Tipsy's characters

Vector Manipulation:
The ability to change the vector value of any object her field touches. At her hands and at her feet, Lafiel can generate a field the size of a targe in which she can freely change the vector of anything that touches with her field. This can either be stopping bullets or making trains fly like a projectile. However, things like gases and fire and that sort aren't affected.

Spatial Cloner:
Spatial Cloner is the ability to place an item inside a spatial dimension and have the ability to clone said item. However, only one item can be placed inside, regardless of size. Lafiel can fit a tank inside should she wish and within that space, she can replace the tank with one knife, despite the size difference. Also, the size of the item impacts on how many she can clone. Knives and such can be mass cloned, while a heavy machine gun is significantly less. In addition, it also impacts on how many one can pull out. The smaller it is, the more she can use at once.

Time Stop:
Time Stop for Lafiel is heavily limited in the number of restrictions it has. First and foremost is that it has a short duration span of at most 5 seconds. Second is that she is are unable to interact with anything that has been put into motion (such as not able to move a falling rock). Third is that she is unable to physically move another person nor use Vector Manipulation on them and lastly, Lafiel all manipulated vectors will enact only after the time stop has ceased.

Energy Sphere:
Energy sphere are kind of like drones in the sense that Lafiel summons nine spheres of light in which she can control like drones telepathically. Each drone can attack individually with light energy beams or form formations to erect barriers or larger firepower attacks. There is one larger sphere and eight smaller sphere. The smaller ones are able to combine to become just as big as the main one, and then further combine to become bigger and more damaging. When on free roaming in battle, the beams are straight and dumb. However, when they hover behind her in a circle, the beams shot out are homing. When in this formation, only one sphere can be shot at a time. In this position, it is possible to combine powers without combining spheres by channeling the light from each sphere to a single point before being fired. She can even use it with weapons or her limbs to increase damage output.

Regen and Purge:
As its name implies, it is the ability to regenerate and heal from damage as well as purge her body. Blown limbs, destroyed organs, poisoned pretty much anything that doesnt turn her brain to mush, she can recover from given time. Flesh wounds are easy. Organs destroyed, but still inside is a bit harder, but not too difficult. Regenerating limbs is a bit painful, but not too bad. Removed or missing organs require her to not exert herself too much, compounded with the number of organs missing. Her heart, on the other hand, can be regenerated, but requires her to concentrate entirely and any disturbance can be deadly. Lastly, anything that physically destroys her brain cannot be regenerated, like a gunshot wound or being stabbed in the head.







ANY CHANGES WILL BE IN RED!

Eyes:
Its her eyes. Its one of the many odd features of her. Its such a vivid colour that its very noticeable amongst the shade of her hood and the white of her mask. Granted, this will have to be in daylight and the person had to be looking directly into the hood. Due to her shorter stature, most people will be looking at her forehead area, hence not really see it.

Battle Stamina:
Ill add that in now.

Ammo count:
Add that in now

Blade length:
Add in now

Weight of bayonet:
See, the thing is, that's where her strength augment comes in. Even without the bayonets, without the enhancement, the sheer weight of the other weapons would be pretty heavy. The enhancement enables her to carry this weight.

Story wise, i had intended her current standard loadout the maximum amount of weight she can carry in ration to combat efficiency. Any more, and her speed is reduced to the point of battle inefficiency, where she deems it too slow to battle properly. So the weight is just right.

On a normal person, yes, it will be too heavy. On her, not really. Like i said, it takes 50 % of her load out weight.

Katsu Rendan:
This is more of a basic move. She doesnt use her augments. Just natural body physics. It is just a chain of three strikes.
 
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Eyes:
Its her eyes. Its one of the many odd features of her. Its such a vivid colour that its very noticeable amongst the shade of her hood and the white of her mask. Granted, this will have to be in daylight and the person had to be looking directly into the hood. Due to her shorter stature, most people will be looking at her forehead area, hence not really see it.

Gotcha. Was just curious, more than anything.

Weight of bayonet:
See, the thing is, that's where her strength augment comes in. Even without the bayonets, without the enhancement, the sheer weight of the other weapons would be pretty heavy. The enhancement enables her to carry this weight.

Story wise, i had intended her current standard loadout the maximum amount of weight she can carry in ration to combat efficiency. Any more, and her speed is reduced to the point of battle inefficiency, where she deems it too slow to battle properly. So the weight is just right.

On a normal person, yes, it will be too heavy. On her, not really. Like i said, it takes 50 % of her load out weight.

I can dig it. The weight was one issue, but also, when running, that amount of weight in 50 individual items will move around quite a bit, possibly getting in the way of her strides. How would she handle this?

Katsu Rendan:
This is more of a basic move. She doesnt use her augments. Just natural body physics. It is just a chain of three strikes.

That's fine, but there still should be an energy drain mentioned, even if it's miniscule. And that goes for all her abilities.
 
New changes in ORANGE!

I can dig it. The weight was one issue, but also, when running, that amount of weight in 50 individual items will move around quite a bit, possibly getting in the way of her strides. How would she handle this?

The thing is, inside the skirt and cloak, there are two rings sewn for each bayonet to slide into, so they are held onto the skirt. It would not move around as if clipped on by a single point. Like this. The brackets are the sewn cloth rings. I--I[]--------[]-- . Also, its not an actual skirt per se. It is like two leg covers as seen in the image. She would deal with it like how samurais would deal with their armour skirts. There is enough gap opening at the front that she can walk without issues.

The cloak, id say it depends on how she wears it. Draped over her entirely the front and the back so her entire torso is covered, movements would be a bit restricted, but normally, its open at the front. It would hang more like a cloak, but over her shoulders a bit more. Her arms arent covered so she has room for movement there.

As long as there are room and gaps/opening/slits in which her arms and legs can move, they shouldnt impede her movements.


That's fine, but there still should be an energy drain mentioned, even if it's miniscule. And that goes for all her abilities.

Okay, ill go through each skill because some i dont think need it.

For defense cloak, its more like standard way of battle. Her stamina that she has in the stamina tab takes into consideration of this, hence, she would last that long whilst using defense cloak throughout the whole battle.

Katsu Rendan: If you insist, but its REALLY miniscule

The rest i added energy cost

 
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The thing is, inside the skirt and cloak, there are two rings sewn for each bayonet to slide into, so they are held onto the skirt. It would not move around as if clipped on by a single point. Like this. The brackets are the sewn cloth rings. I--I[]--------[]-- . Also, its not an actual skirt per se. It is like two leg covers as seen in the image. She would deal with it like how samurais would deal with their armour skirts. There is enough gap opening at the front that she can walk without issues.

Ah. Two rings. For some reason I thought there was only one. That does make more sense.

Tipsy said:
The cloak, id say it depends on how she wears it. Draped over her entirely the front and the back so her entire torso is covered, movements would be a bit restricted, but normally, its open at the front. It would hang more like a cloak, but over her shoulders a bit more. Her arms arent covered so she has room for movement there.

As long as there are room and gaps/opening/slits in which her arms and legs can move, they shouldnt impede her movements.

I can dig it.

Tipsy said:
For defense cloak, its more like standard way of battle. Her stamina that she has in the stamina tab takes into consideration of this, hence, she would last that long whilst using defense cloak throughout the whole battle.

That's fine. It doesn't need an energy drain listed as it's more of a passive ability.

Tipsy said:
Katsu Rendan: If you insist, but its REALLY miniscule

The rest i added energy cost

Yeah, I'd prefer it be listed, even if it's 0.00000001%. That way somebody can't come back later and question it.

Changes look good.

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Moved and Merged.
 
Eva Seres Ave

ALL CHANGES IN THIS COLOUR!

ORPG/URPG


Name –

Eva Seres Ave (Eee - Vah Ce-res Ah-veh)


Title

Eclipse, Crescent, Pistolier Seres


Alignment

Chaotic Neutral


Race

Wheltch
Wheltchians are a humanoid race with a very large degree of similarity to humans. On the surface, the most distinguished difference is their heterochromatic eyes. What more, the eyes themselves are a whirlpool of different colours each, resulting in four colours in the pair of eyes. Their hair colours are very outrageous, where it is either extreme or naturally have an infusion of different colours, and almost all have rather fantastic and out-there hairstyle. On the forehand of each hand is a sigil that each has been born with. Each Wheltchian's sigil are similar in shape and only differ in inscription. They are rather Amazonian like in a sense that they are mostly tall, prideful and have a fighters spirit. They are also known for having body art and excess love for accessories, fashion and looks, or simply put, rather look conscience.

In their blood, they possess the ability of nature manipulation, physical metamorphosis and the drawing of "mana" for their magic. Mysticism and the occult is a heavy part of Wheltch culture, where symbols, sigils and glyphs play a heavy part in daily life. All Wheltch children study and learn magic which is used in daily life. In ancient times to now, the use of crystal as a medium to draw power has been used. Without the crystals, mana gathering requires more effort and spells are longer to cast. The Whelltchian's have advanced through the mixture of technology and the mystic, retaining much of their culture while being technologically advanced.

