: On the opposite side of Overkill is pinpoint. Still using her neural implants, her brain will be kicked into overdrive. However, a different area is stimulated and thus, a different reaction than overkill. Time seemingly slow down for her, but it is in fact, her whole nervous system and all, speeding up. With her original quick reflex, her nervous system sends out its signals at a tighter and faster speed, making everything seem slow. Physical strikes are slowed down enough for it to be dodged completely. Bullets, however, if shot in a straigh trajectory front on at her chest, will only give her enough time to move enough to not hit a critical area, like the arms or some armoured area. It is a defensive move to block imminent deadly attacks. It can also be used for extreme precision aiming.

Again, due to it using her neural implants and boosting her brain to a large degree, pinpoint can only be used about four to five times a day. After that, it will start to put strain on her brain. Through training she can sustain it for three to five seconds

Magic -

Kaufman has zero magical abilities.


Other Skills -
She obviously in proficient with driving an airship of any kind and pretty much any vehicle. She can also hold her own in drinking, an avid gambler with decent skill and a brilliant mechanic.

History -
Kaufman as born on the floating mega city of Citadel in the Commonwealth of New Venezia. As one of the major powers of the world, Citadel held an important position as it was the main military hub for the Commonwealth. Here, Kaufman and her friends wandered everyday, spying on the military and their training. Many times, her friends all considered joining the army

However, as impressive as the army was to many, Kaufman held much interest in Sky Hunters. She knew that being in the military would be a new and exciting experience, but she also knew the amount of regulations and red tape that came with it. Instead, she dropped her citizenship at twelve and joined a Sky Hunters Guild, the mighty "Thor's Hammer". There was initial opposition from her mother, but her father, a former Sky Hunter himself, finally allowed, seeing that her ten close group of friends also will be going with her and that she was joining a reputable S class guild.

Throughout the next few years, Kaufman gained the skills needed to live, even going beyond, showing leadership and talent for the type of works that Sky Hunters receive. It was in her sixteenth year that she decided to leave "Thor's Hammer" and with her ten friends as the core, began the "Lightning Valkyrie". The start was harsh, with many opponents against the young guild. Through luck and several daring and extremely dangerous gambles, they shot from an E class guild straight to B class.

Their final stretch to fame and repute came from the military, where one of her childhood friends offered jobs to "Lightning Valkyrie". Due to the heavy border skirmishes with the neighbouring country, Valencia, guilds have been drafted into a fleet of freelancers to supplement the lines until reinforcements arrived. When they arrived, the border skirimishes turned out to be more like a mini war than small fights. In the following few days, Kaufman led her Valkyries through the thick of battle, downing as many ships as possible through superior speed and tactics. Eight days they lasted before they were relieved.

Due to their extremely good work, Kaufman gained the favour of one of the mightiest military power and was liased with her general friend. It was through this connection that they managed to get their ship Shiva, although in its most basic state. With such powerful allies and fame, it didnt take long before the "Lightning Valkyries" hit their current SS rank. As of now, through trawling the sky seas all over the planet, Kaufman managed to build up an elite force of Valkyries, change Shiva to what it is now and acquire technology and weaponry far superior to the standard of the world. Till now, Shiva still remains out in the open sky, flying to where Kaufman wills it to go.

 
Last edited:
Personality -

I'd like a little expansion here.

-How is your character around friends?
-How is you character if alone and bored?
-How is s/he if insulted by someone larger than him/herself?
-if someone accidentally trips and spills a mug of water on you char, but apologizes after, how does your char react?
-What look does your char have on the following:
|-Killing the innocent.
|-Killing evildoers (bandits and the like).
|-Killing in self defense regardless of the person.


Any energy drain associated with this ability?
 
i added a huge chunk to the personality part

As for the ability force, i've made it that every time it is used, it has to wait for the shield to recharge.
 
Code Nine [Amaya Kuugen]

Finished! Seriously, she was meant to be a supplementary character for Kaufman, but it turned out i spent more time and effort than on Kaufman

RED are changes
Orange is new changes

ORPG/URPG


Name –

Amaya Kuugen


Title/ Moniker

Zero Nine,Wraith, Amaya (Known only by select few) Kuugen, Nine
(Name known to others)

Alignment

Chaotic Neutral


Race

Human

Gender

Female


Age

24

Job -(Needed so you can understand what i talk about later)
Sky Hunter: Specialises in black ops.
Sky Hunters are what civilians sky farers, who live off the sky and have sky ships as their home, whether they be good or bad. All Sky Hunters lose civilian rights of whatever sky city they come from as they cease to be a permanent resident. However, instead, they form a client relationship, usually being employed on tasks that are easier left outsourced.

The typical bad hunters
(referred to as raiders) live up to their names in being raiders, pillaging and robbing sky settlements and passenger crafts, pirates. The "good" Hunters retain the name of Sky Hunter, and are those that are more so adventurers that fly around, sort of like a guild, mostly accepting requests from settlement councils and such, sometimes acting as mercenaries and militia forces. They also sometimes act as vigilantes, taking out the raiders and occasionally, raid opposing isolated military outposts. Even though they cease to be citizens, most Hunters retain a sense of national pride to their original home.

Sky Hunters all have ships of their own that they call home. Solo Sky Hunters are rare as they rarely last long in the hostile air. "Guilds" as the public has dubbed them, are sorted through grades, regardless of their morality, from E, D, C, B, A, S to SS.
Kuugen is a leading member of the Dark Sky Hunter guild, Shadow Schneider, another SS ranking Sky Hunter group.

Although being nefarious and infamous, Shadow Schneider is still a Sky Hunter guild rather than being Sky Raiders as it does not pillage nor plunder. It only performs more shadow quests and darker jobs. It is another top tier group, though still below that of the Lightning Valkyrie in terms of skill and technology. What they lack in finesse, they make up in numbers, brute strength and a fleet of ships. Not all members of the Shadow Schneider fits its brute strength and barbaric category.
Appearance(NOTE: Even though you do know what she looks like, in all rps, unless stated otherwise, her face is unknown and covered.)
No one outside actually really knows what Kuugen's own face looks like without anything. In fact, not even her own comrades know. Her face is perpetually covered and hidden from view, either obstructed by her hard mask, paper mache mask or even the deep shadow cast from her hood. For those that do know, they are either dead already or someone of importance.

