Author Topic: Cross Effects 3.0 - Character Graveyard/Departure Zone  (Read 27728 times)

visevv

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #165 on: June 21, 2017, 12:48:46 AM »
Name: Antonia San Nicolas
 
Race: Human
 
Age: 26
 
Height: 6’2” (1.8 meters)
 
Weight: 141 lbs (64 kg)
 
Appearance: Antonia has a muscular physique - quite fit. She has long, dark brown hair that is often pinned up in a tight bun; long hair is an easy target for any enemies with hands. Her eyes are sharp and narrow and is beautiful in the sense of a hawk diving towards its prey - fatally graceful. Her body is riddled with scars from past encounters.
 
Clothing consists mostly of linen for easy movement, and flexible leather for protection. Most of the colors are rather drab and dark for stealth, but there are flashes of gold and red in her attire.




 
Physical Attributes

Strength: Exceptional (Incredible with Bloodlust)
 
Agility: Incredible
 
Constitution: Incredible
 
Other Abilities:
 
Tactician: Ranked high in the military department, she had to formulate plans to exterminate the beasts. Good at pinpointing weaknesses, spotting people who are likely to transform, and a great leader.
 
Navigation: Can find her way around any town with the help of signs, compasses, and the sky. Derived from the simple fact that memorizing the streets is quicker than looking at a map.
 
Crude Medical Knowledge: Knows how to stitch a wound, make a splint, bandage and treat infections to a certain extent.
 
Advanced Healing Factor: She is distantly related to entities simply known as the Gods and possesses a greater propensity to heal a bit faster than regular humans. For example, it takes at least six weeks for a sprained ankle to function normally. It takes two weeks for Antonia to recover, less if she uses Blood Healing (explained below).
 
Deception: Throwing enemies off the track and leaving them confused as to where you went is a necessary skill for hunters. Examples include running down a hidden alleyway and making an unexpected attack.
 
Bloodlust: If she kills for too long, or kills many in a short amount of time, her pupils start to dilate and would begin to resemble a wolf: elongated limbs and canines; she would have considerably more strength and a near-insatiable urge to kill. The amount of strength gained is comparable to a beast, who can smash through walls with ease and throw prey up to 20 feet across. Though, if she manages to restrain herself (or somebody else restrains her) and return back to a “normal” state, then she cannot hunt for the next couple of days in fear that she triggers it again.
 
Nightvision: Self-explanatory. Cannot see perfectly in absolute darkness without a source of light, but has an impression on where objects are located and how to avoid them.
 
Magical Ability: Low
 
Aromatherapy: Monsters are blood-motivated creatures and will seek out the pungent source for food, or simply just to kill. Creates a new scent in the atmosphere with innate stamina, one that smells of rosemary, and masks her own, so the monsters are less inclined to follow a ghastly scent. 
 
Blood Healing: Consumes innate stamina to heal life-threatening wounds, such as broken bones and internal bleeding. She would live through the ordeal, but would be physically exhausted.
 
Scrying: Can use any smooth, shiny surface to observe anyone or anything, as long as she knows what it looks like and where it is. Can only see if there is a similar object in the area, and up to a one mile radius.
 
 
Equipment:
 
Fans: Her main weapons, holstered to her sides. There are silver knives concealed within the crimson folds, and are easily concealable in general. Remarkably heavy. Can be used to thrust, slash, and bluntly hit enemies. Can cut through wood, “soft” metal (lead), glass, and most importantly, a thick skin of fur and flesh.
 
Throwing Knives: Carries twenty of these at any time. Does minimal damage, but good for scouting out enemies and catching their attention.
 
Sewing Kit: For when the hunt is long, there are tears and rips in clothing, and stitching up wounds.
 
Ruby Pendant: A pendant encrusted with a large, admittedly ostentatious ruby, wrapped around her neck. Inside, lies a portrait of her family: parents, and three younger siblings. It is a reminder of who she is and what she believes in, so as to not lose herself in the hunt.
 
Origin: To live is to hunt.
 
Antonia hails from a country whose main industry is war and defense. It is determined to maintain peace within its borders and wage war in all other areas, and is by the military who encourages this behavior. Though, once the soldiers return home, they are also encouraged to pursue milder hobbies such as sewing, cooking, drawing, spending time with family, etc. to remind them of their humanity.
 