Gender
Female


Age
16


Appearance
Eva is an oddity for the Wheltches. She is the shortest of her age, at 176 cm. In addition, her hair is relatively plain, being a soft snow white and rather short. Her hair at the back is collar length at at the sides, but as it curves in towards the middle of her neck, it progressively becomes longer and at its most extreme at the middle, it reaches down to her lower waist. A large portion of her hair in the middle at the back of her head is wrapped up in a tight ponytail of sort with a white ribbon down its entire length, leaving only a slight brush at the end while the hair at the back on top grows. The white ribbon is about 1.5 meters in length, so that the remaining length after holding her ponytail together is tied as a limp bow near the top of her ponytail. A small arch is created at the back where the central hair has been gathered, but the sides have been left as it is. Her side bangs are exceptionally long, reaching past her collar while her frontal bangs is a loose straight chop above the eyebrows. Her total weight adds up to around 56 kg. Besides the above two points, she is every bit a Wheltch as the other children, with a strong body and brilliant ability in the arts.

Her body is slim with a solid build of a fighter. Her skin is a tanned colour which contrasts her white hair. Across her right eye is a single dark purple sigil tattoo down from her forehead over her eye and ending just below the cheekbone. Under her left eye is a large tear drop sigil the of the same colour, which also ends at the cheekbone.
Her eyes are large, but her pupils and iris are dilated. However, the colours remain sharp, making them seem like crystals. Regardless, her eyes are set in a sleepy or disinterest manner, making her seem a bit deadpan. True to her kind, her irises are mismatched. The left is a swirling of emerald green and ice blue. Similarly, her right is a whirlpool of molten gold and sharp silver. However, her eyes appear to not have pupils, but in fact, it is just extremely dilated and are green on the left and gold on the right, mixing almost completely with her irises.

Her birth sigil on her forehands read in the inner circle "Daughter Evae of the Third Moon. Fly in twilight of thy domain and draw Forth from its well, its Blessed Light.". (Exclude the four lines at the outside and have the exterior text encircle the whole circle. Replace the inner text with the glyphs.) On the small of her back, Eva has a giant magic sigil tattooed on, covering her entire lower back. This sigil, infused at the risk of her life, boosts her magical affinity and abilities.

Again, like most Wheltches, Eva has a few non essential tattooes. On the upper back near her shoulders are a pair of black angel and butterfly wings, infused to assist in movement through the sky. The one on her lower right stomach assists in absorbing mana during daytime due to her affinity to the moon. It is of a full moon in which a cat covers enough to turn it into a crescent. Her dark skin was used as the dark sky, in which lighter paint was used to paint the moon and the cat's eye. A slick panther silhouette that wraps itself around her right leg to assist in her metamorphosis into animals. Covering from her left thigh up to just below her breasts, she has a flying phoenix, whose tail wraps around her thigh, while a black owl flies in an opposite direction, under the phoenix's head, which symbolises the changing of day and night. Lastly, is the right bicep tattoo, a tattoo of vines and flowers, in which many of the black flowers encircle the upper bicep while vines creep around down to her elbow with one or two reaching all the way to her wrist.


Attire

While most Wheltches dislike things that limit their individuality, this does not affect Eva. Therefore, she retains her school uniform as she has no qualms about wearing it, she is mostly in it, and that it is quite good to move in. Her uniform consist of a white, short-sleeved uniform shirt, accompanied by a ter shade red tie with a maroon vest with two gold buttons on top. Her tartan skirt has the base colour the same as her tie, with white and maroon stripes pattern. She has slightly black tinged panty-hoses with a pair of white gladiator heels. Wrapped around her neck is a dark blue long scarf that is wrapped in a manner so that a long part of it trails behind her back down to the small of her back, while around her neck, it stands up enough to cover her lips up to the tip of her nose. Near the front, she has a golden brooch. Across her belly and her waist is two low slung brown leather belts. The one at the bottom is slung across her waist, slanting left, which has two hip holster. This one also has two rear waist holster. The other one on top has a large circular buckle, which hides two spaced metal rings underneath which acts as a holster of sort that let Eva slide in one of her guns. ALL HER HOLSTERS ARE BROWN LEATHER.

Next is her accessories. A pair of dangling earring occupies her earlobes, while a pair of chain earrings is slightly up next to it where the other end is clipped onto the upper ears. On her left ear, she has a diamond stud above the chain earring and a quartz stud in between while on her right, she has an sapphire stud in between and an emerald stud one above. On the right side of her nose is a flat quartz 16 petal chrysanthemum shaped stud.

On her neck is a black metal choker, with an black ornate cat and moon piece hanging from it. This acts as an elemental transformer, allowing her to attract elemental mana easier and nullify the natural danger they have before use. On both wrist is a black crystal bracelet and a white and black crystal bracelet. She has four rings in total. On each hand is two rings, one on index and the other on the ring finger. The top two is on the left and the bottom two on the right.

Lastly, on her ankles are a pair of accessories that double as a fashion statement to hold her a pair of her guns. This leg accessory consist of a
metal band that encircles at the ankle. Around 20 cm higher up her leg is its pair, a different designed metal band. These two are connected by a flat rail that her guns can be clipped onto. These are relatively flexible for metal and can bend to a certain degree. She has one of these on each leg. (The intended effect is to be similar to this). The reason it is not connected to her shoes is that her accessories always follow her while her shoes often don't. This ensures that she can still fight at maximum capacity should there be a place where she does not have her shoes. On the back of her waist is two holsters while on both sides of the thigh are another, Under each arm is another pair of holsters.

Armour

Eva possess a pair of tekko (wrist gauntlet) for all her protection. Using plated overlapping make, it is quite strong and can take almost anything thrown at it. She dislikes its look, so it is usually hung at the back of her waist. Also, its rigidity at the wrist makes it hard for her flexible style of shooting to be used efficiently, hence, she would always try to not wear them and when she really does need to, wear only one on her left hand.

Personality
Eva is rather deadpan in every aspect of her life.
She has a very stoic and introverted personality, preferring simple and minimal body language rather than speaking. When prompted to speak, she does so also in a very concise, unrushed and minimal manner, always speaking in a monotone and displaying a dispassionate expression. No events bring out any real obvious change to her face that would reveal her emotions. In addition, she seemed to lack the ability to have an extreme emotion such as full blown anger or extraordinarily happy. The furthest she can go seems to be rather annoyed or amused. Even then her facial expression does not show much as to hint these emotions. Also, a very rational, Eva often finds it difficult to communicate with others due to her intelligence and lack of empathy. Her unchanging expressions make it almost impossible to tell whether she is joking or not. Though seemingly cold and devoid of emotions at first glance, Eva subtly shows a genuinely warm care and concern for her friends and despite her reserved manner, she is reliable and trustworthy.

Her mind is sharp and bright. Contrary to her exterior movements and her face, her mind is always turning and thinking, deducing and contemplating. The only time in which her movements are fast and her mind is shown to be quick and alert is when something has caught her interest and immediate action is needed.
This could range from a fight to responding to a comment in an instant. Regardless, her face remains stoic and deadpan, without much emotions.

Around anyone, her personality does not change much. With friends and comrades, she may offer up a bit more range of emotions and put a slight bit more effort into conversations, but it would never be as full or complete as normal people. In addition, she has a tendency to have pauses in places when she talks. Solitude does not affect her as she is used to being quiet. If anything, she could work a fractionally amount better when she is alone.

Killing of anyone isn't too big of a factor to Eva. Everything for her goal. If anyone got in the way, then tough luck. She would not openly cut down civilians and such for no reason. Truthfully, she would avoid civilian casualties, but should they get caught in the crossfire, then it was there was not much Eva could do. Her emotions has been deadened. Killing has no real moral effect on her as she views it as a part of her life. In regards to killing people, the fact that she has little emotions also worked in the way that she is not easily provoked into a fight. Thrown food or insults yield no reaction.

First Impression

The first impression people have when meeting Eva is her unemotional face. Her slightly round face makes people think she is somewhat cute and adorable, but her tattoos and her excess accessories then make others think she might be a bit odd. Her eyes also draw some curiosity from people. Her guns are the issue. Most of them are holstered in places where most people's eyes don't fall on first, such as behind the waist or next to her thighs or behind her heels, however, the ones holstered under her arms draw a raised eyebrow from most as well as the vertically slung sword on her back.


Strength

Eva is above average on strength. She is a mixed fighter, thus she can fight at both close and far distance. Her strength is at a level where she is able to easily use her katana, Checkmate, with ease and fight it out with most people barehanded. That said, if rated, her melee attacks would rate around the same as a intermediate martial artist, not overly too powerful, but not weak either. Although she uses guns a lot, her style of fighting is based on close quarter combat, capable of just shooting, or using her hands and legs in hand to hand fighting along with guns. Hence, her strength is remarkable for someone of her age, shape and size.