Anything eye and above is always shadowed and unknown to most. For those that do know, her face is almond in shape with a pale complexion. Her eyes are almond shaped and shine a bright mix of fierce ice blue and emerald green which is even visible with her mask and hood shadow, almost like a beacon. It gives a sense of abnormality due to its sharpness in colour and brightness, making her give off a sense of danger, lethality and coldness. Her nose is slender and comes to a slight point while her lips are a bit thinner than most women and are a shade of pale pink with a strip of red on the bottom middle lip. At the bottom of her left eye is a beauty spot. People judge from the way the skin mask hugs her face and her lips, that she should at least be a pretty good looker and would ab a slight understatement.

Her hair is raven black and is relatively long with a fair amount of ornaments. When left, it will reach the small of her back. She groups a small bunch of her hair at the back on the right together with cylindrical hair ornaments
(really don't know what they're called.). Her fringe comes around the side of her head. It does not cross in front of her face like most fringe, but part to the side so that it does not impede her view. It grows over her mask and reaches her jawline. Similarly to the back of her hair, the left fringe is grouped together with cylindrical hair ornaments so that it stays together.

Unlike the hard mask, the paper mache mask is much lighter and thin, almost paper like, albeit very stiff and tougher. It is a half mask, leaving the lower face and forehead, where it reaches down to the middle of her nose. Despite still showing much of her face, no facial emotions can be seen from her as she doesn't show it. It is white base with the details in black and gray with the feathers retained along with a crystal at the top, underneath the feathers. Its colours are the same as her eyes. Oddly, even with her rigorous lifestyle and her hood, the feathers have remained undamaged and fine after all these years. Due to its thin width, it can still be worn with the hard mask on top. Where the eyes look through, when worn, a thin holo-screen that appear to be an almost transparent light blue would appear with darting thin horizontal lines as if a computer screen with scrolling words. This only has one fuction and that is to link up with her neural implant sigils and increase her vision from 145 degrees to 175 degrees.


Very much like Kaufman, her body is trained for the lifestyle of a Sky Hunter. It is lean, springy and tough for the constant action and fighting. Her height reaches 168 cm tall and weigh in at approximately 56 kg. Although she does not possess a titillating body with extreme proportion, her figure is perfect and balanced, something attractive without ridiculous sizes. Similarly, Kuugen has two implants as well. At the same position on the small of her back, Kuugen has a strength and muscle augmentation rather than shielding. It is shaped in the form of a crystal, ice blue, circular LED light with a black sun tattoo around it. Her neural implants
(left, without mask, right with mask)are also on her face, but are in the form of two sets of triangles. Each set consist of one small and one large triangle, with the smaller one just above the eyebrow and the larger one below the eyes. The ones below the eyes reaches just below the cheek bones, showing even with the half mask on. The smaller ones are also slightly visible as it pokes a bit above the mask. However, with the feathers, this is obstructed slightly. When her implants are stimulated, white electrical lines run through them, just like the one with Kaufman.

Attire
(Refer to Appearance image)
Contrary to her secretive face, Kuugen's attire show some decent amount of skin.

Top: Her top exposes her stomach and a great portion of her shoulders and is more like a vest than a top. It is a dull, metallic navy blue. It has a collar which has long tips. It then comes down like a tank top from the front, her neck exposed, showing her choker, before it comes to a V at her chest whilst it then curves around her lower sides and meet at her lower back. She wears lace underwear which aren't exactly covered by her top as it only comes together at a V at her lower ribs and is relatively low at her back. At the base of the top are a bit subtle frills. Wrapped around her lower torso on top of the top is a brown belt with a maroon middle, wrapped twice around her.

Arms: On her arms are arm covers. Underneath at the bottom is a lace cover that reaches from her lower biceps down to her wrist before it narrows down on top of her hand to her middle finger, where it has a loop to hook onto the finger. On top, is a metallic navy blue cover which opens up at the wrist before reaching just below the end of the lace cover.

Legs: Her lower legs are covered with several pieces of clothing. The first is a short skirt the same colour as her top. Underneath is a black lace stockings which is covered by a knee high navy blue boot heels. Around her waist are two pieces of clothing that cover the back and sides of her legs, leaving the front open. One is held up by another brown belt, similar to the one around her torso, slung horizontally on her waist, holding the left clothing while the other is slung diagonally across her waist. It is a dark brown belt, albeit larger, holding the right clothing. On all her navy blue clothing, the flip side is maroon with a gold patterned border.

Cloak: She has a dark navy blue cloak which she uses to cover herself. It is short, only reaching the top of her boots. Like her other navy clothing, it has a flip side where it is maroon with gold borders. With its deep hood, it usually covers Kuugen's face.

Hard Mask: Her hard mask is completely white bar the design on its right cheek. Unlike her face mask, this is made of much stronger material and is almost like a helm. It is made so that it angles outwards, giving it enough strength to take a sword strike to the face without cleaving through, though parts around the area where it was struck would break apart immediately. After another two or three strikes, the entire structure of the mask collapses and then, it falls to pieces. In order to allow for the feathers and the crystal on her face mask to be shown, it does not cover the forehead, but V down from the side, starting from the temple down to just between her eyebrows.

Armour

Kuugen cannot afford to wear any extensive armour due to her number of weapons, nor does she really need it. Her hard mask is one piece of armour in a sense that it protects her face. Another is that her stocking is made from a tough, metallic, fine mesh, good enough for turning arrows and knife strikes to a certain extent. she also has a similar vest underneath her blue vest. In addition, she has shin guards in her boots and forearm guards hidden in her covers, but are hidden. Other than that, she holds no other armour.

Personality
Cold and professional, perfect for her line of job. Kuugen speaks very little. She tries to get through with the bare minimum of speech as a rule of thumb, but rarely does this occur. As a result, Kuugen is blunt, straight and unflinching in her comment. She does not flatter nor show any emotions of being overjoyed or happy. If something good happens, she may respond with a satisfied nod or a short "Good". As an assassin, her view on herself is that she is a tool. She is controlled by the one that wields her. If she is to do something immoral or completely wrong, then she may say a short one line prayer for those that become involved, but will still finish the task.

Due to her introverted nature and her job, Kuugen does not have many friends, if any. She cares greatly for orphans and are the only people she shows any compassion or any emotions of pity or joy. However, she has only a small group of people which she would call friends and would open up a little bit and be more relaxed, maybe even crack a rare smile from time to time. (
So unless i start the rp or say otherwise, we'll leave it that she has no friends). Everyone else would at most be allies. To allies, her normal personality applies. Cold blunt and professional. Kuugen is in her prime when she is alone. Being without anyone dies not affect her in any way and in fact, she prefers it that way so that there is no interference from others.