Inside is clean and well-kept, but outside, it is no-man’s land. The soil and rivers are saturated with blood from the existing beasts and bodies of human enemies. For the longest time, a delicate balance was maintained between the inside and the outside, but after centuries of ingrained warfare, it has been disrupted.
 
The hunters have become the hunted, as the most eccentric killers are starting or have transformed to become the beasts themselves. The country has been put on lockdown and Antonia has been charged to hunt down her own comrades, and once she turns, she will be hunted herself if she manages to survive after all of them have been eliminated. She has demonstrated considerable restraint when killing and almost never goes overboard.
 
Weakness: Cannot handle large groups of enemies, impulsive, foolishly independent and stubborn, does not know when to give up. Narrow minded. Limited use of magic.
 
Likes: The sea and other bodies of water, clean clothes, shiny things, chocolate, rivalries, salt and spices, chivalry and loyalty.
 
Dislikes: Disorder and disarray, living an unremarkable life, barbarity. Unjustified behavior. Being betrayed.
« Last Edit: June 21, 2017, 05:46:43 PM by visevv »

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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #166 on: July 15, 2017, 03:46:23 AM »
Name: Beast-hunter Fangs-of-night King-of-blood Shape-master, Astarte

Race: Blood God

Age: 100+

Height: 5'1

Weight: Average for his height

Appearance:



Physical Attributes:

Strength: Incredible

Agility: Incredible (Fan reflexes)

Constitution: Incredible

Other Abilities:

The Blood: The liquid that flows through Astarte’s veins is filled with life and power. It grants him great resistance to other supernatural powers that attempt to directly affect him. While something such as a blast of energy will still harm him normally, attempts at mind control or a curse to wither his body will fizzle out unless they are of great potency. He is also capable of empowering himself physically with it. He can become stronger, faster, and more durable. If he uses an especially large amount of blood he is even capable of reaching Fantastic levels (in strength and constitution) for a single action.

Furthermore, it carries powerful addictive qualities. If one partakes of his blood three times within a period of several weeks they become hopelessly in love and utterly beholden to him. However, it is only possible for Astarte to regain this vital energy by consuming the flesh of supernatural beings.

Distinguished Palette: Astarte is a connoisseur of blood, something he inherited from his most recent 'mother'. By tasting blood he can get a feel for what kind of creature they are, and he can easily tell a supernatural apart from a human. It also makes it far easier for him to track something after he's tasted of their blood.

Vitae Heal: By using the power within him Astarte can heal his wounds. Lesser ones are repaired with ease and with his great reserves of blood few can defeat him in a battle of attrition. However, wounds inflicted by unnatural powers or severe ones such as lost limbs can require some rest and more blood.

Inherited Skill: From each of his creators Astarte gained a single skill at their level of proficiency. He is experienced in fighting with a myriad of weapons and is more than capable of using his natural weapons in an efficient and deadly manner. He can also cook, clean, sew clothes, and drive a myriad of vehicles.

Disciplines: Astarte is capable of manipulating his blood in order to create a myriad of supernatural effects. Listed below:

Dominate: With nothing more than eye contact and verbal commands Astarte can establish control over a victim’s mind. He can directly control them, set subconscious triggers, and even manipulate their memories with nothing more than eye contact and words. Astarte can even possess another being. Once he has a subject under his control he can spend some time and blood breaking them down entirely, until he can slip into them at any distance with nothing more than a word and a little blood. However, all of these effects can be resisted by those with strong enough wills.

Celerity: Astarte can draw upon unnatural reflexes and movement, easily slipping past attacks during a fight. However, his movement speed is unaltered unless he makes a minor expenditure of blood, allowing him to move at similar speeds to what he can react to.

Resilience: While this power is passively makes Astarte more durable and hardy than he should be, a minor expenditure of blood can allow him to ignore wounds for several seconds. It does not make his skin tougher however it allows him to sustain damage and ignore most of the downsides. Small arms fire might pierce his flesh but the wounds don't hinder him in the slightest nor do they put him in any danger of dying. Even attacks that are too much for Resilience can be reduced a severity. A torn off arm could only leave a slight trickle of blood rather than a gushing wound, and even damage to major organs can be reduced in this fashion. However, he must consciously activate this ability and if surprised will still be wounded as normal.