Vitality
Her vitality isn't that high. As a female with a slighter build and of a younger age, a few direct hits would be enough to bring her down. Fist to fist, she would be fine to a certain degree and can duke it out for a bit. Weapons, is another story. Obviously, with no armour, a direct hit with a sword would cut. A direct strike with a club would deal decent damage. No more than 6-10 direct, clean strikes would be required to take Eva down.

Her magical defense is another story. As a Wheltch, her defenses against other magical attacks are very high. Without her own magical augmentation, basic level spells would bounce off her while with the augmentation, medium spells are deflected and nullified with ease.


Speed

She is a speedy little girl when it counts. In normal circumstances, her movements could not be any more slow and articulated. When in combat, her movements exponentially increase. Although it does not increase to the point of a blur, it is incredibly smooth, quick and precise. This is needed in the close quarter gun battles, which incorporate hand to hand fighting at extremely close distance with projectile weaponry.

Both her close quarter shooting and melee fighting is rather quick. Her style of shooting is more based on precision than heavy suppressive fire. Therefore, her shots are wedged between a full-automatic weapon and a semi automatic. If a trained person empties a clip of 15 bullets within 4-5 seconds, she could unload that within 1.5-3 seconds.

Running speed is above average. On average, she can hit 30-32 Kmph. For short distance, burst running, this speed can reach 37-40 Kmph within 5-8 seconds.


Stamina
Again, this is above average as her combat style requires a fair amoint of movement. Unlike most gunners, who stay at the rear, Eva gets straight into the fray. Her stamina in battle is at the same level as any melee fighters in CQC. This is greatly increased if she takes on a marksmen roll further away from combat. Typically, when fighting up close, her stamina may last her for about 6-10 minutes.

Her running is rather average. At her top speed of 40 Kmph, she may last around 3-5 minutes. At 30 Kmph, she could last at least 1-1.5 hours. (Toned down the running time. Figured we won't be running that much for that long in actual rps.)

Reflexes

Her accuracy is to the point of "point-shoot-hit", thanks to her reflex and motor skills and coordination. She almost move on intuition and reflex. Her combat style is extremely quick and fast pace. Had she had a slower reflex time, she would have been dead before she was 10. She is quite capable of easily countering strikes and blows thrown at her within her field of vision. She isn't quite at the point where she could see and react to subtle movements of an opponent and launch a preemptive strike, but she is quick enough to see strikes and block and parry. At the front, her reflexes enable her to react to actions within 1.5 meters. Behind her, this shrinks to 1 meter. Further behind that, it is quite hard to react to if she is ambushed. She has a combat sense that often helps her against such situations, but they are not infallible.

Fighting Style
(Tell me if you are having difficulties understanding this.)
The best way to simply describe Eva's fighting style is martial arts with guns. Her melee fighting style is based on chinese and asian martial arts while her shooting style uses capoeira and breaking dancing as a base to some extent. The amount of guns one can wield equates to combat effectiveness. Most use two. Eva uses for simultaneously.

It is a very specialised style used by Wheltch warriors called Pistole Faust, where magical barriers and superb bodies and reflex make plain shooting and hitting near impossible. The
style concentrates on getting close, breaking open guards or finding/creating gaps and openings for a clear direct shot. As fast as Wheltchs are, it is hard to dodge at point blank range when they are unbalanced from having their guard broken.

When pitted against one and another, a Wheltch fight becomes very close and intense, with a flurry of strikes, counter strikes and parries, all the while having their guns going off. Timing has to be precise otherwise a slow counter would block the melee strike, but the bullet would hit. Not only that, a block is only counted as a proper block when the melee strike is stopped, the bullet is confirmed to have no danger to them and that they are able to strike back. Should any of those requirements be not met, then it is a failed maneuver.

Hand fighting isn't hand fighting per se. Their hands are occupied by their guns. Hence it is more accurate to say that the hand strikes are pistol whips. Wheltchian guns are highly decorative with etchings, and designs and protrusions and shapes.However these double up to add melee damage. Whilst a smooth normal pistol would work, Wheltchians design their guns to be beautiful as well as adding extra pow to their attacks, like a brass knuckle to a fist. Blocking is mostly done with the wrists, locking in with the opponents wrist or using the gun's body to block the opponents movement before it is flung open for their own attack.

Fighting with the feet is slightly different. It leans a bit more on shooting than actual kicking. While still working in the same manner as hands in terms of blocking and striking, since the leg is less able to move into extremely contorted positions despite Wheltchian flexibility, the fighting is less convoluted and less speedy than the hands. It is still fast, but not quite so frantic. It is harder to aim for ricochet shots with the legs, hence it is only direct shots that need to be worried. Fighting with legs are also based on kicking and counter kicks and blocking, using shins, their feet and knees to parry and stop strikes. One move that is loved by Wheltchians is the stomp. Those able to latch a gun to their feet favour it so due to its ability to deal massive damage.

Lastly, when amongst more opponents, they can choose to shoot during acrobatic maneuvers. Shooting while flipping, sliding, wall running, back flipping, jumping and such is the norm. To maximize Wheltchian build, Pistole Faust has incorporated itself with stylised dancing as its base. Each Wheltch choose the style they feel most natural at. Through the base movements, combination attacks can be achieved. Eva is efficient with pretty much any dance style. However, she specialises in breakdancing and acrobatic moves though she moves in a more smooth and elegant manner. Over the top moves such as a helicopter, windmill and flares can deliver a mass amount of firepower in many directions.


Weapons

True to her name Pistolier Seres, 7/8 of her weapons are pistols. Her katana is rarely used, if ever. Oddly, it is one of the two weapons which is always with or close to her. Her guns shoot out magic bullets. These are bullets created via converting the mana in the air and in nature into aura bullets. There is no need for reloading in a literal sense, but there is a drawing period in which the crystals need time to gather more mana. Her crystals do gather mana very quickly, but not quick enough to allow non stop shooting. Wheltch warriors shoot faster than it can replenish. Although it is generally accepted that mana gathering is more efficient in natural area, this is dependent on the quality of the gun. As a result, Eva's guns are only a bit more efficient in nature in comparison to urban setting. It is small enough to be negligible. (An analogy for recharging would be beam weapon. Fire too fast it overheats. If fired at a right speed, it is possible to fire forever as it recovers a bullet as one is fired).

Pawn Edge and Nix (White and Black):
The lowest of her guns and are her very first pair of guns. It does not have the same intricate designs of her other guns. Instead it sports a basic black obsidian body with a double sided red cross design on Edge and a double sided white cross on Nix, rather than her typical dominant red trademark colour.

These two have four black small cylindrical crystals at the intersection of the cross on each gun. These are the mana drawers used for the magic bullets. In order to not overstress Eva when she was young, these guns draw low level amount of mana to be converted. They fired smaller rounds, but at a much rapid rate to compensate. Therefore, it is the least damaging of her pistols. On the upside, it is her most rapid firing ones, perfect for suppressive fire or for lower level enemies. It is also the best ones used for ricochet shots and for Pistol Fauste hand to hand fighting due to their rapid rate of fire. Also, as a result of their smaller rounds, it does not use a lot of mana thus it can almost fire without stopping.

These two are holstered behind her waist, with each of the grips facing outwards to the left and right.

Rook:
The first of her revolver pair. It is classified so due to its destructive power which is balanced out by its lack of shots. Sporting her typical red colour trademark, its aesthetic designs are perhaps the most intricate of her guns. All along the slide and main body are intricate etchings while the belly of the gun has similarly detailed carving designs which double as an enhanced attacking edge. (The supposed "brass knuckle" analogy i used). It is capable of firing 20 continuous shots before completely depleting the mana reserve in its crystal, which requires about 30 seconds to recharge. (In posting terms, around two posts. My post, your post, can shooting again.). Rook is holstered on her left side of her hip in a cowboy fashion holster.

Bishop
:
The other pair of the revolver duo. Unlike Rook, Bishop has a very distinct look, resembling an actual revolver. Its crystal is even set inside a revolving chamber. When compared, Bishop is more accurate and powerful than Rook. However, it is slower in rate of fire, and has a lower mana count of 17. Its time to reload is the same as Rook.

As for its design, it is mainly red, with a ivory butt and golden design. Unlike Rook, along the belly of the barrel is a golden design which is shaped into wings of feathers. These feathers are sharp and pointy. In contrast to Rook, which is more blunt force, Bishop's feathers can lacerate and stab an enemy. Bishop occupies the right side of the hip holster.

Knight
:
Knight can be considered her main non-combat gun in a sense. She uses this mostly when there is no real serious situation. Unlike all her other pistols, it is not paired with any other. This is the most balanced gun of her armoury, with decent rate of fire, ammo count and reload time. It is mostly red with a few black designs. Like Rook, it has carving on its underside to provide more damage with a strike.

