[SU/D] Kingdom Hearts: Skies of Deception

Noblesse Oblige

The Dawn of a New Chronicle
Veteran
Joined
Aug 22, 2008
Messages
3,713
Age
33
Location
Auburn, AL
Gil
0
Tnssi12.png

Marking the Dawn of a New Chronicle

The year is Established Union Calendar Year 25172. It has been fifteen years since Sora picked up the Keyblade and with it saved the realms from Xeanhort and his forces of evil, and ten years since the Unsung Heroes triumphed over the evil forces usurping the Realm of Light and the Heartless Empire.

In the far reaches of the Realm of Twilight lay the peaceful nation of Santa Aurelia. A realm of worlds who have sought to keep itself out of war and conflicts for nearly a hundred years.

However, in the north, the neighboring nation of Alendaia suffered under a brutal two years of Civil War, which saw the rise of a military junta, led by Diego Navarro coming to power. On 27 September, Alendaia declared war on Santa Aurelia.

The Aurelians fought valiantly, and it seemed that they could very well achieve victory. But the Alendaians would utilizing their most powerful weapon, the super soldier known as Gleipnir. Using Gleipnir’s power, the Aurelians were defeated in each battle against them, and much of the country fell under Alendaia’s control.

The Alendaians have now closed around the Capital, Griswall. The Enclave of the Keyblade Order of the Sol de Mayo has fallen, along with various government centers. For a group of young warriors, they now fight on the brink to ensure that their country does not fall.

----
Rules and Regulations:

  1. No God-modding, or Powerplaying/Metagaming. I do not have the time to set up any sort of stat-based system for me to ensure that this rule is enforced at all times. So I must rely on the hopes that such a case will not happen.
  2. Have a respectable degree of spelling and grammar. I don’t mind too much about short posts so long as it’s not overly short (At least a paragraph minimum, one sentence or two sentence posts is not allowed.)
  3. Be respectful to other RPers. The last thing anyone needs is bad blood to ruin an RP. If you have problems, you come to me.
  4. Limit 2 characters per RPer, I’m limiting the number of characters in the RP to 14. I myself will be reserving two characters, which means there will be 12 free slots for you to make your characters.
----
Bio Template:
Name:
Age:
Race: (You may choose to create your own race if you like, provided you make a description for it.)
Gender:
Appearance & Attire:
Personality:
Weapons:
Fighting Style:
Abilities & Magic: (Limited to 8 Abilities and Magics)
Summon Spirit & Drive Form: (You may choose to either use an existing summon/monster from your favorite RPG, or opt to create your own. You are however limited to one summon spirit and one drive form, OR two drive forms if you opt to not use a summon.)
Limit Break: (Limit One per character)
Brief History:


Characters Accepted:
Isabel
Martínez (Noblesse Oblige)
Luna Thermidor (Noblesse Oblige)
Valen Cross (DKnight)
----
Name:
Isabel Martínez

Age:
22

Race:
Felidian
The Felidian are a race of cat-like people, (akin to the Cat Laguz of Fire Emblem 9 & 10, or the Mithra/Mi’qote of Final Fantasy XI/XIV) The race is mostly female, with a ratio of 3 in 4 being that gender. This race has usually been one of the dominant races in the Realm of Light and Twilight, particularly the Kingdoms of Leon and Emmerica.

The Felidian are cat like people, they are bipedal and look like cats. They have a wide variety of eye colors like blue, green and red, as well as hair colors from normal blacks, blonds and browns to vivid reds, whites and blues.

In addition to that, they have fur covering their entire bodies, like a cat would, as well as a prehensile tail (that can hold the weight as it would a normal arm) and cat ears that allows them to hear even a whisper. Their eyes allow them to see in dark as if a person would see through Night-Vision Goggles. In addition to this, they also don't age as fast as humans

Gender:
Female

Appearance & Attire:
Isabel stands at 5’8” and is of a somewhat toned build. She has short, brown hair that goes down to her shoulders, and matching brown eyes. She has tanned skin with a pair of brown pointed streaks running down both cheeks. As typical of people of her race, she has a prehensile tail that is covered in brown fur, as well as cat ears that form on the sides of her head, with the exterior covered in brown fur.