Again, Kuugen is a professional. Her emotions are well tempered and controlled. She is not prone to emotional outburst of any kind. There may be a tiny spike in her emotions but that is it. If she was insulted by anyone, she could either ignore it, beat him up, critically, or kill him. The first choice is one she takes very little as it undermines her reputation which is crucial to her life. The second is the most taken path, usually with brutal efficiency not found in bar fights, but in spec ops. The final option is taken when it is directed at something she holds dear or that he stands in the way of her mission. It also can be used as an example. Kill one to warn many. Not done many times as her reputation now already is enough, but there are always those that are foolish and require her to remind them of their place.
She is also not a brute or unreasonable. Accidents do not cause any form of response. At most, she might look at what happened, brush it off or clean it a bit, and continue with her life. She is not a sadist that prey on people. When they apologise, she gives no response bar when she looks to see what has happened. Her chilling eyes and her unreadable face further gives off a sense of dread and coldness, causing fear of retribution which usually never comes. If something is insignificant, she does not react too much to it.Sometimes, working in a Dark Guild, her jobs may kill civilians and evil doers alike. Kuugen has no feeling to either. She would not kill an innocent for no reason. Only if they stood in the way of her mission and when she does, she says a short one line prayer for every person killed on the spot. If it is too large of a scale, then she would spend an hour or two reciting one of the traditional long death prayer after mission in her own private altar. If avoidable, she wouldn't kill civilians, as it may cause damage to guild reputation and her own. She seeks to be feared as a professional and skilled assassin, not a senseless murder (I'm sure you guys know the difference. Assassins have codes of conduct and a single target. Murderers don't. They kill indiscriminately). All in all, there is slight pity that they died, but no lingering guilt. If they provoke her enough to earn her blade, then she believes they deserved it. There is no pity.

Bandits and evil people are the same, but Kuugen does have a higher moral code than most of the Shadow Schneider members. She detest those that prey on the weak and kill for pleasure. There are times where she may be called to do similar actions (
very rarely as her cost is extremely high to be used to kill a peasant), she detach herself from her human reasoning, turning herself into a tool, rather than a human being. Should these evil people get in her way, she kills them with no pity or hesitation. There are times where she will not intervene directly, but nonetheless, she may assist indirectly, if ever so slightly.

Anyone that draws a blade or gun against her should expect to come out badly mauled if not dead. Should it be small and petty like a bar drunk, she would not bother dirtying her blades. Bounty Hunters and mercenaries, she dispatch completely as they are a direct threat. Again, if it is a civilian, depending on her mood, if she is normal, then she may let them live with heavy wounds that aren't critical. When she is in a stormy mood, she would critically wound them, still giving them a chance, or just kill them outright. By raising a weapon, they should well know that they risk their lives.


First Impression

Everyone's first reaction to her entering any place is silencing of the crowd and to give a wide berth for her as she walks in. Everyone gets a cold, merciless aura around Kuugen and the fact that they cannot see her face and her darker clothing plus mask gives people the chill. People try to avoid contact as they fear that they might anger her and earn her wrath. One look can tell she isn't the person who would tell you the time, nor stop for a pleasant Sunday talk. She looks for you, you know its not going to be particularly pleasant. For those that aren't easily intimidated, they at the very least, give her her due respect and not cause trouble, working on the principle of "you don't bother me and i won't either"


Strength

Kuugen is a powerhouse. Before her augmentation, all her "attributes" were already rather high, especially strength. After the augmentation with the strength implants, her blows feel like sledgehammer slugs. Her frame naturally lends to her ability to use and transfer extremely efficiently energy from movement to allow powerful hits and strikes, negating the need for excess muscles. Her implants further enhances this and fills in the strength needed to carry her assortment of weaponry.

A short three to five hit combo can down almost any medicore opponents. Untrained or unprepared people can even go down with one strike. However, with those more well versed in combat and with experience more precise and number of hits are needed, boosting to twelve-fifteen direct solid hits.

Even without the implants, her muscle and frame allowed her to move in incredible motions and moves and let her throw herself further. With it and her timing, the sky's the limit, being able to almost jump of surfaces repeatedly like a ninja, although this is limited to about three to four jumps.


Vitality --

Even with the natural strength and implants, her frame still does not allow her to take too much damage. It lacks the bulking armour-like muscles and only her hands, arms, shin and feet are trained to take hits, and only after getting in a correct position. Anywhere else, it is only going to be a short while until she goes down.
Kuugen had opted for strength over shielding. Her defense, however, is based solely on never allowing the opponent to hit her. Namely, it is with parrying, block and counter attack and grappling. If it does come down to taking a hit, her frame assists in moving so that minimal damage is taken. Still, even with that, she would not be able to last under a constant barrage of hits in a short period of time. Against magic, 6 light spells, 4 moderate spells and 2-3 heavy spells can take Kuugen out. As she has no shielding, her normal defensive tactics have no effect on magic and she would have to dodge to survive against magic attacks

Speed

Kuugen is weird in that she is insanely fast in some cases, but only above average in others. Her running speed is above average amongst Sky Hunters, capable of hitting 38 kmph in 3 seconds, a high speed of 47 kmph in 6 seconds and a short burst of 56 kmph for 3 seconds after a build up of 8 seconds.

As the style of fighting in her universe is based heavily on guns and quick actions, her ability to move is extraordinary.
Sidestepping is even more crucial to her than many others. Her participation in high risk operations without the advantage of shielding mean that she needs to be able to sidestep more efficiently than others and be able to block and dodge better than others. (More in fighting style).

Attacking speed is in the swing of her blade, the throwing of a knife and the movement to a perfect striking position. Unlike almost the majority of the people who populate her universe, Kuugen relies very little on firearms. Her main weapon are the blades. Her drawing of the blades are godly, able to be drawn in the period between the beginning of pulling the trigger to the firing of the gun and block it. Her main defensive move is the generic sidestepping of attacks, but also, her ability to block bullets with her blades. That is the speed of her strikes. if it is a small battle of 10 or less B grade Sky Hunters, 5 or less A grade or 1 S-SS class hunters, she can block any shots fired from the front at her, allowed by her reflex and sight. Constantly blocking with her blade does drain her more than usual, reducing all her stamina by 5 minutes, with the exception of her fastest speed, which is hlafved to 1-2 minutes. Her attacks are slower, but more refined and deadly. She is capable of raining down blade strikes like an automatic gun when one gets within her attacking range, forcing her opponents to gather range.
(More in fighting style).

Stamina

All Sky Hunters have astounding stamina, all originating from the vigorous lifestyle they live in. At normal speed of 38 kmph, she can run for 2.5 hrs. At 47 kmph, this drops down to about 15 minutes and at 56 kmph, this further goes down to 2 - 4 minutes.
Constantly blocking with her blade does drain her more than usual, reducing all her stamina by 5 minutes, with the exception of her fastest speed, which is halved to 1-2 minutes.