It has two modes of shooting. One is its normal mode, capable of unloading 25 bullets before requiring 15 seconds to recharge (Or one post from opponent). The other mode is a charged shot. Cracking open the middle like a double barrel, the crystal overloads itself with mana, before Eva closes it. She can then shoot three super charged shots that are much more powerful than the revolvers (powers are similar to a shotgun at point blank range) before it requires recharging. Its recharge time is the same as its normal mode. It is holstered on the top leather belt behind the buckle by itself.

Queen
:
The heel guns of Eva. This pair of guns were not hers originally, but were owned by her dearest friend and partner, and was her Affinity Rite's weapon, obtained through a ritual which its shape reflects the person's soul.

In a freak magical reactor accident, her friend's leg was perforated with magical micro-shrapnel. Although it does not render her legs useless, her ability to move is restricted to a bit less than that of normal humans, unable to run for too long or too fast, though she prefers to sit in her wheelchair. With her life as a warrior over, she wanted Eva to use her gun so that her warrior spirit and soul may continue to fight. Since the gun is linked to her, she would to an extent feel the fight that Eva participates in

The gun is locked on her legs and are her leg guns. They are of the highest quality as her friends soul was of a very strong willed type and a match for Eva's own. The gun can unload 30 bullets, but require 20 seconds to recharge.
(Or one post from opponent).

King:
King is her own Affinity Rite guns (Basically, coming of age or graduation). Similar to Queen, it is of the highest quality and has the same double crescent design on it, which is completed when the two guns are placed rail to rail next to each other as also possible on Queen. Unlike many of her other guns, King is more circular, smooth and round, whereas her others are more angular, straight and sharp. Its specs are almost identical to Queen in that it is capable of 30 consecutive rapid fire shots before requiring 17 seconds to recharge.
(Or one post from opponent).

Her guns, King, are holstered under her arms and are the most open of her guns.

Checkmate
:
Checkmate is the only non-firearm weapon she owns. It is an oriental make, being a single sided curved blade. It is of relative length, not too long nor too short, being a 70cm single handed blade. Its light weight allow it to be wielded with one hand, but its handle is also long enough to accommodate for two hands with a slight gap between them. Like all her weapons, it is highly decorated and fancy. It is sheathed on her back. Her shoulder holsters for King is one large item, with each holster connecting to a central ring at the back. At the back where the ring is is where she clips the sheath for her sword vertically. It is placed so that it just reaches above the butt of Nix and Edge when they are in their waist holsters and the base of her hairline. As a Pistolier, she uses her pistols the most, so she hardly ever draws the sword unless she deems it so low that it is not worth her precious guns. That, or the place has restrictions or if circumstances calls for something more silent.

White Hair Ribbon:

As its name implies, this is the plain, white hair ribbon used to tie her ponytail at the back. In total, it is about a 1.5 meters long. It is a stretch to call this a weapon, but it is useful in extremely tight situations. When wet, Eva can turn this into a cloth spear. It wouldn't last overly long, but it would do to distract and fend off for a short period of time till she gets her real weapon. As she never leave Checkmate and Knight more than 3-4 meters from her, the ribbon also serves as additional reach, where she can hook those weapons to her faster.


Abilities

MagicHer mana would be rated at 100% which is topped up. Her mana regeneration rate is at 12% per minute. 100% would be depleted one use magic. In addition, damage would be calculated in a very low, low, low medium, medium, medium high, high and very high standard.
Eva's magic is done by tracing Greek symbols with the tip of her gun as a form of incantation. These symbols, when completed, will appear as if drawn with light and float around the barrel of the gun that drew it. Its colours differ every time. The more symbols she draws, means the more powerful the spell will be. Spells can be stacked on top of each other, allowing her to shoot them in combo. One advantage Eva has is her ability to multi-cast. With two guns in her hands and her feet, she could simultaneously draw symbols with both guns in her hand, or if she is balanced on one leg, draw three and cast three, though this is rare as doing so leaves her still and vulnerable. When stacking in one gun, the spells do not last forever and dissolves within 2 - 3 minutes. As it is her energy, Eva cannot be harmed by her own magic. Most low level spells can be cast with all three guns. Medium spells are down to two, but the higher leveled spells require Eva to concentrate on one gun. While drawing, she is able to shoot with another gun if it is free. (Eg, left hand casting, right hand can shoot.)

Destruction: Her destruction magic is split into the three elements. Alpha for fire, Beta for lightning and Gamma for Ice. To step up the spell to the second level, the Delta symbol is drawn before and for the third level, Zeta would be drawn first.
Feuer: By drawing the Alpha symbol, Eva can shoot a simple fireball the size of a small soccer ball at her enemies from her gun. Mana use is 5%. Damage is low

Blitz: Drawing Beta, a small lightning bolt will fall at where the bullet hits.Mana use is 5%. Damage is low

Eis:
Drawing Gamma, three small spire of ice will sprout where the bullet hits. It will sprout at both ends.
Mana use is 5%. Damage is low

Fire Storm
:
Instead of a single fireball, firestorm shoots out a large fireball (diameter of a meter) followed by a hail of fireballs from the sky.
Mana use is 15%. Damage is medium

Thunder Charge:
Thunder Charge is a powerful lightning attack that when the symbols are performed, a large beam of lightning is discharged from the gun.
Mana use is 15%. Damage is medium

Ice Frost:When the bullet hits the target, a magic circle will appear. From the sky will fall 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. Mana use is 15%. Damage is medium

Vulcan:
The most destructive of her fire magic, Vulcan summons down a large fire flare (roughly 2 meters in diameter) to strike down where the bullet hits. From where the meteor hits the ground, a sea of flames instantly spread on the ground out 10 meters and around this edge, pillars of fire burst from the ground at every 2 meter around the circle.
Mana use is 30% Damage is high
Thor's Hammer:From where the bullet hits, 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. Mana use is 30%. Damage is high

Ice Spiral:
From where the bullet hits, a large spiral of wind infused with miniscule ice particles will spin around the point, 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 10 meter circle. The frozen tornado will then shatter, exposing whatever that has been caught inside.
Mana use is 30%. Damage is high
Curative and Defense:Curative magic is one of her weaker suits, but Eva still possess a nice array of handy spells. Curative spells all start with the Epsilon symbol mixed with another symbol. Defense start with the Eta symbol and mixed with another symbol
Heal: As the name implies, this spell allows the recovery to wounds. With her finger, drawing the Epsilon symbol will activate the spell and be used on whatever the finger touches. Step up is the same as the elemental destruction spells. Respectively to their levels, it raises from 5%, 15% to 30%, with low, medium and medium high damage recovery.

Gaia/Aqua: Gaia/Aqua is a defensive type magic. With the Eta Symbol followed by a Iota/Gamma symbol, Eva can raise a wall from the ground/water. Mana use is 15%. It is able to block most intermediate level spells as well as normal strikes. Charged strikes will break through but be slowed.

Regen Shield:
One of her more handier spells, Regen Shield is a mix of curative and shielding magic. With an Epsilon symbol followed by Iota, 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, 5 minutes maximum.
Mana use is 30%
Passive:These spells are ones that boost her stats temporarily. All start with the Kappa symbol followed by another. All spells are short lasting of about 4-5 posts. Also, stacking these spells are incredibly hard as these ones require a fair amount of energy to sustain. There fore, if she wishes to drop the spell, all she has to do is to stop supplying it with energy.
Steel Body:With the Lambda symbol, Eva's body turn to steel, increasing physical defense by 100%, making her almost invulnerable to attack. Her speed, however, drops by 50%, making her incredibly slow. Mana use is 10%

Tailwind:
With the Mu symbol, Eva 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.
Mana use is 10%

Concentrate:With the Nu symbol, her accuracy increases by 20%, but drops by 20% afterward. Mana use is 10%

Magicka: With the Omicron symbol, Eva raises the damage and speed of her spells by 20% but her marksmanship drops by 20%. Mana use is 10%
Ultima: Ultima spells are her best and the most complex spells Eva possess. All require 6 symbols for it to work and a cool down period of three - four post before magic is available to her again.
Almighty:One of the most complex of her spells requiring 6 symbols, Alpha, Beta, Gamma, Kappa, Epsilon and Eta. This spell will increase defense, speed, magic, reaction, strength by 35%. However, at the end, all areas drop by 20% with a cool down limit of 3 posts before spells could be used. Mana use is 60%.