Isabel’s attire comes in the form of a grey tank top under a leather brown vest with a zipper going up the center. On the back of the vest is a design of a cartoony looking vulture holding the Southern Cross, one of the symbols of Santa Aurelia. She wears leather brown shorts which fold up at the waist, forming an additional utility pocket at the front and a short duster at the back extending to the heels. She also wears brown shoes.

Personality:
Isabel is a sincere, and honest knight of the Order of the Sol de Mayo. She is compassionate and supportive of her subordinates and friends alike, and is willing to do much for them. She is also known to have bouts of anger when she is frustrated. Despite this, she means well and fights hard to defend her home and her comrades.

Weapon:
Isabel wields the Keyblade known as “Southern Cross.” The Southern Cross Keyblade handle is a sky blue with a silver pommel. Its guard is also silvery-grey in color, which is smooth and circular, with a pair of four pointed stars on the bottom of the guard, which does not connect to the bottom of the handle. The shaft is short, conical and off-white in color, while the head is silvery grey in color. What is unique is the teeth, which is another four pointed star jutting down from a silver conical line and another four-pointed star jutting out in a 45 degree angle between the main teeth and the shaft. A fifth four-pointed star is formed on the opposite end of the teeth, connected directly to the shaft, and the sixth and final one formed at the end of the shaft itself.

Fighting Style:
Isabel’s fighting style is built to deal decisive blows, usually alternating between either precise strikes and elegant footwork, or heavy strikes from stationary combat. However Isabel is at her most effective whilst utilizing a brutally efficient counter-attack style, watching her opponents move and figuring out how to effectively counter it and dispatch an opponent at the same time.

Abilities & Magic:

  • Shooting Star:
    • Isabel launches a powerful sideways swing to cleave her way through a single enemy.
  • Blade Barrier:
    • Isabel guards with her blade with an attempt to redirect most projectile fire with a chance that it could be deflected back to the target.
  • Falling Avalanche:
    • Isabel launches a downward swing with great force to disorient and damage the enemy.
  • Banishing Blade:
    • Isabel creates a series of energy waves which converge upon and damages an enemy.
  • Magic Break:
    • Severely weakens the Magical capability of a target.
  • Armor Break:
    • Severely weakens the Physical Defensive capability of a target.
  • Mental Break:
    • Severely weakens the Magical Defensive capability of a target.
  • Power Break:
    • Severely weakens the Physical Offensive capability of a target

Summon Spirit & Drive Form:
Isabel’s summon spirit, is that of Gryphus, a spirit that takes on the form of the Andean Condor. Gryphus is a Wind-elemental summon spirit, which she received upon becoming a Keyblade Master two years prior to the events of the RP. His special attack is God’s Breath, a powerful attack calling upon raging Winds to defeat an enemy.

Through her summon, she can access her Drive Form, Wind Goddess, in this her irises turn a Steel Blue and her hair and tail color turn Sky Blue in color. In this form, all her physical attacks are wind-elemental based.

Limit Break:

  • Wind God’s Sword:
Isabel rushes forth with blistering speed, striking at enemies as if it were waves of wind slicing through. She then finishes with waves of energy that can rend through targets easily. The attack deals great wind-elemental damage to the target.

Brief History:
Isabel Maria Estela Martínez was born on September 17, 25150 EUC in Cape Aubrey, Santa Aurelia. The daughter of an Aurelian astronomer and dancer, she was a person of generally humble origins. In this time of peace she grew up to be a fine young woman. When she turned eight, Isabel, through her parents, would move to the Capital, Griswall, where she would be receive her Keyblade through the Inheritance Ceremony and begin training as a Keyblade Wielder under the late Master and her uncle, Lisandro de la Torre.

Isabel would spend roughly ten years being trained and tutored under her master, and as Master de la Torre’s last wish before he passed away peacefully, was able to see his last apprentice achieve the rank of Master at the age of 18.

She would serve dutifully in holding the line when Alendaia invaded Santa Aurelia, and triggering the Aurelian War, now she must serve to take back her country.
----
Name:
Luna Thermidor

Age:
27

Race:
Human

Gender:
Female


Appearance & Attire:
Luna is 5’5” and has long, straight black hair that extends to her upper back. She has purple colored eyes and 2 small scars running along the side of her right cheek, a result from a great battle she took part in. She is of a slender build, and of light caucasian colored skin.