Auspex: Unnatural senses allow Astarte to instantly know who’s the biggest danger to him or who the weakest person in the room is. He can sniff out the secrets of a person, place or object or discover those attempting to hide with supernatural or mundane methods. Establishing a telepathic link between himself and another is also possible, allowing him to even overwhelm someone by having them relive their own memories, even those that have been lost to amnesia or magic; however, this link can fail against those with great enough will. He can even free his consciousness from his body and explore the world with speed substantially greater to his usual level.

Animalism: Astarte can speak to and command animals of all sorts. He can make them into his familiars and call forth scavengers and predators from the environment alike by spilling his blood. With his power he can also drive the animals in a nearby area into a monstrous frenzy. While he can’t give them complex commands he can give them general orders and targets.

Protean: To Astarte the form is malleable. He can slip into the earth to rest (meat offered there sinks into the earth for him to feed and he has limited awareness of his little hideout) and transform his body to have traits reflective of predatory animals such as monstrous claws that he can use to clash against the armaments of other supernatural beings or a variety of new or advanced sensory organs. Transforming into an actual creature is simple as well so long as he consumes its flesh. So far he can become a wolf, owl, and a swarm of bees. He is also capable of altering his human form with blood and rest using templates from those he has devoured before; however, the changes are cosmetic.

His mastery of Protean and his enhanced physique allows Astarte to become a shifting mass of flesh. While usually he can only maintain a two animalistic traits, he can now take on as many as he wishes. In a fight Astarte becomes a flurry of growing and retracting limbs. In a moment he could be a scaled monstrosity with a hound's sense of smell and a body elastic enough to squeeze down a drain, and in seconds he could be a quadruped sporting wings fully capable of flight and covered in barbs. He can even lower his attributes to raise his strength or constitution (although he can’t raise an attribute above Fantastic) in mere moments. Assuming this costs a good deal of blood, but it is his preferred combat state and lasts about a minute.

Origin: Astarte has lived three lives. The first was one of a forest twisted in the shadows of blood. It ended with cleansing fire.

The second was longer. He wandered the land with all the whimsy and cruelty of a god. Astarte walked the earth as a wolf, an owl, a swarm. He spoke to frail humans in these guises, whispered to them at the foot of trees, devoured their enemies and blessed their homes in the only ways he knew. But they would remember the god that had watched their family. It ended in savagery, a desperate struggle against a wolf who walked as a man as they perished together.

But this is the third life. And here the world is man’s and those they once spoke to in worship now hide in their shadows. It was different. And the memories Astarte holds are empty and crude. Mere images, tastes, sights, and sounds. But they didn't feel like anything. He served with a coven for a time but he could not stay. He needed to find himself.

Weaknesses: While immune to most of the banes that plague his progenitors, Astarte is still vulnerable to fire. He cannot heal wounds inflicted by it easily and requires both time and large amounts of blood to heal. His fear of it is instinctual and he dislikes even torches. Large amounts of it can deter him from entering an area. Astarte has never chased his prey through a burning building once.

As he must feed off supernaturals Astarte must also dedicate some time to hunting them down, and he must be at great enough strength to kill them without getting hurt enough that the hunt would be made worthless. This can make it a bit of hassle if he is running low on blood.

Likes: Werewolves, feeding, vampires, humans, art

Dislikes: Fire, vampires who believe they're utter monsters, needless cruelty
« Last Edit: August 12, 2017, 11:02:41 PM by Umbra of Chaos »
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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #167 on: November 10, 2017, 11:42:53 PM »
Name: Grigori

Race: Human

Age: 28

Height: 5’5

Weight: Average for her height

Appearance:




Physical Attributes:

Strength: Human

Agility: Human

Constitution: Human

Magic Ability - Divine: All magic is based off of the principles of chaos and order. Chaos is power and imagination, the force behind all magecraft. Order is direction and control, that which gives focus to that raw power. At her base she is already a prodigious spellcaster, but there are two ways by which Grigori may extract greater power from her spells.

By drawing more upon the powers of chaos she can amplify its effects, but this opens room for error. The spell could turn against her, be released indiscriminately, or transform her into a carrot. For obvious reasons she refrains from doing this despite the fact that the difference in power outclasses her normal output. The other option is to create a runic array granting order additional power at the cost of flexibility.

By carving runes into an object she inscribes the spell onto it can flood it with more power without having to worry about chaos' effects. The issue lies in the fact that if created on the fly the difference is nearly negligible to her own output. The more precise and detailed the runes are the more power she can flood into the array without worry. To reach a level of power beyond her average ability she would need to make a precise array with a large amount of the object’s surface covered in tiny symbols.