Condemnation: Another of her complex spell. Through drawing Chi, Delta, Iota, Lambda, Pi and Rho, Eva would shoot the bullet up directly in which around Eva in a 15 meter diameter circle, a large pillar of flame would shoot skywards from the ground. The ground in this circle collapses, showing a fiery depth and the only ground remaining is a small circle in which Eva stands on. Those caught in it would not burn yet by the flames, but are blocked from exiting the pillar and are sent up into the air and suspended there. A second afterward, a horde of flame winged, burning knights shoot out of the fiery core of Earth as fast as arrows, and like such, swarm upwards at the suspended enemies. These knights would slash at the opponents as they swarm upwards, cutting and burning at the same time as when the flame of the pillars begin to burn. The knights would take two seconds to reach the top of the pillar before bursting out the top as if an overflowed bottle. These knights then fall down towards the earth as flaming arrows in a 40 meter diameter from where Eva stands. The barrage would end after a further 3 seconds before the pillar collapses, the flame falling back to Earth and sealing the hole it had created. The suspended enemies would then fall back ground ward. Totally, the spell lasts for 7 seconds from start to end.
Mana use is 70%. Damage is very high

Laevatain (or leviathan): Tracing Xi, Tau, Nu, Zeta, Alpha and Omega, Eva shoots the bullet into the ground between her feet. From there, in a 8 meter diameter, 2 meter tall ice spires perforate from the ground. These spires are like barbed wire, where spires emerge from the bigger spires like tree branches. Anyone unlucky to be in that circle would most likely be skewered. From between her feet, an ice dragon would shoot out, rising with Eva standing on its head. (The closest i can give as an idea of what it looks like is an oriental ice dragon. It is a good deal thicker and larger.) The width of the dragon is about 2 meters at its body and a bit bigger at its head where Eva stands.There, through hand motions, Eva directs the dragon at its target. The dragon can technically, go on forever, as its body stems from the area of ice spikes. However, Eva can only maintain it for about 30 - 40 seconds (Lets just say two of my posts). Therefore, if she is close enough to the target, she could either detonate him, sending ice shards outwards like shrapnel along its entire length or cause him to dive head first downwards into the ground to cause a massive explosion of ice and shockwave. When doing the latter, the tail detaches from the ice and follows the path of the head into where it had impacted. The ice circle at the beginning would shatter afterward. Mana use is about 70%.
Damage is very high

Mamaragan: In comparison to the top two spells, Mamaragan is very simplistic, but has to be practiced with two guns of Affinity Rite and be of the highest quality and optimally, an elemental transformer. The spell is initiated with Upsilon, Omicron, Beta, Eta, Mu and Phi. Once initiated, without the transformer, Eva shoots the gun into the air. The sky would darken and like a lightning rod, a bolt of lightning would strike down at the gun. Unlike normal lightning, the bolt does not dissipate once struck, but continuously feed into its barrel. With the other gun, Eva would shoot at the target. The bullet would fly towards them as always, but trailing behind is a bolt of lightning from the gun. People close to its flight path (within 30 cm. The closer, the nastier it is.) would receive a nasty stunning shock. Not only that., where the bullet hits, a trio of bolts will strike in a 60 cm diameter. However, these bolts would only give a slight shock if an opponents was within 30cm. Now, with an elemental transformer, Eva has no need to use one of the guns as a lightning rod. Her choker acts in place of the gun, nullifying the natural damage of lightning to her and allowing her to direct this to her guns, thus freeing one of her guns to shoot. However, this spell is limited to two guns as using one of her leg guns would prove very stressful for the transformer and possibly miss nullifying some of the inherent danger and injuring Eva. The duration of this move lasts for about 30 - 40 seconds. (Again, two of my posts). Mana cost is 70%. Damage is very high
Other SkillsUnlike her spells, these depend on her stamina. However, like her mana, she recovers 12% of stamina per minute.
Metamorphosis: This is a skill in which allows Eva to temporarily transform into an animal. Her appearance takes on the shape of the animal, but is like a silhouette, being almost pitch black except for the animals eyes. When moving, a trail of black follows as if flame. This has no physical affect on opponents, but the further up towards the head the flame emerges from, the shorter the time Eva has left of the transformation. It basically can be seen as shadow encapsulating Eva, and through time, the shadow dissipates off. When the black flame reaches the top of her head, the shadow around Eva would dissipate into a small puff of black smoke, in which Eva would emerge from in normal form.

Aves (bird) form: Eva has three bird forms
. While two serve a similar purpose, depending on her mood and the setting, she would change into that one when transforming.
Snowy Owl: The first one is the snowy owl. This form was not learned, but granted to her at her birth as her totem. A night dominate transformation, Eva can also turn into this when she is less stressed or in a generally good mood. Unlike all her other transformation, she retains the birds original colour. Its size is about 60 cm in length and has a wingspan of a 1.35 meter. With a deeper link to it through affinity, Eva can stay in this form for longer, at about a 2 hours. It is not optimal for combat use as it usually appears when she has no battle spirit. In the rare chance that she does turn into it, Eva would return as soon as possible. Stamina use is 30% when changing

Bald Eagle: Mostly used when it is daytime. It is usually her default one as when she is feeling anything other than at peace, serenity or generally a very positive mood, she turns into the eagle. Although remaining black, its feathered textures can be seen and its shape defined through body lines. Its eyes retains its gold colour. Her transformed size is average, at 85 cm in body length and a 2 meter wingspan. Her transformation can last up to 2 minutes at max, though generally, Eva only uses it for about 10-30 seconds. It is more combat hardy than the Snowy owl, so it is possible to use in combat and most suited for getaway. Stamina
use is 20%

Wagtail: The Wagtail is the final transformation. Due to its small size of 22 cm in length and 30cm in wingspan, it is the best suited for combat which allows her to weave in and around enemies and obstacles with ease. It is quick darting and speedy and when added to her small size, rather hard to track. Its eye are also golden, with a black silhouette body. Intended for short battle use, turning into the wagtail is not overly straining, though can only be used for at most 15 seconds, but usually used for 5-10 seconds instead.
Stamina use is 20%
Insecta form: Eva only has one insect transformation, the Swallowtail butterfly
Swallowtail: Transformation may be incorrect. What Eva actually does is that she scatters into many small shadow butterflies in order to escape dangerous situation. The butterflies are also black in colour but if one was to look very carefully, slight outlines of wing patterns can be seen. The closest analogy that can be given is when a vampire disperses into many bats and reform. When in butterfly form, she can fly for an extremely short period of time. Technically, under no stress, she can achieve 5 seconds of flight, but in combat, this is down to three. The butterflies are shadows, and are invulnerable to attacks. However, this move is extremely taxing and only for the most dire situations. Currently, at most, this move can only be achieved 3-4 times. Stamina use is 25%
Mammalia form: The ground based transformation. Eva has only one transformable ground form. However, its ability exceeds that of its real life counterpart.
Arctic Fox: Its smaller size meant that it is less capable of being able to attack directly, it makes up for its smaller size, quicker speed, jumping and leaping abilities, heightened senses plus longer transformation time than other similar animal. Again, it is mostly black with golden eyes. When transformed, it has incredible running speed, above its real life counterpart. Its ability to jump distances also easily outstrips real arctic foxes. It is able to last around 10 minutes of unstressed use and 4 minutes in combat, though it is typically used only for 30 seconds to a minute when fighting. It is 110 cm in length. Stamina use is 20%
History
Eva did not have an exceptional upbringing in her initial few years. Her rather quiet nature meant that she never really stood out, though it was this particular part about her that made her quite likable. School was the same in that it was rather average. She pretty much just enjoyed it like any normal girl with the exception of magic and combat classes. It was only after her Affinity Rites did things begin to destabilise. Graduating with honours, Eva and her best friend and partner, Ceci, were one of the youngest warriors, fully ready for Wheltchian duties by 12. The youngest was 11. Despite that, they were given more menial tasks.

One such task when they were thirteen was supervision of one of the magical reactors being built. During shift change, foreign terrorists sabotaged the site, making the incomplete reactor to overload and explode. Many of the Wheltchian workers perished as did a few Warriors. Ceci and Eva, who were exiting the area were spared from a similar fate, but Ceci pushed Eva ahead of her, becoming a shield of sort, took magical shrapnel wounds to the back and leg. Her wounds to the back was not too serious, but the leg wounds have caused irreversible damage. It has been injured to the point that she could not live as a Warrior. As her last act, Ceci passed her guns onto Eva, asking her to use them and fight in her stead.

From then on, Eva did not accept a new partner. Those few that have been assigned to her did not reach her standards and fell behind her movements in combat. After the fourth, the academy stopped assigning partners to her. Three years, Eva went solo, trying to track down the terrorists, with no results. Her resolve hardened and intensified when through sheer luck in one of her missions that she interrogated for another mission that the man spilt the beans on the name of the organisation "Telemore". With a direction, Eva set out to hunt down the group that had robbed her partner of her legs and the lives of her fellow Wheltchans.
 
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These are bullets created via converting the mana in the air and in nature into aura bullets. There is no need for reloading in a literal sense, but there is a drawing period in which the crystals need time to gather more mana.

Is there any limitation? For example, is it dependent on how much nature is in the area? If she's in a barren wasteland, is there less mana to draw?


For her spells, make sure you give an approximation of how much damage/healing we can expect each spell to do. Also, how much damage the earthen wall can absorb. Lastly, names pulled directly from FF are a no-go. Cure, Ice, Fireball, and Lightning will need to be changed. Double check the others too.

Metamorphosis

For her metamorphoses that can do combat, give us an idea of about how much damage their attacks can/will do.
 