Her attire consists of a slate grey sleeveless dress of a sort, extending down to her lower legs but split down the middle in the lower half. Underneath this dress is a long-sleeved crimson red shirt with a green ribbon tied to her right arm side, which she wears as tribute to a deceased comrade of hers. In addition, she wears a grey dress-pants and black shoes.

Personality:
Luna is a caring individual, despite her pragmatic style of thinking often making her come off as cold at times. Originally a soldier for the Union of the Realm of Light Marines, she serves as its diplomat, representing not only her country, but also the Royal House of Thermidor, the Kings of Traversia. Yet despite this, her heart has always been with the people, and is willing to defend them against all else.

Weapon:
Luna’s weapon is her trusted Keyblade, “Mysterious Abyss.” The Keyblade is shaped in the form of a single blue water spout, with the teeth forming the peak of the spout, which is in white. The token is a closed white clam shell which is connected to the handle by a golden chain. The Sapphire handle is surrounded by a guard made up of assorted shells, while at the top where the blade, guard and handle is joined is an opened shell with a small blue pearl in the middle.

In addition to her Keyblade, Luna can use Ice magic to forge Daggers made of pure Ice. Sharp to the touch, the blades look like Western style Daggers, however they are completely translucent in appearance.

Fighting Style:
Luna is very fast and agile, using her speed and magic to overwhelm her opponents. Although she is better at magic, Luna is not afraid to go in to fight it out at close range. She is also quick with the blade and is capable of doing two hit strikes while most others can only do one. Luna through her natural skills and also through her being tied to her Summon Spirit for so long, has a natural affinity to Ice Magic.

Abilities & Magic:

  • Heavenly Strike:
    • Luna fires multiple energy waves at her opponents. This is followed by firing a Blizzard spell at the enemy.
  • Barracuda Dive:
    • Luna continuously teleports and strikes a single opponent. Is usually a 10-hit combo.
  • Axe Kick:
    • Luna launches a powerful downward jumping kick at the target.
  • Ice Armor:
    • -Luna combines Ice Magic with the Protect Spell to deal Ice-elemental damage to anyone who hits a target under this spell’s effects.
  • Ice Magic:
    • Luna can utilize Ice magic for various purposes.
  • Water Magic:
    • Luna can utilize Water magic for various purposes.
  • Fire Magic:
    • Luna can utilize Fire magic for various purposes.
  • Thunder Magic:
    • Luna can utilize Thunder magic for various purposes.

Summon Spirit & Drive Form::
Luna’s summon spirit is her friend and summoned treasured by the Thermidor House, Shiva. Shiva is a female Ice Summon Spirit given to her by her father, Maximilian Thermidor, and has been a friend, a second mentor and a second mother to her. Her special attack is Diamond Dust, a powerful Ice-elemental attack.

Through Shiva, Luna has access to her unique drive form, Ice Queen. In this form, Luna's irises turn blue, her skin color a pale light blue and her hair a dark blue. In this form, her attacks blizzard based and she has access to a more powerful weapon of her Ice Daggers, the Ice Blade. In addition, her physical strength is increased.

Limit Break:

  • Gem Dust:
Luna charges up for 10-seconds a light blue orb of magical energy, which when fired at her opponents, freezes them in place. With the snap of her fingers, she can shatter the ice, causing multiple lacerations using razor-sharp ice shards that can damage vital organs.

Brief History:
Luna Angelus Thermidor was born on January 7, 25145 EUC. She is the scion of the House of Thermidor, one of the twelve noble families of Traversia, also known as Traverse Town in the Union of the Realm of Light. The Thermidor family was a family of warriors, healers, diplomats and leaders, and Luna was no different. She received her training under her father, Maximilian Thermidor, and for that purpose was thrust into battle during the Unsung War as a member of the 108th Marine Task Force Regiment “Warwolf” led by her long-term friend and future husband, Raven Otsdarva.

It was during the Unsung War that she would shape her views on war and peace, on life and death, and love. Having spent her time fighting for these views, she would help shape the future of the Realm of Light, being one of the main founding members of the international Keyblade Order of the Round Table, dedicated to the purpose of peacekeeping.

It is for this reason that she has come to Santa Aurelia, in hopes of finding a peaceful solution to the crisis at hand, though what she may find would be another conspiracy...
 