To Grigori there are few spells beyond her power and comprehension to cast. She can conjure conflagrations, shatter the earth, drown beasts with a mighty wave, and cleave a squad of soldiers in two with a slash of wind. Withering curses can cripple her foes as hexes bring their flesh to a boil. With a flick of her hand she can raise the dead as shambling creatures and with runes can create powerful abominations. She can create portals linked to a runic circle or set up powerful barriers.

Cores of magic and inscriptions can bring mighty golems to life or serve to power continuous spells. This becomes incredibly important when Grigori works on constructing defenses and fortifications. Her usage of runes allows her to create self sustaining spells of great potency that require little attention at all. Runic magic also allows her to cast multiple spells at once without much distraction to create powerful combos.

It is even possible for her to elevate her senses by perceiving the world through the lens of her soul, allowing her to visualize and hear beings far faster than her (Incredible). One of Grigori's most favored spells weaves her magic into the materials around her. This allows her to maneuver them freely at speeds equal to her own reactions. She can maintain this control even if the materials she manipulates are damaged, such as the fragments of a smashed boulder or molten rock if it has been heated enough. However, this is far from the sum of her ability. Grigori is the inheritor of knowledge stretching back countless generations and thus skilled in many forms of magic.

Unity: What is perhaps considered mastery of magical talent is the ability to act with unison with another as the gods did long ago. By engaging in physical contact Grigori can link her own magic to another mage over the course of a minute, intertwining their spirits and abilities with one another for a period of time. During this state they enter a state of perfect synergy, sharing the sum of their magical knowledge and power along with greatly amplifying the effects of their spells. This can be broken by the loss of physical contact. Because of the closeness of the ability and the fact that forming such a thing leaves Grigori incredibly vulnerable to attack on a spiritual level if the other person reacts negatively it is only done with great trust or desperation. Or if she tricks them.

Other Abilities:

Inheritor: The lineage of Grigori’s family is one of constant and unending success. Each child in their line has been more powerful than their parents, ensuring a slow but steady increase in power. However, just as her mother was an exceptional mage so is she. Her offspring is insured to be even greater than her if she ever bothers to have them.

Poker Face: In a fight between mages the worst thing you can be is obvious. In the midst of a battle whether she’s losing or winning Grigori can always manage to keep what she’s actually feeling hidden.

Origin: Grigori wants to live forever. She doesn’t consider this an especially selfish goal. It seems rather sensible, all things considered. There are so many things left to learn, things to see, people (of worth) to meet! She can’t let herself die yet!

There are worlds of magic to explore. She knows it. They lie just beyond the horizon. There might be powers beyond her understanding. Abilities she couldn’t dream of! How could she simply sit around and wait?

So she set forth. Generally killing and setting up stone research fortresses that she inevitably abandoned that served as decent dungeons for young adventurers. Her antics never made her particularly favorable in the eyes of either the worshippers of Stribog or Chaos, but it was of not great concern to them. Not until rumors of her summoning the god of death began to circulate. But thanks to the Nexus those rumors would stay rumors.

Now she is simply stranded. And a bit peeved. But overall rather fine considering that it wasn’t the worst arrival she has ever made.

Weaknesses: Runic arrays are very fragile. If even one rune is damaged the magic will be trapped inside it before building up and exploding.

If she’s surprised enough to use chaos to boost her magic it will blow up in her face about nine times out of ten. It’s a terrible ability to rely on.

Grigori lacks any close quarters combat experience and can be easily caught off guard when she’s constructing an array or researching.

Likes: Magic, the idea of living forever, mages of equivalent talent, she has a slight penchant for destructive magic, spicy food (preferably with noodles), dragons, research, new forms of magic

Dislikes: Considering her mortality, making average progress on her projects, crazies, content people, devout worshippers of the gods, mediocre mages
« Last Edit: January 16, 2018, 03:26:44 AM by Umbra of Chaos »
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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #168 on: November 30, 2017, 02:39:39 AM »
Name: 'Dogtooth' Okami

Race: Wolf-Man

Age: 26

Height: 8 feet tall

Weight: Fairly heavy due to musculature

Appearance:




Physical Attributes:

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Magic Ability - None

Other Abilities:

Instinct: There is nothing more reliable than a beast's instinct, Okami is a testament to that. His training and keen senses in the arena made him a fearsome foe to say the least. Additionally, his battle intuition is  sharp, to the point he can clash evenly with masters and see through feints of deceptions during battle, as well as being able to reflexively avoid ambush attacks or traps. His movements are rough and cannot be compared to martial arts, but not a single motion is wasted, every strike hits with power, fluidity and purpose. While he has no such ability, some even came to tell he could see two seconds in the future.