You know the usual drill.
my normal text will be changes.

1# What i had in mind is that that is the base minimum time in urban situations. Her surroundings had been in a large urban city, so in a sense, when she goes into the wilderness it should be faster, but not by a great deal.

2# Sorry. i want thinking at the time when i was putting the names down. Ill add damage now

2# When i say combat, what i meant is that they wont fight per se, but be used for movement. I would not be using them to attack as actual animals.

its not editted completely, so ill pm you when it is.
 
1# What i had in mind is that that is the base minimum time in urban situations. Her surroundings had been in a large urban city, so in a sense, when she goes into the wilderness it should be faster, but not by a great deal.

Sounds good. Pop that into the bio, if you haven't already.

Tipsy said:
2# When i say combat, what i meant is that they wont fight per se, but be used for movement. I would not be using them to attack as actual animals.

Sounds good.

----> Still need a couple spell names changed. Flare and Ice.
 
Anarchia Iilyavich "Electricus" Vesperia - Sevensheep

For this character, i am aiming at a cross Russian/Facist/ Militaristic Govt type of army. I do not support any historical organisations or their actions that may act in a similar way as this character's country. Now with that out of the way....

ORPG/URPG

Name –
Anachia Iilyavich "Electricus" Vesperia - Sevensheep (An-nar-ki-ah Ee-lee-yah-vick Ves-pee-ree-ah Seh-van-she-ep)

Her full name is Anarchia Iilyavich
"Electricus"Zazie Farandole Vespertania Vesperia - Sevensheep

Title

Railgun, Captain/ Kapitan/ Hauptmann, Electricus, Princess Apparent of Troika and Orinthia Anarchia Iilyavich "Electricus" Zazie Farandole Vespertania Vesperia - Sevensheep

Alignment

Chaotic Neutral

Race

Human

Gender
Female

Age

22

Appearance 1# 2#
Anarchia is a pale woman, hailing from Troika, in Balaika, on the northern continent of Europa. Her homeland is extremely snowy and such, little sun. Hence her lighter skin colour. Her face is pointy in shape and her features are equally sharp, giving her a less homely and more independent and rather stunning look. This sets her apart from the "cute" town lasses appearing feminine and striking. Anarchia's nose is slender and comes to a point, while her cheek bones are higher. Her lips are of average size and are equally pale, being a light pink and slightly down turned while her eyes are large, but sharp in shape like an eagles. Matching her eyes are her eyebrows which are thin and angular. Her choice of hairstyle is surprisingly childish, being pulled into twin side pigtails with relatively long fringe down to her lips. It is parted on the left side of her head with most of her fringe sweeping right with a bit on the left going left, thus leaving her left eye clear while her right is somewhat hidden behind hair.

Anarchia has the bad luck of having her mother's recessive genes of the Troika Tribe, giving her teal coloured hair and eye colour. It is made worse when it is not a slight under colour to her natural hair colour, but to her eyebrows and entire head which has been turned into this fantastic bright teal. Anarchia is of average height at around 165 cm tall and weighing at about 55 kg, ideal for her line of work.


Attire

Anarchia have been given a good deal of freedom in the military. Her clothes are far from standard issue, but nonetheless, were neat and tidy enough to be allowed. Her shirt is a black, short sleeved, buttoned suit shirt. Starting from her neck, running along the shoulders and down the side vertically to the end of the sleeves on both side is a teal line just slightly narrower than the width of her shoulder. She also has teal shoulder straps on her shoulders. Along her collar near the bottom is also a single teal line. Along the front where she buttons the buttons, it is also teal in colour. All buttoned but the top, Anarchia keeps the shirt closed via a thin teal tie. Her shirt is left untucked and covers a bit of her teal pleated skirt. The skirt reaches just halfway down her thighs. Slanted across her waist is a teal belt with a darker teal decoration which is where she clasp on her black carry cases for her gun and other instruments. On her legs, she wear thigh high black stockings with lighter black short heels that have teal decoration.

Along her left arm is a teal armband that has two black lines near its edges with her company, the
Nordwind Kampfer Fallschirmjager, symbol silhouette, the winged heart (it is black instead), in the middle. On her hands are a pair of teal, leather officers glove while on her ears are a pair of headphones with built in mic, which usually rest on her neck (they can be connected to her hair tie like in the picture when she puts them on). What holds her pigtails together aren't rubber bands or elastics, but two black square object with a space in the middle, with a pink line down the middle on each. These do not touch her hair, but hover with the pigtails threaded through the middle. Given to her by her mother, these mysterious things run off her natural electrical ability and creates a sort of field that bounds it together like an elastic.

On her left collar, she has her double silver bar captain insignia as well as the stars on her shoulders. Her rank insignia is similarly on the collar of her greatcoats.
On all of her great coats, she has her national army emblem on its upturned collar on the both side with the a horizontal captain's bars behind them.

On top of her normal clothes, she has a M42 Greatcoat
in three colours. Her standard is dark olive green for her front line times. In winter, she has a white greatcoat. For more formal situation, she has a black one with teal for hem lines and bordering with her medals and ribbons. The tails on her white and green one are very long, reaching to her ankles. Anarchia tends to wear them in a way which there is a visible split at the front whilst being held together by a military belt which she holsters her other sidearm carbine and her other front line gear. On her head, she wears a garrison cap, with her captain double bar on the left side and her
division's (Fallshmirjager/ paratroopers) formal badge (double ended cross T in this pic in the eagle's talon) badge on the right side of the front, but is worn very sparingly. When not worn, it is stuck on her greatcoat belt or fold and slipped into her shoulder straps.

Lastly, she carries with her always her megaphone. Odd, but she does. It is not overly large and is the same colour as her shirt. The rim around the end of the megaphone is teal green as is the inside. A long pink electrical cord trail hangs from the handle, trailing for a long length. It is connected to a reel in which is tug activated. Pull to extend and a tug to automatically retract the cord. This cord can similarly be unplugged from the handle. The reel itself is clipped to the back of her military belt. She sometimes uses the cord to plug into a louder sound device or use it to connect herself to sources of electricity via the metal plugs at the end. Stamped on the side is her company symbol in teal.

Armour

Anarchia's ability provide enough protection that she does not wear armour. Not even standard soldier protection gear.

Personality
Anarchia's personality is a rather complex person. A basic look at it is that she is a whimsical yet scheming and planning, very unpredictable. Her interaction with people is best summarised with ice queen. As beautiful as the snow....and just as cold. Anarchia is unable, or chooses not to, empathise or take into consideration of others feelings. The first and foremost important thing is her mission and her goals. Whatever needs to be done will be done in order to achieve what she wants. While she isn't the tyrannical arse hole that knocks children ice cream from their hand and enjoy terrorizing every village she goes to, she will not hesitate to use force to get her way. Mostly, she is persuasive enough to convince people to do what she says, but often she herself would get physical and confrontational or pull out a pistol when things do not go smoothly. As CO of the military strongest powerhouse, her presence and intimidation is enough to ensure that she is able to pull it off.

As stated above, Anarchia does things at her own pace. She would not stand being ordered around by people less powerful than her, her superiors inclusive. Despite her lower rank, Anarchia has a lot of pull in the army. Depending on her mood, she can either pistol whip you in the face for annoying her or be generous and give offenders a chance, though it is usually said in a somewhat demeaning way. In a sense, she acts somewhat like a mob boss. She does not take lightly to insults. Life is cheap, especially those that wish to stand in her way. Companionship is optimal, but not a necessity. She does not mind being in the group, but will be the stoic one, the quiet, proper type that tries to avoid frivolity, though she often can get too along with the mood and join. While she can talk normally, she tries not to show weaker feelings such as excitement, joy, embarrassment and such in case it shows her to be weak, though these innate human emotions poke through now and then.

Whether it be evil or good, both she will kill willingly and without hesitation. Of course, as said, she isn't some dictatorial monster, so for the good and the civilians, she would give them more warning, and negotiate longer before resorting to violence. Let's also not forget, she would not actually kill the civilians she was supposed to be protecting, so those from her country are relatively more protected from her wrath than other people. Those that raise arm against her deserve to be brutally punished and Anarchia would see to it that it be done. She may pull back depending on the person, but they were still going to be in a whole world of hurting.


First Impression
How people react to her is straight forward. She is a military personnel, hence she carries herself straight and upright in a true military fashion. Her eyes tell people that she is not someone that is to be messed with or taken lightly, someone ruthless and cold and people can tell they are dealing with a trained professional soldier. Many would first notice her Teal features, being her eyes and her hair as well as its style. Next would be the military uniform and her carbine pistols. Past that, if they are still staring at her and not taken aback with fear, they may notice her striking features.

Strength
Even though she is military and a front line soldier, Anarchia isn't overly strong. She is average and up to military standard, but due to her more reliance on her powers, which is more powerful than her soldiers weapons, Anarchia carries very little gear, hence her lower strength is not a problem. Against most civilians and the light weights, Anarchia can easily go and beat them. The more sturdy middleweights, will have her going toe to toe and with the powerhouse, Anarchia's unenhanced strength would do little.