Last edited:


Name: Valen 'Val' Cross
Age:22
Race: Human
Gender:Male
Appearance & Attire: 5'9" in height and thin build. He's Caucasian with really tanned skin and smooth youthful features. His brown hair is just 2 in. in length and is extremely unkempt. He wears a brown sleeveless vest that zips from the bottom up to just below his chin. He'll often wear it zipped only to just below his collar bone leaving the collar up. He'll zip it all the way up when he is about to become active. He has cream colored cargo shorts that go just below his knees. Brown sneakers.

Personality: Val is a free spirit. He is very easy going and often finds himself distracted by new things. He loves adventure and meeting new people. It is often up to his summon Aeolus (who can speak to him when not active) to keep him on track. He has a personal drive to protect others who are in need and works hard to minimize harm done to everyone around him, even it is an opponent sometimes.

Weapons:West Wind- This pole-arm has a total length of two meters. It has a two pronged end. One prong is a pointed blade like a spear head that is 3 inches in length. the second prong is a curved blade that starts a foot down the shaft that comes to a point just beside the spearhead. This second prong is used for slashing attacks. Four eagle feathers hang loosely from the base of the second prong. West Wind is a spirit bound weapon and thus can be summoned much like a key blade.

Fighting Style: Val is very proficient in magic attacks. He likes to use them in conjunction with his normal weapon attacks. He uses West Wind as if it were a regular bow staff, and does not give favor to either side when attacking. He does a lot of moving while fighting and he focuses a lot on how he is positioned compared to his surroundings. He is a very defensive fighter who concentrates more on safety than on damaging an opponent.

Abilities & Magic:

-Boost jump: uses wind magic to aid in jumping and landing. Using this he is able to jump 15 ft into the air, and land safely from any height.

-Thunder Magic: Val is able to use thunder magic for various purposes.

-Wind Barrier: Val does a quick spin creating a momentary barrier of wind to deflect incoming attacks and pushes anything within two feet of him back.

-Ice Magic: to create terrain that is difficult to move along.

-Infuse Weapon- enhances weapon attack adding magic (thunder, ice, non elemental) damage. magic is used for each swing.

Summon Spirit & Drive Form: Aeolus, Guardian of the Winds. Giant eagle-like bird. Wingspan of 12 ft. Has golden Feathers and a leather sack strapped around its neck. He is large enough to allow a single rider to crouch upon his back. His Special attack is Wind Acceleration. He releases a wind from the sack around his neck which increases his speed as he slams into his target. This does High physical damage and targets one. May be able to hit multiple lined up targets. West Wind vanishes when Aeolus is active.

Valen Fuses with Aeolus for his drive form. A row of golden feathers form along his arms and form an eagle like mask on his face. The blunt end of West Wind forms into another blade . In this form, his speed is doubled, and he becomes able to fly up to ten meters from the nearest surface.

Limit Break: Unleash Winds-creates a wind funnel up to 15 yards length and 5 ft in diameter. He is able to control the far end of the funnel. Anything under 300 lbs, that is not secured, will be pulled into it if coming into contact with funnel mouth. Anything inside is slowly pulled toward Val. This attack does minor wind damage and various levels of physical damage depending on how much and what kind of debris gets caught in the funnel. He is able to cast his various magic attacks into the cyclone to hurt his targets before they travel all the way through. Val can maintain the cyclone for up to 5 minutes if he keeps his feet planted.

Brief History:
Val grew up among the children of Destiny Island. Being Younger than the rest, he was never allowed to go to the island whenever the others did. It was his great wish to go to the island. All the stories the others had at the end of each day was just getting him more excited for the day his parents would let him go.
When Val became old enough, the island became a second home to him. He explored the island thoroughly. No one knew the island like he did.
Over time the others gradually stopped coming to the island, only stopping by here and there. Val often found himself alone on the Island. He spent much of his time on the beach dreaming of new adventures.
One of the days when he was 17 he was adventuring alone on the far side of the island. He came across a giant bird. The creature seemed injured so Val decided to take care of it. When it was completely healed it revealed itself as Aeolus Guardian of the Winds. Aeolus promised promised Val that it would take him to places of many adventures if he helped it protect the light.
Val agreed, so Aeolus bound itself to him allowing him to use the weapon West Wind. The two have been jumping from world to world helping any in need.
 