During combat, her stamina is about average, lasting about 13-18 minutes if she takes it easy. However, with the hectic style of movement battles, this is not often, so her combat time is around 8-12 minutes.

Reflexes

As said above, her reflex is phenominal. With her perfect eagle eyesight, she can pick out twitches and movements of people that are going for their weapons. If it is then confirmed that they are going to draw, then she would draw her own and would almost seem like both Kuugen herself and her opponent drew their weapons at the same time. Those with equally high reflexes and good sight may notice the fraction of a second lag between them though. Implanted and assisted with her mask, her almost instant reflex applies to anything in her 175 degree vision.

Anything past her field of vision, her reflex deterioates the further it goes behind her head. She does not have the luxury of the overhead battle map and sensory enhancement that Kaufman has chosen, even with her naturally sensitive senses, her out of sight reflexes are inferior to Kaufman, being only able to pick up noises 4 meters to her sides and 3 from her back. The bang of a gun beyond these distances is pretty the moment she hears the noise. Most likely she would be unable to dodge in completely and get hit if it was on a direct path to her upper torso.

Fighting Style

Whereas most Sky Hunters live by the gun, Kuugen live by her blades. Although profficient with guns, but they are secondary and while she holds deep respect and care for her blades, her guns get a more detached and tool outlook on it. Her main fighting style is with short length bayonets and blades in close quarter combat. This is highly dangerous as the world she lives in, the gun reign supreme, but it also have a big pay off if one is skilled in CQC and getting in close. As most people depend too much on guns, once inside their arm range where they can no longer poin straight and shoot at the enemy, they become extremely vulnerable and weak. Kuugen is a master at that.

Water movement is the skill which enables Kuugen to survive on the battlefield of guns. It is the skill in moving while appearing to not move at all. It is all in the smoothness of her movements. Her walking/running seems to be as if she is gliding and even when she jumps, wall runs, slides and do rather flashy movements, her body seemingly doens't move at all. She is so smooth that she appears to move like a wraith. In addition to being smooth, she is incredibly fast, closing distances with superior speed, whilst sidestepping to avoid being shot. In a more normal situation, many seem to think she disappears from one spot and reappear closer everytime even if they keep their eyes on her. Add her movement with her dark clothes and relatively large cloak, the fear factor also assists in battle.

Getting close is one part of her style, once she is close enough, she would then begin to get inside and under their weapon range. For a gun, it is past the optimal gun position where a person can shoot comfortably while for a blade, it is within the are where the person can swing or attack comfortably. In basic sense, the closer the better. Also, Kuugen avoids attacking straight on, preferring to attack low to up high or high downwards in 360 degrees. By doing this, she makes it hard for the person to attack her properly, where the person has to change shooting position to point inwards at himself to get at Kuugen while swords people have to move back in order to be able to swing or strike at kuugen.

Lastly, when attacking, Kuugen has a lot of choices. She can either impale the opponent with heaps of bayonets in a flurry of strikes, single strike kills with a single blade, assassination kills with hidden blade, push dagger and etc, shoot them from up close with her high caliber weapons, cut deep and wide with her larger blades or destroy limbs with devastating melee strikes. It all depends on the situation and her whim. Her style concentrates on massive amount of damage in one go. Once a strike connects, what follows is either a whole barrage of attacks or a single critical death strike. It depends if it is a high profile kill or low profile. For higher profile kills, she would use her bayonets to literally skewer them in an overkill fashion, or use guns, her large blades or melee moves that are more obvious. Low profile kill will resolve to using her hidden blade, push dagger, melee stealth attacks and single, precise bayonet stabs.

Her defense is unique. Using her neural implants and natural speed, reflex and hand eye coordination, Kuugen can often sidestep with ease against bullets. Her eyes and mind can pick up fast moving objects easily and enable her body to react accordingly. As a result, deflecting and slicing bullets is second nature to her as well as blocking strikes. However, her hyper reflex, speed and coordination can become a disadvantage at some points, meaning that when certain tactics are employed, her cracks in the armour would show. Bullets are predictable, due to their straigbht line trajectory. However, swords and melee fighting is different as sentient and organic beings are not as predictable.
(Since she seems to be rather powerful, i'm giving hints as to how to defeat her. Still people will still have to work it out exactly. If you need me to specify, ill PM you. I do not wish to put it here as then, everyone would know how to defeat her.)

Weapons

Kuugen has a wide range of weapons to take. However, there are some that always follow her while others that are interchangeable. Although she has a great armoury of guns, she only ever brings one set.

Hidden Blade:
This blade is always on Kuugen. With one mounted on each wrist under the long arm covers, Kuugen is always armed and dangerous. With a loop strap attached to her ring finger, Kuugen can easily extend and lock it for use or retract it back, all with a flick of a finger. It has enough force in its extending spring to puncture through leather material with ease. For anything tougher, it has to be extended before use. Despite being made with the highest quality, these aren't the best weapon to depend on. They are relatively short and although sharp and strong, should be used in tandem with her melee strikes.

Boot Weapons:
Her boot has 2 pair of weapons in it. A heel blade and a toe knife
Toe Knife:
Kuugen's boots aren't just a fashion statement. They are another one of her self defensive/ assassination weapons. Inside contains two weapons, four in total for the pair. At the sole of the boot near the toes is a retractable blade which when a certain spot is depressed in her boot, the knife will shoot out like the hidden blade. Again, its spring strength and its toughness is rather strong. However, like the hidden blade, it is best used in tandem with her melee strikes and her hidden blade.

Heel Blade:
The heel blade is a retractable blade that runs parrallel with her achilies tendon from near the base of the heel to around five centimeters above the ankle. It resembles more of an axe blade than a sword blade as it's intention is not for precise stabbing motions, but for slashing motions performed in arching kicks. Also, it is not an assassination weapon. Instead, it is one for her more high profile fighting style, used to complement her strength and to make her more deadly than already is. Similar to the Boot Blade, when a certain area is depressed by her foot in the boot, the blade will spring out. The springing action is just to make it pop out and is much weaker than that of the Boot and Hidden Blade, which needs some piercing power.
Push Dagger:
These small, palm sized, spade like daggers are another stealthy weapon. Despite being small, it is quite capable of slashing and cutting, although these will be somewhat supericial unless it is across someone's throat. To do the most damage is to stab them with it. Despite not being long, it is long enough that in skilled hands, can be aimed to puncture deep into people's organs. The knife can easily puncture lungs, pierce deep enough to the heart and big enough that if stabbed repeatedly in a small circle of area, would cause severe damage. These daggers are for against weak or unsuspecting enemies as its use in frontal combat is limited. That said, it is also usable in tandem with her martial fighting style. She holds four of these little knives, one at the top of each boot, another hidden in between the belt and the clasp of the large brown belt and the last, behind her neck, holstered in a sheath that is attached to her choker.