Vitality

As much as strength is not her forte, any military soldier has a good constitution and a strong body, tempered through tough training and experience. None more tough than those in the Nordwind Kampfer Fallschirmjager of the Vergehenswehr (Balaikan Armed Force). As its commander she herself is tough, able to sustain a fair amount of damage and abuse. However, her main weakness is her dependency on her power to not get hit. As such, if compared via how many hit one can take, Anarchia would be on the lower end of the scale of the company. Around 7-9 direct hits will bring her down.

Speed
Electricity does wonders to one's body. Using magnetic propulsion, it is entirely possible for Anarchia to reach well over 80 kmph, providing there is enough metal pieces to create magnetic fields along her path. However, on her own body, Anarchia can reach a peak of 37 kmph on flat terrains and 30 kmph on uneven surface. In steep climbs, this is further reduced to 26 Kmph.

Stamina

Anarchia is more for urban fighting, where reinforced steel is everywhere. In such situation, she can in a way, bounced off buildings through electromagnetic fields she can generate, making her able to travel extremely quickly with ease without using too much energy. However, like vitality, every soldier in her company is drilled and hammered to perfection, and as one who lead by example, she herself is equally trained through the same training regime she puts them through. Since her need to keep up her stamina is not at severe as her soldiers, since she carries less, thus last longer, Anarchia has an average stamina. When stripped of all gear and compared, Anarchia is only average. Peak running is obviously capped at 3 minutes, before exponentially rising as the speed drops. Combat time is around 15-20 minutes of fighting, dropping to 10-15 when its intense combat. In terms of on the battlefield during war, where she has support, this can increase to several hours.

Reflexes
Blessed by her Troika blood, her nerves are like lightning. Of course it is still much slower than actual lightning, but her reactions are blitzing fast, limited by only her mortal flesh body. Troika blood enables the power of electricity. However, the more power one possess, the larger the strains of untrained power usage will have on the body. Had Anarchia not been trained since birth, the slightest movements would be exaggerated and would snap the bones in her body, and any further movements caused by pain convulsion will result in more bones breaking.

That said, after 22 years of adjustment, Anarchia can move with ease without said risk anymore. Anything in her field of vision that appears hostile will garner an immediate reaction. If she see a person going for their gun, by the time they
pull it out of their holster, she would already begin evasive maneuvers, either completed a roll out of the way using her powers to pull her to safety. As a combatant, she has also developed a sense for danger. The type where one can feel something when an unseen gun is pointed to their head, or a stalking person. Granted, if it is unseen, then chances are, completely dodging gunfire is improbable, but she has a decent chance in parrying melee attacks as well as dodge arrows from rather far away.

Fighting Style

Anarchia fight almost always with her powers integrated with military hand to hand/ melee combat, concentrating on counter attacks and single critical hits. That is not to say that she cannot fight without her power.

Her unarmed combat allows Anarchia and smaller stature soldiers to counter and get under guards to land accurate single hits that would be devastating in contrast to many normal hits. Her moves range from grabs, elbows, punches, knees, kicks, throws and chokes.

Armed melee fight is with her military combat knife, fought both upright grip and reverse. Reverse is for parrying while upright is used for more offensive, stabbing and slashing and the like. Knife combat are often in tandem with hand to hand attacks.

Shooting is also second nature to Anarchia. She can use most conventional firearms and adjust quickly to non conventional ones rather fast. However, she is most efficient with her pistols and her personal semi automatic rifles. With rapid fire assault rifles and such, she is only an average shot at distance past 100 meters. With most other weapons besides machine guns, she is accurate within this range, which is rather poor as a soldier. She fares a better with her pistols, its range increasing to 110 meters for accuracy, but similarly drops after. Her rifle range when sharp shooting is up to 400-500 meters

Her primary combat style is to use a coin and generate an electromagnetic field and shoot it out like a railgun. It is the most simplest way to use her power as it does not require much effort to generate. It can be flicked in mid air, resting in her hand or held between any part of her body. Any part of her body can launch such projectiles, however, its accuracy is reduced as it is harder to guild a coin at the elbow, in comparison to using multiple EM fields at her hands to line up her shots. It does not have to be a coin, but anything metallic would do. However, the larger the item, the more energy is needed to propel. Her coins do have a structural limitations, meaning they only have an effective range of 40-55 meters. Another way she uses her power is to "bounce" around her opponents, by magnetising herself with her powers towards surfaces with metal in or behind it. This allows her to get behind enemies and avoid attacks with ease as well as letting her get into positions quickly. There are many more usages for her power, but her main style is to launch projectiles at enemies or use her powers for maneuvers.

Weapons

As a military solider, her main armaments are supposedly her guns. However, instead, she has a whole stack of coins ( 29 mm in diameter) in which she uses to shoot at people with. She also has a habit of playing with a medallion (45mm), which the coins are replica of, which is special to her. She stores them in spring pushed coin dispensers (but in dark black like her top) on her coat belt as well as her main belt inside, so that she can just slip them out. The type of attack is more blunt type than pierce type, due to the projectile she chose to use. That said, it can still kill people if hit in the right spot with the right power, but Anarchia usually leave people alive if its not during war. The power can destroy buildings and such, depending on the power she uses in shooting the coin.

She does not trust being unarmed anywhere, hence she has a multitude of knives where she takes rather extreme measures to hide.

Her weapons are as followed.

Riding Crop:
An odd addition to a paratrooper, Anarchia uses this black authentic riding crop in place of her officer's baton. On her belt, both greatcoat and inside belt, she has a small holster for it. It can be used both as a training tool for discipline or as an actual weapon in tandem with her melee fighting for blinding and stunning.

.45 ACP Luger #2:
Longer than the average luger with a 17cm barrel. This pistol is her main gun, carried around on her inside belt. It has a 10 round magazine. She carries 5 extra clips on her inside belt on the left side of her hip. It is holstered on her right. Range 75-100 meters. It is her Officers pistol, given to her for being its highest achiever in the OCS. It heavily engraved and one of a kind, being blackish with golden engravings and pieces.

Walther PPK:
This is her emergency pistol. A gift from her father for graduation and for her first tour. It is kept on the inner left thigh with the spare clips on the holster straps. Carries 8 rounds in the magazine plus extra in the chamber. She has two extra clips that she carries. 50-70 meters

Retractable Knife:
Hidden on her right outer thigh on a strap.

Stiletto Knife (Top): (Not going to be really used. For Original RP use)
The last of her knives. The one where she hides with extreme effort. This one is hidden in her underwear. Yes, her underwear. Custom tailored to be able to hide this knife at her buttocks in a sown slim pocket just the right size. While most underwear leaves space between the cloth and one's crack is, Anarchia has her underwear made to utilise this space. It is where she hides the knife. It is not inside the crack per se, but just outside. When patted down, even under the closest feel, it cannot be detected unless they strip her of her underwear. Sitting and normal daily functions are not hindered at the least.

Combat Knife:
A large knife that is also clipped onto her utility belt outside of her cloak. It is 31 cm in length with a 18 cm blade.
What she uses mainly for her melee fights.


Twin C96 Mauser Pistol with extended barrel #2
These two pistols are interesting. They are Anarchia's artillery. Two 10 inch barreled Mauser's hang from each side of her waist from its holsters. Also chambers the .45 ACP round, but has better range and accuracy, increasing to 110-150 meters. However, it is restricted at extremely close range. Funnily enough, it somewhat resembles two swords at her waist when they are holstered. Each clip carries 12, with 6 spare clips on her belt.

Gewehr M51 DMR:
The Gewehr 51 is the standard DMR for the Vergehenswehr. While hopeless with automatic weapons, Anarchia has a surprisingly good gift of accuracy when shooting single fire. As a result, the armoury issued her the Gewehr 51 DMR, which is for designated marksmen. The rifle is an accurized version if the Gewehr M49, with a heavier barrel, customised sights, customised stock with sight rail. While she is supplied with a x10 scope, Anarchia prefers shooting unscoped with uncanny accuracy. Most of the time, when she can get away with it, she does not carry it personally. Anarchia will have an aide hold it for her along with the rest of the rifle gear. When this is not possible, she has it slung over her right shoulder. It is designed to use detachable magazines, whether that be 10 or 20 rounds. Anarchia uses 10 round detachable clips. As this is not her main weapon, Anarchia carries 4 clips + one in the gun.

AbilitiesOf course, Anarchia's abilities is her Troika blood, the power of electricity. Her powers enable her to do the impossible for ordinary people, such as direct electricity at people, either through contact or through the air, create electro-magnetic fields for attraction, repulsion and shape forming, use it as a travel medium etc.
Railgun:
The basis of her attacks. In essence, it is a misnomer. There is no rail to speak of as she often flicks the coin while applying shaped magnetic fields to propel it. Anarchia never terms her attacks, so the non-scientific soldiers wrongly named it as railgun. However, if she wanted, she could hold the coin between two fingers and use those as rails.