Last edited:
Character Name:
Amira Karluka Haktanir

Title/Alias:
The Broker

Alignment:
Neutral

Age:
23

Gender:
Female

Date of Birth:
26th May

Place of Birth:
Kabul, Daria

Zodiac Sign:
Gemini

Race:
Mix of 50% Daria and 25% Heartless and Lucidian

Nationality:
Darian

Weight:
49 kg

Height:
173 cm

Skin Tone:
White with a very slight hint of Middle Eastern

Eye Color:
Ruby red

Hair Color:
White

Appearance

r44t8aI1S91TB334x5BjuTFsglxOzNOkjTiEXTAsaVMpA9hU48NA7ij8UImgRo-WKUcudslriupyWpJ5octKkr8v5ELCsNcsfTDOjoi9K-iq1y48uMNnBe1eEpSikZfoSP0OheI


For her profession and the surrounding she works in, Amira is surprisingly not shaped like a soldier. She is fit and slender, appearing more like a business woman (which she is). Due to her parents, Amira's skin tone is mostly white, though her mother's Daria skin colour is slightly visible, making her not absolutely pale. Her face is proportioned rather well, with a pointed nose and rather large eyes. Amira's face shape isn't extremely sharp and her eyebrows aren't angled deeply. Her lips naturally curve upwards in a permanent slight smile which is perfect for her line of work. One would say she is rather fetching and beautiful, like a flower and exudes a friendly and helpful aura by default. Her hair is white and very long, reaching past her buttocks at the back and her sides reaches down past her chest in a middle split, revealing her entire face.

Blood Type:
AB+

Body Type:
Slender and petite. She is sturdy enough to last and survive where she works at, but she is no soldier.
__________________________________________________ __________________________

Personality:
Amira's is always polite and friendly. Business is in her blood and she acts accordingly in all aspects of her life, exceedingly polite and formal. As someone who is absolutely neutral, she treats people, attitude wise, mostly the same. How she actually shows her moral grounds and personal preference is via how much leniency and leeway she is willing to give when doing business. She is willing to make less of a profit and put more effort into offering a better deal, even making them priority clients over others, to those she likes and vice versa for those she doesn't. That said, this is personal preference of people, rather than on people's moral grounds. Just because someone is doing good things does not mean that Amira would like them. There are grounds in which she refuses to cross, and any attempt to force Amira to cross said grounds would result in, usually, violent response. If she is in a good mood, she may give them a chance to revoke their offer, but their impression is forever tarnished in her eyes.

In normal situations and socialisation, Amira is still formal and polite in her speech and mannerism. She is pleasant and friendly, though not chummy and "i'll befriend every single person". Despite this, because she never seems to show anger nor open happiness, people do not know what she is actually thinking. This makes it hard for people to gauge her. She is calculating and very meticulous as her job requires. One does not survive and thrive in the arms business by winging it. Usually, Amira smiles with rather friendly eyes. However, when she does get serious and when she is "angry", she still smiles, but her eye narrows in a rather sadistic and scary way and her smile feels more scary and intimidating. It is a look that not many see twice and it screams warning signals in people's head that they are toeing a dangerous line.

First Impression:
First impression of Amira is that she is someone approachable, even when amongst her bodyguards armed to the teeth. People feel that they can talk to her and that she would give them genuine time. They also feel that the slender young woman seem misplaced amongst the very obvious ex soldiers. When she speaks, however, they do realise that her capabilities betray her appearance, that she would dictate any deals or contracts via her terms, and not the other way around.

Distinguishing Marks:
Amira's most distinguishing mark is her white hair and her generally, white clothing, particularly her white fur cap that stands out amongst a crowd of camo and dull colours

Style:
Amira dresses very neatly. It is proper and a bit business, though it is not the most accurate description. It also does seem rather aristocratic Russian as well, particularly with the white trench coat and the fur hat. Most would consider it high end fashion.


Attire:
Amira's base outfit consist of three main piece of clothing with gloves and hosiery. Her shirt is a long sleeved burgundy blouse which have wide cuffs at the wrist with gold buttons. On her neck under the collar, Amira has a ribbon tied around in a bow up front looped through behind an intricategolden brooch (check appearance image above for size). Her skirt is white and rather modest, reaching 3/4 down her thighs. Her leg is covered with dark navy tights, whilst she wears knee high white boots on top of them. It is interesting to note that the zipper is on the front, though coloured to appear less like zippers. At times, she may wear a pair of white cotton gloves.