Throwing Knives:
For a more silent ranged approach, Kuugen has these relatively disposable throwing blades. These can be either thrown by hand or sprung shot with her Hidden Blade.They are hiltless, bar the eagle etching designs on it. However, any blade of similar size would do. All that is needed for it to work with the spring system is have its hilt removed. Otherwise, Kuugen can hold six of these knives. At the base of her vest where there are frills, she has two sheathes for her knives on both sides, equaling to four sheathes. These flat blades can be stored there unseen and out of sight. The other two are stored more openly on one of the smaller brown belts across her lower chest. As melee weapon, they are close to worthless.

Diamond Wire gloves:
Never permanently on her hand, this pair of gloves are stuck hanging, tucked into her left waist into her belt. It's main form of combat is with the diamond wires which she can, with wrist and finger control, grasp onto anything or lacerate, even cleave through objects if several wires are used. That and the metal finger tips that the wire come out from. These are pointy and sharp enough to act as claws, though she hardly uses it for that purpose. It is a mid ranges weapon, capable of attacks from close to moderate distance. Kuugen uses this mainly for moving around high rises and between objects with large gaps (Kinda like Spiderman), and as a supplement with her bayonet attacks. With the ability to grasp onto things, she can retrieve her bayonets easily. One disadvantage when using this is that it obstructs the hidden knife. Both are still operable, but each weapon gets in the others way, so Kuugen always keep this hanging on her belt.

Twin Monomolecular Shortblades:

Kuugen's workhorse. These short machete like blades do most of Kuugen's fighting. Both around 75 cm long, they hang openly on her waist together almost vertically hanging on her right side. It does lean a bit so that its handle points forward. The most interesting aspect to these two weapons is that it is not sharp by itself. The monomolecular system is a system where a thin, 2 mm edge of blinding fast molecules rotate around the blade edge, almost like a chainsaw. However, unlike a chainsaw that rotates all around the whole blade, the thin molecules run along the main blade edge, but enters back into the molecular tunnel just a few centimeters down the spine of the blade. This tunnel follows the curve back towards the beginning, being put through the accelerating system before being shot out once more. If one listened really closely and concentrates, they may be able to hear the slightest of hums of the rotating molecules. It is a rivaling system of the energy system. However, it is slightly behind in terms of innovation and technology, but is somewhat equal in terms of combat efficiency, capable of clashing directly with an energy blade. The only issue is that is slower by a fraction to cut through certain hard objects. Where as the energy blade will be able to cut through a wooden post with ease, since it is similar to a chainsaw, there is a 0.25-0.5 second delay in terms of time needed to cut. Whilst insignificant, it is a lot in battle. When turned off, the blade turns into something like a machete, with a bit of a dull edge. Still capable of severe damage, but its not a sharp blade.


Bayonet Skirt and Cloak:
The Bayonet Skirt and Cloak is Kuugen's signature "weapon". It is used as much as her twin blades. This takes up half her standard load out weight Her lower leg covers, "the skirt", and her cloak have multitude of cloth loops in which can hold bayonets/knives and the like. Unlike all the other blade users, who go for the large, intimidating swords, Kuugen prefers the small blades or weapons, as she prefers finesse, efficiency and stealth over brute strength and intimidation. She has a few that she always keep due to them being extremely well crafted Crafted next to it are special). The others are pretty much disposable and are mass manufactured. In total, she has fifty bayonets. Twenty on her skirt and thirty on he
r cloak.


Skirt:
Arimoto - 47 x2 (Crafted) 45 cm
Bajonetta x2 (Crafted) 50 cm
Sawyer x2 (Crafted) 45 cm
Hisashi - 99 x2 (Crafted) 40 cm
Niltz Messier x2 (Crafted) 50 cm
British SMLE x5 45 cm
Neimberg Troiker x5 35 cm
Cloak:
Magnio Kroa x5 35 cm
Type 24 x5
30 cm
Mita x5
35 cm
SS Speziell x 5
30 cm
Rungar Moar
x5 40 cm
Ordinance mk7 x5 45 cm


Interchangeable: One of these can be carried along with her standard load out. Speed reduction will apply with certain weapons.For those with speed reduction, if she leaves one of her standard load out (Twin Monomolecular blade, throwing knives, knives from skirt and cloak) weapons, then the speed reduction cancels. All except the Anti-Airship Rifle.

Heavy Combat Monomolecular Blade: #2
This is a larger version of Kuugen's Monomolecular short sword. It is around 110cm long and operates pretty much the same way as the short sword. However, It is a hand and a half blade, meaning it can be held with one or two hands. With its bigger size, it has eliminated the slight delay and can match the energy blades equally, only losing in size. The blade has a sheath, but it is slung vertically on her back, hidden with her cloak and clothes. The handle does not protude above the collar, nor does the end poak out from the cloak. It is completely hidden as long as she stands or walks. Only when she bends, does its rigid frame lift the cloak as it edges flops around the shape of sword. Due to it being relatively light, it has no weight penalty.

Duel Submachine guns:
These two guns are what she usually carries. It is relatively light and good enough for any job that requires some firepower. It is simple and effective. Both have x2 scoping linked to her mask, calibrated with a motion sensors in the gun. Both shoot the .45 ACP round, with each gun holding a 30 round clip. Although slightly long, it is relatively thin, thus it is holstered under her arm with a pair of holsters that are set onto her sides at mid torso. Due to light weight, there is no speed reduction. Her typical ammo count she carries is 5 clips with one inside each gun, making 300 rounds on hand.

I.C.W.S Semi-Automatic Main Battle Rifle:
This is a battle rifle that chambers the 7.62 x 63 mm round. It is a precision, middle ranged combat rifle that fires in semi automatic fire. When accompanied with its 2x and 4x scope, Kuugen can fire off a volley of highly accurate shots with its 25 round magazine. It's scope comes equipped with a laser sight and distance and wind details, making it easier to make long range shots. This is the most normal of Kuugen's gun as it is sufficient as it was. There was no need for any major upgrading of it. It is slung across the front of her chest below her breasts where it hangs. It is in a perfect position to let her hand to rest on too.
It is designed to be used as a primary weapon, therefore it is light and strong, meaning there is no weight reduction when equipped. She has five clips with one in the gun, totalling 125 rounds.