Canine Scent: Okami's scent is a scary thing. Though how much is attributed to his instinct is a mystery, he can smell lies or deceptions, as well as using it in conjunction with his keen intuition to read people's surface thoughts. If he has a scrap of blood or anything to detect a person's scent by, he will be able to track it kilometers away. To put it bluntly, you cannot hide from his nose.

Wolven tongue:  As a member of an ancient race deeply linked with canines, he can command wolves and dogs with nothing more than a word and understand the meaning behind theirs.

Inventory:

Fur scarf: A scarf and his one remaining memento of his family. He will treasure it above all else.


Origin: The wolfmen are an ancient tribe that lived as one with nature before the dawn of man. As humans cut down the forests and the trees to build their great palaces, disease and wars drove them out of their territories, until the once great tribe was nearly driven to extinction. His village was one of the few remaining, and for a while they lived in peace and harmony. But that peace would not last.

Now rarer than ever his kin were seen as a rare commodity, nothing more than beasts to be ripped from their homes and sold to the highest bidder. The young Okami was but a child when he was trapped during a hunting expedition and captured by a slaver guild, then brought to the master as a trophy.  His new master was a renowned monslave hunter, and his champions were amongst the most prestigious in the continent. It was because he saw a fierce will in his eyes and the potential of such a rare breed that he decided to train the young Okami, and with a harsh whip he broke and molded the young boy into a warrior fit to be a champion.

His master was cruel, but skilled in both the art of combat and the art of manipulation. He would promise the young boy freedom if he claimed the champion’s belt. He had nothing to return to, no home to cherish, but he still wished to live. Which is why he took them down one after the other, and soon became the arena’s favorite.

He was only 17 when he took his friend’s life and claimed the title of champion. His days as a gladiator over, Dogtooth disappeared, and his master was nowhere to be found as well. That is how his legend came to an abrupt end.

In the Nexus, he found himself alone, lost. He was offered to serve justice and become a part of the Elites. Without a home to go back to, he made his own. This time, he'll protect it for sure.

Weaknesses:

Okami’s family had been hunted down for their teeth, and because of the trauma he fears people uncovering his nature. Thus, he will go to great lengths to hide his mouth, even if it means giving up on exploiting an enemy’s opening, or outright stopping a fight.

While he is not one to be easily moved by panic, always keeping a calm and stoic attitude, he has a deeply ingrained fear of fire, and exposure to that element can cause him to grow sloppier as he tries to contain his panic and rage.

Silver is also lethal to him, and acts like a poison that can cause him excruciating pain and incapacitate him, or outright kill him. A sword or bullet coated with that metal will go through his body as if it was human flesh.

Finally, he has an absolute code of honor that prevents him from taking advantage of certain situations. He will not strike an already downed opponent twice, and his sentimentality makes children much harder for him to deal with, though surprisingly he has no issue going all out against women.



Likes: Flowers, nature, meat, being shown affection, animals (especially cute little puppies, they’re like little brothers to him), his comrades, those with whom he forges bonds deep enough to consider them part of his family, bellyrubs (he will NEVER admit it).

Dislikes: Violence and cruelty, especially towards nature. Fire, cages, being teased, being made fun of for his appearance, people who boast of his abilities (he finds it embarrassing but secretly likes it), those who threaten his pack.
   



 



 
« Last Edit: January 03, 2018, 03:06:52 PM by francobull3 »


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Re: Cross Effects 3.0 - Character Graveyard/Departure Zone
« Reply #169 on: January 22, 2018, 02:35:35 AM »
Name: Rundas

Race: Demonic Shade

Age: died at 20

Height: 165 cm - grows to 185 when displaying her true form, which happens whenever she exerts a considerable amount of power

Weight: Normal for her size.