On the side, Amira can also wear awhite trench coat (sleeves are pulled down)that has white fur lining on the end of the sleeves and on the collar. In addition, on her head, Amira can also wear awhite fur cap. Lastly, Amira sometimes don a pair ofsunglasses that have specially treated lense for combat flashes and protection. On each of her ring finger, she has a ring. This one on theleft, and this on theright. Both are made of platinum. The right one has her birth year number set.

Special Talents:
Abnormal reflex, eyesight and hand eye coordination.

Weapons:
Amira lives by selling steel, so it is only natural that she be good with her merchandise.

1 x Hawkmoon and The Last Word
These two revolvers are Amira’s main go-to guns. The Hawkmoon is a DA revolver whilst The Last Word is a SA revolver. Amira wears the revolvers in multiple ways. One is with both of them under each arm in a shoulder holster for concealed carry. The second is with the Hawkmoon still under her arm, but The Last Word is on a thigh holster designed for her signature quick draw and rapid fire shooting style and the last is with The Last Word on a waist holster outside of her coat whilst the Hawkmoon remains under her arm.

Despite the heavy recoil and her rather thin arms, Amira has no trouble shooting single handedly with either guns, singularly or dual wielding. Even with the massive recoil, Amira is able to keep track of targets and shoot rounds in succession without needing to reacquire target after every shot. Still, for maximum efficiency, it is preferable that she uses one of the revolver at a time, especially for The Last Word

2 x Karambit
While the two revolvers can be drawn fast, the pair of karambits that Amira carry are much more inconspicuous and even faster to draw when in arms reach. Hidden on the underside of her cuffs on the inside of her sleeves, Amira can, with a flick of a finger, drop one of these daggers into each hand and attack an opponent preemptively. Despite its smaller size, Amira is a very capable user of fighting hand to hand with these two small blades with the curved blade giving it a distinct advantage in CQC

Strengths:
Incredibly intelligent and gifted with words. Amira is an extremely successful business woman and it is mostly thanks to her wits and her ability with speech. Also, despite not being a soldier, she has gone through enough actual battles and observed enough real life combat to have plenty of experience and knowledge in fighting, first hand or through her entourage.

Weaknesses:
Since her profession isn't exactly combat, Amira is physically weak. She is unable to take any amount of blows above mid single digits. She has been hit before, but should the blows be far and between several minutes, she would recover.

Fighting Style :
Amira tries to avoid confrontation as she really doesn't have a reason to be fighting anyone, being neutral and all. However, if things goes south, Amira can and will pull out a gun and start blasting. She is knowledgeable in firearm combat and can hold herself in a firefight, taking cover and shooting accurately and smartly. She is particularly proficient with her revolvers, with her party piece being her ability to quick draw and fire with pinpoint accuracy at a record breaking speed.

If guns is not an option, Amira would pull out her two karambit from her sleeves and basically uses them as an extension of herself. Punches become stabs and she can whip her arms around and slash at people. Her style of melee is fast and minimalistic. Feints, sleight of hands and use of physics such as centrifugal force are all tactics she will use among many. Amira wouldn't outright kill someone. If they are incapacitated, then she would stop after she is sure they aren't faking it and wouldn't be getting back up


Abilities:

.


Summon:

.


Drive Form:

.


Other Skills :
Amira has a plethora of skills rare for a business women. Most of them are taught to her by her guards.

Proficient with computers
Good shot
Ambidextrous
Can drive conventional vehicles extremely well.

Given her background, she also has extensive knowledge of physics, business, engineering, language, psychology and history

Favorite Food:
Cheeseburger, preferably big

Least Favorite Food:
Nothing in particular. Amira has a wide range of taste and is close to always seen eating

Bad Habits:
Amira has cured almost all her bad habits as it is unseeming to fidget when facing customers. However, she still has a little habit of using her thumb to spin the ring on her right hand. Very subtly though.

Job/Occupation:
Amira is a broker. Not just any arms dealer from the streets. She deals in high end weaponry, from single order to bulk. She can provide stinger missiles, jets, tanks and military grade equipments to her clients, which she has done so in the warring regions all around the world. In addition to arms, Amira also spans into information, safehouses, mercenary contracts, the range of what she brokers and deals with is beyond just these. With the backing of a mega corporation and her own connections, she is able to make and complete deal of all kind, from legal ones to illegal ones.