Close Quarter Combat Shotgun:
These shotguns are unique in that it has a shortened barrel, fluted body, a small grapple cannon and foldable parts making it possible to be holstered on large thigh holsters, which Kuugen uses. When folded, it reaches from waist to just above the knee and when extended to its full size, it is about 65 cm long. It instantly extends when it comes out of its holster, making ready to fire by the time Kuugen has it in firing position. They are automatic, depending on the trigger pull and are loaded with a magazine clip, slotted just in front of the trigger, that holds eight 8 gauge shells. The barrel and muzzle are made to compensate for kickback through positioned gas releases, making it possible to dual wield these small shotguns. The small pike is a grapple that can be fired over short distances. When one is equipped, there is no speed reduction, but with two, her speed drops by 5 kmph. She has 6 clips for both shotguns, and when added to those already loaded, she has 62 shells.

Light Machine Gun:
The light machine gun is a light magazine fed machine gun chamber the 7.62 x 39 mm round with a magazine clip of 50 bullets. The integrated red dot sight pops up when motion sensors sense it is in position to "look down the sight", with the frontal camera showing the view in front with a red dot. However, only one can be sighted at a time, so the other eye sees what she usually sees. To the untrained, this double focus can cause nausea and dizziness. These are too big to be holstered, but instead are slung across her back so that they hang at the back of her waist. This weapon is heavier than the SMGs, but when one is wielded, there is no speed reduction. However, when two is wielded, all speed drop by 5 kmph. In addition to those loaded, she has two extra clip each, reaching 300 bullets.

Tactical Grenade Launcher:
The twin grenade launchers looks a lot like shotguns. It is a semi automatic weapon and is magazine fed with four rounds with one in the chamber. It has a shortened barrel and stock, making it possible to be holstered on large shoulder holsters that reaches from under the arm down just past the waist. Usually, one is used at the time, but both can be wielded if large areas needed to be saturated with fire. With one launcher, there is no movement penalty, but with two, her speeds are reduced by 7 kmph. Kuugen carries 16 grenades in total, making it four clips with two already in the gun

Heavy Machine Gun:
The heavy machine gun
loads the same round as the MBR. However, its power is further due to modified Gauss system inside, which uses electro magnets to boost its speed, making the round having a stronger impact with its large hammerhead round. While most Gauss system increases the guns range AND power, the modified system on the HMG is made smaller, hence it is unable to provide for both specs without making it more heavier. Whilst its power is increased, sustained fire over 5 rounds make it a bit inaccurate. Therefore it has three firing speed of single, five round burst and full automatic. The gun carries 200 rounds in a C drum clip. On the top is an ACOG scope, allowing slight zooming capabiliy up to x2 and also comes with a fold bipod. When equipped with the HMG, she is only able to jog at around 25 kmph while firing, 28 kmph when slung. When slung across her chest so that it hangs to the side of her waist, all running speed is reduced by 8 kmph. In addition to her C clip already loaded, she has one extra, giving her 400 rounds to fire.

Anti Material Marksmen Rifle:

The AMMR chambers the 12.7 x 99 mm round with a Gauss system inside. As a result, it is large in size. However, by replacing the ability to fire in full automatic and shoot large, copious amount of ammo, the AMMR increases the power of the Gauss system, which allows the furthest range and penetration power of all of Kuugen's weapon. The rifle is designed purely for accuracy, thus the scope is highly advanced with many information gathering instruments sights. It has virtually no recoil as almost all the gas is used or vented, this allowing Kuugen to keep track of target. However, there is a slight second lull between shots. In a bull pup fashion, the rear magazine holds 10 rounds. Its size is around 125cm long However, due to the advanced Gauss system, running is impeded and Kuugen is slowed by 8 kmph. The gun when not in use is slung over her right shoulder, barrel pointing up. She has 30 12.7 x 99 mm when she carries the AMMR, giving her 3 clips with one in the gun.
Anti-Airship Rifle: #2, #3
This is Kuugen's most powerful weapon. In essence, it shouldn't even be classified as a rifle. The AAR is a gigantic semi-automatic cannon that stands at 175 cm tall, towering over Kuugen. In order to heft this giant, Kuugen has to drop her Monomolecular Short swords and her throwing knives. Even then, it is still hefty. It fires a wide range of rounds from napalm to incendiary to toxic to depleted uranium high explosives rounds. It has a 5 round clip with an extra magazine pegged to its side. When equipped, Kuugen can only move at a max of 10-15 kmph and has to be stationary when firing. The massive kick has been managed through venting and muzzle control so that Kuugen doesn't go flying. However, the kick is still powerful enough to send the muzzle rather high, making constant tracking and hitting anything small consecutively rather hard as each aim has to be readjusted like a long range sniper rifle. To counter this, all the rounds she fire are splash damage ammunition. There is no way to sling this weapon. Kuugen has to hold onto it and lug it around by hand, one on the trigger and grip whilst the other one the forward recess grip. When fired, the back blast often sends her cloak flapping due to the excess muzzle gas. In addition to the pegged clips on the gun already, she carries a spare pegged clip with her, giving her 20 rounds.

Vehicles -
Kuugen's vehicles specialises on single person stealth and speed over attacking power. Therefore, her crafts offer one of the most speed and maneuverability around. The single seating crafts she owns suits the lone wolf style of living. (Again, unless granted permission by RP host, vehicles will not be used unless it fits the
technology level in the rp.)

Drache: #1, #2
Drache is Kuugen's main form of short range transport. Drache resembles heavily brooms witches ride on. However, the one big obvious difference is that Drache fly at jet speed level and is made of metallic composite to allow it to perform the extreme maneuvers that Kuugen put it through. In addition, it can hold onto one of her interchangeable weapons with the exception of the AAR. It stands at 1.85 cm tall and is capable of hovering. The engines are at the rear with three exhausts. One is the central boost exhaust, and the other are the twin wings at the sides which has flaps used for speed boost and turning. The seat is a small curving saddle that is barely wider than the neck itself, meaning balance is critical in controlling Drache. Drache is capable of matching speed with jet fighters, even out fly the standard models, however, the openness that the pilot is exposed to makes it a craft only for the most trained that can withstand the elements, speed of the craft and have the nerve to fly though a rain of lead and fire. It can also be used for intercity or heavy metropolis flight and travel, which Kuugen can fly at low level amongst cars and vehicles.