Appearance:





Physical Attributes

Strength: Heroic

Agility: Heroic

Constitution: Fantastic

Magic Scale: None


Other Abilities:

Demonic Arsenal -Fangs of the Wild Hunt:
By drawing from her connections to the underworld, Rundas can create demonic lances that she wields in combat. By lifting her arm up, she summons a row of dozens thorns that rush forward from her position to impale her foes, and by pumping her fist she forms about a handful of them in the air above her foes in order to send them crashing down on them.

They are mighty, travel at legendary speed, and can pierce through heroic foes, but while her weapons are far from slow, there is a slight delay in both cases that makes it possible for characters of comparable agility to avoid the hellish spears.

Ragnarok: By channeling and focusing her demonic energy and hatred in her arm with a delay about as slight as her other spears, she can physically launch a greater spear with legendary force and speed, and shatter a building under her devastating throws. She throws her weapons with unparalleled accuracy. It is a devastating attack not because of some ultimate offense, but because it is a potent projectile that can be fired continuously and accurately.

To put it simply, if one does not actively try to avoid or block them they will not miss no matter what.

Skilled fighter: Rundas fought countless battles with her spear, but while her intuition and technical knowledge is masterful she employs a wild, feral style that exhibits its raw brutality fully without lacking in precision or finesse.

Heart of vengeance: As a vengeful spirit, her mind is incredibly hard to corrupt and mold. Her grudge is strong enough that it makes bending her memories and emotions a nearly futile effort. Her will is an extraordinary thing, the fact she has kept her strength and endured the pain of being constantly burned is a testament to that. But because her heart still throbs with pain and flames, she can never be freed from them.

Heart of avarice: As a spirit of greed and hunger, she keeps whatever she takes and steals on close clutches. Whatever she may claim as possession can be moved and stored in her shade. This includes her former body and her great treasures. However, she is dead, and because of that everything she once owned is also dead. They are nothing but figments of greed and delusions, illusions of wealth and power as fake as her appearance.However, a lie can be as believable as truth, and only the most skilled in the perceptive arts can tell the true nature of her manifested treasures.

Heart of treachery: As a spirit of betrayal, she was once betrayed and will betray in turn. However, she seems to be fighting her nature ever so foolishly, as if she could escape her sin. But on that night, the witch of the wild hunt tore her liars tongue. She may never tell a lie again.

Hollow: Rundas is neither dead or alive. She is only a shade, able to feel and act in the physical world but devoid of something. To put it into perspective, she is a bucket with a pierced hole at the bottom, thus no matter how much she tries to fill herself she will always be empty.

Demonic Nature: Being a demon, she crosses the line between life and death. While she uses an illusion to appear human, her true form is an oddity devoid of flesh that does not bleed but cracks and releases its lifeforce like a miasma if shattered.


Equipment:

Motorcycle She has grown fond of riding such devices.

Gift for a liar: A pocket mirror that will always remind her of her sins. It can reveal any illusion for what it truly is. It was neither stolen nor taken, but gifted to her by a cursed someone.

Origin: Rundas was once an ambitious warlord feared and respected throughout the lands. Thirsting to expand her rule, she consorted with a witch in order to gain greater power and influence, and deceived her in order to go as far as to steal her power. But the sorceress survived and sought revenge, tearing apart her group through malady and famine before tearing her soul.

If she survived, it was only due to her power which transformed her into something hollow and monstrous. She became a mistress of the wild hunt, and like many other demons she would have eventually forgotten her name and humanity. But she refused. She was born human, and she refused to die as anything less. She was too greedy to let go of her stolen power, and too ambitious to forget her former life, and because of that her greed will never be quenched. But perhaps she will find something that can satisfy her in the Nexus.

Weakness: Holy artifacts and attacks act on her body as if it were human, and covering her body with holy water will also utterly cripple her constitution. Her ranged pressure is powerful but she is unarmed for a moment whenever she launches her spear. Even then, she cannot strike at close and far range at once, and the slight delay makes it more manageable.

Likes: Competent people, the thrill of the hunt, glory and victory, hedonism, stabbing things, determined women, modern society, worthy warriors to crush under her heels, herself and enjoying companions useful to her, drinking, trampling and desecrating the weak, her bike.

Dislikes: Idiots, goody two shoes, people who talk too much, weaklings, cravens, uselessness, needless carnage (a war is preferable to a massacre), those who won’t go for what they desire, witches, losing her bike.
« Last Edit: January 23, 2018, 02:02:03 AM by francobull3 »


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