Past Occupations:
N/A

Activities/Organizations:
She is in the employment of an unknown corporation that has its grip all over the known worlds to every corner. While it remains anonymous, she does receive general orders and she herself knows of all the details of her employment. Despite not being at the top, Amira holds considerable power and is given pretty much free reign to do as she wishes.

Speech:
Business like and formal. Like her personality, Amira speaks to all but a rare few in a style that imitates how one would talk to clients or customers. She has never lost herself in anger, nor ever shown extreme happiness. This makes it hard for people to predict and think what she is thinking, making her unpredictable. Since she travels all over the world and is fluent in many languages, her speech has many accents in it as if it’s mixed. However, she has most prominently a very slight Australian British accent that people can recognise, mostly due to long term exposure with her senior guard.

Quote:
"Thank you for your business."
"Have a nice day."
"You sure are energetic. Did something good happen?"
"There are no sides. Only clients and customers."
__________________________________________________ __________________________

Relationship Status:
Family:

Father: Mikhail Vladimirovich Krillovsky - High ranking member from the corporation. Teacher of broker skills to Amira

Mother: Samira Haktanir - Young Darian female. Incredibly beautiful.

Personal Adversaries:
None

Close Companions:
Her closest companions are her eight bodyguards. The elite of the elite. These people have managed to get Amira in and out of bloody war zones, through enemy lines safely on a daily basis. They are THE best the best has to offer, capable of holding their own against any threats to their charge.

Richard Monash - Australis. ASAS. Male. 38 years old. De facto leader. Melee specialist

Zhang Yu Fei#2- Zhourao. PLASOF. Female. 27 years old. De Facto 2IC.

Aya Marina#2- R.o.L. CIA agent. Female. 25 years old. Intelligence and espionage.

Freja (Freya) Barkhorn - Lucidia. Kommando Spezialkrafte. Female. 20 years old. Sniper.

Marcella Chequita - R.o.L. RGPD SWAT. Female. 25 years old. CQC specialist.

Nicholas Free - Novara. SAS. Male. 24 years old. Explosives expert and driver.

Gad Kahalani - Hasmonea. Duvdevan Unit. Male. 32 years old. Medical Expert.

Yuri Vakarian#2- Heartless Empire. Spetznaz. Male. 28 years old. Spotter and heavy weapon specialist.
__________________________________________________ __________________________

History:
Amira was born from a Darian woman and a half Heartless Lucidian man. Her background is a bit more complex, as she was the result of a one night passion. Amira was was a vagrant for a large part of her life when she lost her mother. Her father came back to Kabul when she was 8 in search of her mother and upon finding out their fate, he used his connections to locate Amira. Mikhail was a responsible man. He had liked Samira, but not quite to the point of being tied down. However, since he was the father of Amira, he felt obligated to ensure she be taken care of. While he had not built a strong attachment to the girl, he still took responsibility as a father.

Mikhail was never a family man. Instead of warmth and love, he educated and trained her in his path. He genuinely believed that he was giving her a gift of power and tools for life. It wasn't such a big lose for Amira as she was also not particularly attached to her father. Instead, she loved her mother dearly, hence her last name. Rather she took advantage of it and absorbed every little bit of information about this line of work. Rather than a father daughter relationship, it reflected more of a mentor/ protege atmosphere.

From the time she was taken in till her 14th birthday, she was taught the workings of being a broker and finally, on her 14th birthday, she was given reign to do a minor deal unsupervised by him. Richard, who originally worked with her father, transferred to her team and filled in a semi quasi fatherly figure. Under his care, Amira plied her trade and began to gain more experience as a business woman and as a broker. As she matured out at 17, she had hired a few more guards on her own volition as she has a reputation of her own now. It would be a further two years before she assumed her father's position as the corporation's best broker whilst he rose to executive position and is theoretically her superior. It did not affect her overly too much as she continued to do as she wanted. Over the next six years, she increased her team, from just Richard, Fei and Yuri to having Aya, Freja, Marcella, Nicholas and Gad join them. This entourage became a necessity as she dealt with large scale goods as well as classified information and a large range of activities. Her contact network is one of the most extensive, above and underground and as one of the world's most successful broker, her security was a major issue.