Combat Jet booster Battle Legs, Lohengrin:
Lohengrin is a integrated jet unit for close air support. This hardly considers to be a vehicle and more like an extension to her legs. Lohengrin, in its most basic sense is like a boot which Kuugen can slip her legs into and allow her jet flight. While Drache is for jet like evasive maneuvers and speedy, smooth transport, Lohengrin is designed purely for combat, for more intense, close heavy battles where sharp quick movements are needed that the streamline Drache cannot perform.Turning and moving is done by positioning of the legs. To turn left, for example, her right leg needs to be pointing more right.

It is basically a pair of large jet engines strapped to her legs, albeit a lot more complex. When equipped, Kuugen's leg from knee down will be inside the machine. Her boots must be off and ideally, her stockings too so its bare skin, but only the boots are compulsory. Her lower leg will only reach halfway down the machine, with the lower half being the engine. In order to control efficiently, when her legs are inserted, form fitting padding will shrink around her legs, wrapping itself around her legs. This has two purposes. The first is to hold the boosters to her leg. Even when dangled, it will not slip off. There is internal gyroscopes and weight reducers inside so that should the jet fail, it would not snap off her leg. For Kuugen, her bodily upgrades can sustain the pull from the weight of the machine when the compensator and reducers are off. Secondly, the padding will connect
via biometric
and nerve readings to communicate with her neural implants. Through thought, she can control thrust, power speed and have total control over the boosters as if it was her own leg.

From the top, there is a knee guard looking thing which sticks straight up. When equipped, this will reach just below Kuugen's waist. Both have a small control panel for manual input of commands and configurations. Also near the top around the sides are small compartments that Kuugen can use to store her boots. Nearby are hard holsters and hard points which can allow her interchangeable weapons to be holstered or clipped. Unlike Drache, the strength of the boosters are greater in power, thus she can hold two interchangeable weapons on the booster and one in hand. However, for the AAR, it can be the only one equipped with no other.


Jet,
Igelstellung:
Igelstellung is Kuugen's long range transport. It is a single person craft and following her other vehicles, it has minimal weaponry in favour for speed and maneuverability. Its only weapons are the twin, nose mounted machine guns, twin auto cannon on its wingtips and the mini, twin deck missile pods stuck next to the large rear engine pods. It also has a grapple hook cannon under the nose. When the AAR is stored inside the plane, it can be used as a ship weapon, except it places strain against the ship.

Where Lohengrin is stored is under the engine pods. It is positioned so that it is symmetrical to the engine pods, only under the plane. When clipped onto Igelstellung via hard point, it is sued as extra engines for more boost.

Drache is also stored along the belly side of the plane. It runs along the length of the ship, under the cockpit, stored actually inside the fuselage in a compartment, along with the AAR

It is deadly quiet and has the same limited electronic cloaking and timed light bending abilities as Kaufman's craft, perfect for stealth approach. In actual fact, her systems are more efficient than Kaufman's due to its sacrifice of weapons for improved stealth.


Abilities

Defense Cloak:
Whilst not a real physical cloak, defense cloak is the name given by people to Kuugen's ability to deflect and dodge attacks, namely bullets and such. Due to her implants that has boosted her reflexes, nerves, senses in particular her eyes, Kuugen is capable of trajectory prediction through her enemies movements. That means that through the angle and positioning of the arm, she can predict where the bullet will fly, giving her time to preemptively position herself to dodge or block the bullet. Her timing of her swing is dictated by her reaction to the pulling of the trigger. Through experience and a keen eye, she can tell when the person wold pull the trigger.

For swords and close quarter melee fighting, her cloak is not as effective. Humans are less predictable and when fighting, strikes are never on a straight trajectory. In addition, when up close, it becomes harder to see all the details needed for accurate guesses and the smaller the distance, the quicker she would need to respond. Hence, during these type of combats, Kuugen has to rely on her own fighting skills up close.

Katsu Rendan:
With any of her edged weapon, though mostly one of her favoured bayonets, Kuugen will get up close to her target, preferably by surprise or under cover of a smokescreen so that they would not see her until the last moment. Once inside their defense, she would aim an upward slash, aimed at both slicing and disarming the person by a sharp strike to their weapon near their grip. While doing so, she would increase its strength via spring effect from her knees. The bayonet would fly out of her hand vertically for a short distance, maybe at the opponents head height before it drops down, where Kuugen catches it in a reversed grip, both hands on the dagger and plunges it in a downward stab/slash before having the grip reversed once more to normal and stabbed straight into one of the opponents many vitals. A very basic move. However, it still costs Kuugen 3 % of her energy

Molecular Release:
When wielding either of the monomolecular weapons, Kuugen can swing the blade and in addition to additional power from her strength implant, launch the molecules from the spinning blades in a form of slicing crescent blade. Slicing and dicing through the air.When done, the molecules in the blade require recharge time and the blades effectively become machetes. It has a short recollection and cool down period, so it is able to be used after 10-20 seconds (two battle posts, so after the second post by me, i can use it again. EG: Attack Post, your post, my post, useable again.)
. She has a few that she uses a lot.
Tsubame Gaeshi:
An extremely oblique, low V slash, in which Kuugen slices an extremely low, downward diagonal draw slash, almost horizontal before rising exponentially. The molecules that slice out fly in a low, flat trajectory before bouncing up steeply. The move is supposed to imitate a stalking eagle that suddenly snatches its prey and fly off. This has a 15% energy drain

Tate Hekki:
Kuugen rushes towards her opponent and get under their guard before launching an upward, reversed grip slash with one of her bayonet. Kuugen follows the momentum, leaping into the air, just above their head and using downward momentum with the centrifugal force from a drawing downward horizontal draw as well as twisting her own body, Kuugen aims to lock blades or weapon with her opponent with a heavy strike, preventing them from moving and when she is certain that that is so, she will launch her molecule crescent strike. Where the weapons meet, there will be a small gap as the molecule strikes the blade, but the rest will sweep down at the opponent as two smaller crescents. This has a 15% energy drain

Tatsumaki Satsu:
Another attack that begins down low. The sword, held with one hands, points down towards the ground to either side under the cloak. If its held left, it is on the right and vice versa (For this example, we will use right hand, left side). It is then swung diagonally across the lower torso, starting below the right waist, traversing left and upwards on the torso before, when reaching the mid torso level, cleaving back towards the right across their upper chest, up out the right shoulder before the blade is positioned in an overhead strike, where Kuugen grips it by two hands and launch a downward strike. During this process, the molecules are delayed and released differently. Instead of coming out as a crescent in one go, it is released as it cuts, following the move. The molecules released are weaker than normal as it appears more like a secondary blade sweeping after the first, slowly cutting deeper into the body as the cut continues. AS the blade exits via the shoulder, the molecules trail after the blade as if a sticky liquid. Then, when the overhead strike is launched, a massive crescent is created, engulfing everything below in a massive overload of fast moving molecules, cleaving the ground four meters in front and half a meter wide. Due to the extreme use of molecules in this move, it requires around 20-40 seconds or so to recharge. (About 4 posts after it is used.) A much more powerful move, the drain on her energy is 22%
Blade Torrent:
A relatively basic attack drawing from her strength implant, using several bayonets, she would launch them as if like throwing knives. However, due to their size and strength augmentation, they are thrown in a tight grouping (The bayonets fly not one after another, but next to each other, only slightly behind by a quarter of a length of the blade), and are at the speed of small throwing knives. A very basic attack costing only 8%