While it can obtain extreme speed and deadliness, Anarchia has chosen to use coins due to its non lethal properties. Originally, the army made special bullet like darts for her to fire, but Anarchia chose to have her lucky medallion reproduced and used as ammunition instead. With coins, due to their cheaper make in comparison to her medallion, it has a structural range of 40-55 meters. It is a blunt force weapon, meaning it does not pierce bodies. It can break bones and crush organs, but it does not pierce. Therefore, Anarchia can leave her targets alive, or dead, depending on where she shoots. Usually, the level of power she uses leave them alive since she is not in war mode. There is only a short 0.5 second delay when shooting. Against buildings, its like a sledgehammer. With more force applied by the field, the bigger the things she can punch through. Her normal attacks are enough to bust down normal house walls with a sizeable hole.

As her main mode of attack, it has very little drain on her at 1%.

Attractive and repulsive propulsion:
By directing electric current through nearby buildings with metallic objects within its structure, Anarchia can produce an electromagnetic field that can attract herself to the surface, be that the roof, walls or in some cases, objects through the wall. In those instances, if there i a big metallic object, by exerting a bit more power, she can use that in place of the reinforced steel within structure. The smaller the object the more electric she has to pour into the object to create a big enough field. This is inversely proportional. A fridge will require almost next to no additional power whereas a knife will require a much larger portion of electric power.

Repulsion is very much similar. Power needed is inverse to metal present. However, repulsion is very good f0r quick acceleration from an object while attraction is good for acceleration in mid air. When timed correctly, Anarchia can pull herself through the cities at amazing speed like a flash by, in an ideal urban city, repel herself from the ground and in the middle between the repelled object and Anarchia's target, she switches to attraction towards her target and just before she reaches her target, she begin's repulsion and shoots herself towards her next target.

Standard movement within a city with normal sized metallic objects such as reinforced concrete, white appliances, cars etc have zero stamina effect as it her norm. As the smaller the item goes, the more drain there is. At the smallest item she can use, the drain is medium of 15%.

Electric twin tails:
Oddly enough, her twin tails can transformed into electrical tendrils and act as whips of sort. It is most like a pair of expose high voltage wires that she can control with her powers. While it is not as articulate as her fingers, she is capable of wrapping and fast whipping actions. The way Anarchia treats the electric twin tails are akin to physical weapons/ limbs with electrical powers. However, her control over it is not at a point where she can actually cast ranged attacks from said hair.

Lightning Bolt:
As its name implies, it is a simple lightning bolt at an enemy. This travels through the air from any part of her body. It is most accurate from her hands, however, as it enables her to target the lightning more precisely. As lightning has many branches, with her hand, Anarchia can limit to how much these branches fly off and strike things she does not want hit.

With her hands, if she wants one target hit, it will only strike one target. In essence, its just like limiting a nozzle. A narrow nozzle will funnel all the electricity to one point. A wider nozzle will let the lightning wider to branch off when it flies. When she widen's the "nozzle" she cannot control who they hit properly. The wider she opens, the more branches open from the end, not from her fngers. So if a group of four was gathered, she would loosen her control a bit and near where she aims, the lightning will begin to branch off. If there was a crowd in front of her, she would lose all control and shoot it straight towards the end of the group, lightning branching off all along the length of the main bolt.

Another standard attack. It drains her 5% of her stamina

Electrocution:
Through direct contact, Anarchia courses electricity into her target. It has high damage instant damage at the cost of needing to have direct contact. An additional effect is that it causes nerve interference and temporary paralysis for a few seconds.

Stamina costs is rather moderate at 15%

Bolt Spike:
Bolt Spike is similar to Lightning Bolt, except that this is more of a crowd controller. Anarchia expels lightning bolts freely in all direction with no control, zapping all those withing a 5 meter radius.

Bolt Spike requires 15% stamina drain

Eleectric Transferral:
If there is an electrical port, power pole or even a break in a cable, Anarchia can turn her entire being into electricity and travel down the wires and emerge from other ports. She can even cut her own wires and create an optimal battlefield with multiple ports for her to enter and exit from. This is perfect for infiltration missions. In actual fact, she can course her electricity into powering machines, but that is more draining. Since she is using a medium to carry her with a current already, there is very little cost in terms of stamina (3%)

Lightning Speed:
Less offensive, more for movement, Anarchia turns herself into electricity for a split second. What differs from Electric Transferral is that there is no medium such as a wire. She will change herself into pure electricity for a second or two and move at lightning speed and move to a targetted spot in almost and instant. While she is impervious in that state for that period, she is unable to attack until she exits that state, even if she wants to electrocute someone.

As a result of the lack of medium, the cost of stamina for each "jump" is relatively high at around 20%

Final Blitz:
One of her finisher moves, Final Blitz is in essence a large spear of electricity. Javelin is more the correct word as that is how she uses it. The Javelin that materialise is 8 meters in length. It acts like an explosive arrow. Anarchia throws it like a javelin, except it travels in a straight trajectory and on her command, usually a snap of her finger, it will explode in an spectacular fashion with equally deadly effect. Blast radius is about 10 meters.

Stamina effect is substantial at 40%

Barrier:
Bullets and most weapons made of metal or with metal in it can be blocked by this barrier. The barrier is just an amplification of her natural electromagentic field that surrounds her due to her powers. It is not a passive barrier that is constantly up as her normal field is not strong enough to do much but maybe deflect a small knife stab at close range. Upon striking, a visible shimmer of gold sphere is visible near the area.

When activated, range has a large role in what it effects as does the power. Her standard barrier consums 15% stamina. At close range, her standard barrier can deflect 3 blows from a metal based melee weapon before collapsing. For gunfire, this is increased to a barrage of about 20 bullets at around 25-75 meters. Within 25 meters, this is dropped down to 10. Past 75, this is increased to 40.

For stronger shield prepared preemptively, number of melee strikes double while number of bullets increase by 5. At maximum output, she can even tank artillary shells, though that completely drains all her power and she is reduced to just her physical abilities.

For standard shield, stamina costs 15%. For the preemptive shielding, this is jumped to 30%.

Magic
Her powers are born with and is due to her blood, so she knows no magic.


Other Skills

Piano, violin and gymnastics skills is at a mastery level in an attempt to maintain a sense of feminity in Anarchia. The pro for being extremely good at gymnatsics is that she is incredibly flexible, which is a pro in combat.

She is also an accomplished horseback rider and able to pilot most aircrafts, but more proficiently in the transportation kind that her company uses for insertion.

History

Anarchia's family history is as much her own as her own life span. Both her mother and father were military, as was her ancestors on both side. In Balaika, this isnt that rare considering its Government's very militaristic nature. However, her parents both possessed very pure pedigree bloodline of royals and accomplished soldiers. Her mother was Arikaria Farandole Vespertania Vesperia - Sevensheep, Duchess Princess of the Troika Province, where many of its peope form the elite branches of the military due to its blood. Her father, Sir Isaac Zazie Beatrix Vesperia - Sevensheep, was from a long line of successful military strategists and generals with control of Orinthia, another powerful military province. With this matrimony, their child was expected to achieve greatness. Vesperia - Sevensheep is the combination of both family names, with Vesperia, her mom's name leading due to royalty.

Upon birth, her Troika blood was gauged. It was a rare blue moon for a baby to be born with the blood strength strong enough to black out the surrounding areas. As a sign, Anarchia's mother took it upon herself to hammer her daughter into the finest sword for Balaika and for the Vesperia House. Whilst it is usually the father's job to do so, Sir Isaac's penchant for coddlng Anarchia forced the responsibility onto the more strong willed Arikaria, which produced wondrous results. Many wondered whether the Duchess Princess used the methods used on herself in her youth, but whatever it was, her genes and her mother shaped Anarchia's power to what it is.

With her mother's strict guidance, Anarchia managed to rope in her powers without much hitch. Only when she was able to move with her electric booted nerves and reaction in check was she allowed out. Whilst her childhood was not devoid of family warmth, she did play a good deal less than those her age due to study. Anarchia did not mind as she enjoyed the knowledge and power it brought her. This continued on when she entered compulsory education and into OCS. Even if she lacked her bloodline, Anarchia would have been popular due to her charisma. However, with her bloodline, the kiss ass and suck ups were endless, which Anarchia was not fooled by. Living with the rule of survival of the fittest, Anarchia could tell who were truly loyal and who had true strength and ability.

Plowing on with her own strength, Anarchia refused easy promotion unless she earned it. Her starting rank was 2nd lieutenant when she graduated and true to her expectation, she hit Captain within 3 years at 19 years of age, the youngest to do so as a front line soldier via accomplishment rather than recplacement due to death. Her personality was solidified with her mother's training, that she should be strong willed and that one's goals are most important. As a result, her current reputation has been built in the 6 years she has been in the army, spreading up and down the rank as well as across the country borders. People feared confronting the "Railgun"





 
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