The Santa Aurelia conflict was barely a blip in terms of conflict in the grand scheme of things compared to the galaxy. However, Amira has taken an odd interest in the war, particularly with the Aurelian Faction. All statistics tell her that the Aurelians most likely would not be able to afford the prices needed for war winning materials, but against the suggestions of her advisors, Amira contacted Isabel Martinez to offer a personal favour. While she could not just GIVE them materials, as long as she comes out above of what she provides and the books all work out, the corporation wouldn’t poke their heads into her involvement.
 
Alrighty I believe I got everything covered for my character. If I missed anything just let me know. And sorry about the long wait. It has been a few interesting weeks since the wedding and getting settled back into a regular life. but I'm back now.
 
Yay! A completed character profile!!!~

I've checked through it, and I see no problem here. Your character is accepted.
 
hey, im new here but i cant pass this up, i mean check out my name and profile picture XD

Name: Gyna Macronne

Age: 18

Race: Miq'ote (Keeper of the moon)

Gender: Female

Appearance & Attire:
miqote.gif

Personality: Unlike many of her clanmates from the seekers of the moon, Gyna seems to suffer with an unhealthy interest in magic and knowledge, while many of the academy trained mages she grew up with have an interest in magic her absorption of knowledge from the arcane libraries is unparalleled. Because of her interest in books and its counter-balance of a dis-interest in people Gyna finds it hard to 'play nice' She is quick to temper and definitely one to hold quite the grudge. But she doesnt mean to be so ill-tempered all the time, if someone approache her intellectually she would be much kinder, she is just too used to people hating or fearing her for her knowledge of the arcane

Weapons: Staves
Beginning Weapon: Junta Staff of Evocation

Fighting Style: Ranged

Abilities & Magic: Cure, Reflect, Blizzard, Thunder, MP Gift, Evolution & Charge

Summon Spirit & Drive Form:
Summon: Carbuncle
Drive Form: Wisdom Form

Limit Break: Wave Gigs

Brief History:

TBC
 
Last edited:
(To be continued.)

Name: Noxus Roe

Age: 26

Race: Cyborg(Technically) - His race stems from a collective of human personalities meshed together in a processed, artificially created human brain inside of a fully prosthetic body. It is questionable whether he is considered fully 'human' or fully 'android' due to his particular origins. He prefers to identify as human.

Gender: Male

Appearance & Attire: Noxus stands at an abnormal 6 foot 6 inches with a very slender build. His synthetic textured skin is smooth, slightly misty, and stays unblemished for the most part as it doubles as a light armor. His black hair is wavy, ragged, and shoulder length. His eyes are narrow, blank and hazel. His skin complexion is a warm medium brown and he often wears a serious default expression upon his face. The clothes he wears mimics the clothing from his world; garments stitched together from after the supposed apocalypse happed on his world. He wears a white shirt, ragged black skinny pants, and a dirty, ragged brown overcoat that is dark with years of wear and tear. He also carries a sack upon his back full of his own persponal treasures, nutrient foodstuffs, and one pistol given to him by his father(One of the only weapons he knows how to use well). His boots are black and worn with soft supple leather.

Personality:
Weapons:
Fighting Style:
Abilities & Magic: (Limited to 8 Abilities and Magics)
Summon Spirit & Drive Form: (You may choose to either use an existing summon/monster from your favorite RPG, or opt to create your own. You are however limited to one summon spirit and one drive form, OR two drive forms if you opt to not use a summon.)
Limit Break: (Limit One per character)
Brief History:
 
This is it's own original continuity. However the game are taken into account here. The events of the RP occur approximately fourteen years after the events of Kingdom Hearts II (and presumably, Coded and Dream Drop Distance*)

(*I'm not entirely sure how long after 2 those games take place, but I assume it's around the same year the events of KH2 took place.)
 
Ok. Would it be ok so have her with very little background as she has just been dragged into the KH universe by a heartless portal? Its just i like to build characters from the ground up so most of her experiences will be ocuring in game ^^
 
Is this still going on? I'd love to partake later on but after a while I figured this had been abandoned because I don't know about any updates. I hope you guys are still into this! :x3:
 
Back
Top