Blade Whip:
Another simple attack. By attaching a wire to the butt of her bayonet, when thrown, she can alter the course of the attack and use it as if a chain and sickle. However, there is an attack limit on how many strikes she can perform after the throw before needing to either retract the wire or disconnect it. For Kuugen, it is three excluding the initial throw. Another basic attack draining her energy by 6%

Gravity Eye:
A bayonet attack which is used in conjunction with the Diamond Wire Gloves. Part of her strategy is to litter the battle area with her bayonets and other items that can be used as weapons. This is usually done after a few Blade Torrents as then, her bayonets are strewn everywhere. Each finger can grab one weapon. Once her wire has grabbed onto a weapon, she would hurl them towards her opponent. When done with ten fingers, Kuugen can throw weapons from a 360 degree circle from any direction as if drawn to the target like gravity. More draining than the others, it costs Kuugen 20%

Pin Cushion: Contrary to the rather harmless name, Pin Cushion is a good deal more deadly. Once the gap between Kuugen and her opponent has been closed and she is within their vulnerable range (Vulnerable range is where it is impossible to attack and must block or move back), Kuugen kicks her neural implants into gear and speeds up her arm, where she would rapid draw a bayonet and stab it into the opponents body, which is then rinsed and repeated with another. Stabs around 10-15 optimally. One of her more draining attacks, Pin Cushion will cost 30% energy.

Magic

Kuugen does not use magic.

Other Skills
Kuugen is rather adept with things requiring coordination such as juggling, acrobatics and playing a guitar. What she is also good at due to her sense and reflex is gambling through listening to the dices, keen eyesight in catching any details, cheating through sleight of hand and bluffing due to her cold and emotionless nature plus her dangerous reputation (Who'd want to call an assassin's bluff?).

History
Kuugen is the result of black market human trading. Shadow Schneider often comb the black market for objects of use and during one of these trips, the Boss himself went recruit hunting, looking for potential Sky Hunters they could train. Needless to say, Kuugen, 5 then, attracted their attention due to her being the only one to be in an isolated cage and shoved off to the side, rather than in open display. Intrigued, he probed for information from the slave driver until he found out her prowess in fighting and her penchant for being a lone wolf. It was perfect for what he had in mind and bought her on the spot.

Shadow Schneider was not known for their generosity, compassion and charitable deeds. When they bought Kuugen, they had a purpose. Originally, they had aimed at buying several slaves and train them to be grunts. However, upon setting sights on Kuugen, the Boss has decided to abolish this plan and instead, poured everything to sharpen and shape Kuugen into one of their top agents. Indeed, they obviously went over budget, draining heavily on Shadow Schneider's resources, but the Boss persevered. His determination and his gamble reared his reward seven years later.

True to the secrecy of the project, no one besides key essentials know Kuugen's first name. Amaya had a soft undertone, hence she
reserved it those she holds dear. However, as a sign of power and as a reminder of her place, the Boss and her controller deign to use this name, more as a taunt to keep reminding her who's in charge. When she emerged for the first time, her face and existance had already been shrouded in secrecy. She was sent on a almost certain suicide mission that none of the more open agents could take. In order to test his investment, the Boss sent Kuugen in naked with only her clothes, her mask a cheap knife and her skills. The aim was to assassinate a rival Sky Hunter boss and to cripple their strength as much as possible in case of war. What shocked everyone was a small girl standing drenched chest down in blood on the gangplank with the rising sun behind her. Quickly hidden once more, further news shocked everyone even more when the morning post announced that not only had the rival boss been killed, but so has everyone else on the flag ship in addition to four of their cruisers having their engines heavily disabled. The Boss was deeply satisfied.

Throughout the first few years, rumours flew wild. Shadow Schneider recovered from economic hardship from a flock of dark requests which were completed without a traceable lead. Along with their wealth, so did their reputation as a Dark Guild. Since no leads could be connected with them, they were still on the safe side of law. However, secrets could never be held forever. Slowly, in the next 3 years, rumours of a fleeting dark Shadow Schneider agent arose. They could no longer keep Kuugen in the dark anymore. Immediately, they released her from the dark, allowing her to be an official member of Shadow Schneider and one of its lieutenants. This brought on many suspicions, due to her age, appearance and sudden rise to extreme power, but none in the organisation cared. She brought in money, and she was good. That was all that mattered.

From 12 all the way through to 24, Kuugen continuously fought and completed any task given to her with cold professional attitude. During her time, she often clashed head on with the President of Lightning Valkyrie's, Kaufman. As unlikely as it is, their constant rivalry and constant drawing in battle had created a love-hate rivalry relationship, to the point where each know the other as if childhood friends and where Kuugen allows Kaufman to call her Amaya and vice versa with Kuugen calling Kaufman Desiree. (If was to think of an analogy, i'd say Gold Roger and Monkey D Garp from One Piece would fit nicely). Regardless of it all, with her emergence into the light, with her fearsome skill, her dead cold personality, the rumours and the general dangerous air around her, Kuugen's reputation built on its own, and is only growing stronger each day.


 
Last edited:
Her eyes are almond shaped and shine a bright mix of fierce ice blue and emerald green which is even visible with her mask and hood shadow, almost like a beacon.

Is that due to the translucency of the hood? Or are her eyes just *that* bright?

Stamina

How about her battle stamina?

They are relatively short

For all her blades, make sure you state how long the blade is. For the bayonets, you can just give a general range. And for her guns, make sure you state how much ammo for each she typically carries on her at any given time, as well as how she reloads mid-battle (if applicable).

Also, I have to wonder about the practicality of carrying 50 blades on her person while in battle. (Unless I'm reading it wrong.) That much metal would weigh a person down significantly, and in my mind would be a hindrance more than a help. Just the feasibility of moving quickly with that much metal hanging off one's body doesn't seem high.

Katsu Rendan:

Energy drain? For all her Abilities.
 
Back
Top