Just what it sounds like, this thread will act as an index for ALL guild personas. There isn't much to this. If you already have a persona profile written up in another thread, C&P it here. If not, write one up here. Put all profiles in spoiler boxes, with the character's name and guild affiliation(s) in the spoiler box header. If you are posting multiple personae, put each one in a separate spoiler box.
If you have one character that belongs to different guilds, please specify this. If the character only varies slightly between guilds, use one description for all guilds and specify these minor differences. However, if the character varies drastically between guilds (in terms of powers, weapons, clothing, personality, etc), please use a separate spoilered profile for each guild.
Each profile is linked here, filed by guild affiliation.
Appearance: Human. 6'0"/183 cm tall. Dancer's physique: thin upper body with little musculature, but strong legs and feet. Hazel eyes. Curly long, brown hair pulled back into a bushy ponytail that falls to a bit below the neck.
Outfit: For day-to-day life when on duty, standard Spacefleet uniform. When off-duty, very casual clothes: shorts, t-shirt, sandals. When in combat situation, skinsuit (see below) underneath other clothes.
History: Formerly a member of a distant, much larger interstellar military program--and technically, still a member of this organization. During this time, Fraze worked in special operations--secret missions of varying importance. At one point, he was charged with acting as a guard for a space-based science program that was attempting to create a Singularity Sphere (see Other Notable Information, below). The experiment was successful, but the station and all onboard it were killed in an accident. Fraze could have saved the people on the station, but his orders were to secure the Sphere first, so he did not have time to do so. He was used as a scapegoat, and for the next few years was put on long missions intended to keep him away from the organization as much as possible. Eventually, Fraze applied for an exchange program with Spacefleet. His superiors agreed, happy to send him off and hoping that he would be quietly forgotten. He considers joining Spacefleet one of the best decisions he has made.
Personality: Tries not to take anything too seriously, even during serious situations. Knows how tenuous life is, and so wants to take as much from it as possible. Very laid-back, usually keeps his emotions level. Tries to solve problems nonviolently if at all possible. At the same time, is usually fully aware of the gravity of a situation and acts accordingly. Furthermore, he feels a strong sense of guilt for the accident mentioned above, and is still hoping to find some way to atone for what happened.
Weapon of choice: Several, depending on the type of combat. For hand-to-hand, capoeira (though this may better be described as foot-to-foot or foot-to-head). For melee, Table of Smiting. A stone table roughly 3'x3'x3', specially fashioned as a weapon. Can be used as a blunt weapon of varying lethality. Getting hit with the flat surface will just knock the wind out of a person, but getting hit with the side or one of the legs can cause serious damage. Has grips on two of the legs, so can be wielded either one- or two-handed. One leg has a joint that allows it to rotate, so the weapon can be swung round like a mace. Has a retractable blade running along one edge. (Why yes, I have given an absurd amount of thought to the dynamics of table fighting. *Shifty eyes*) For firefights, usually a standard plasma rifle. May also use a flechette gun, though not often since it has a very wide spray that causes significant collateral damage.
Armor of choice: microthin skinsuit. A semi-sentient semi-organism that borders on being self-aware. When not being worn, looks like a blob of mercury small enough to fit in a shot glass; when worn, expands to cover a person from head to foot. Has its own power supply, and can absorb energy from its surroundings (light, heat or, if necessary, the wearer's own body) in order to recharge. If it completely runs out of energy, it will revert to its neutral form--a shapeless blob. The skinsuit performs many functions, which require varying amounts of energy. It has all the functionality of a ship's computer: it can send and receive communications, perform sensor sweeps, and capture still or moving images, and it can interface with Spacefleet's database. It can become rigid, either to act as impact armor, or to set a broken bone or staunch blood flow from a wound. It acts as a spacesuit (including rebreather) and hazardous environment suit. As a spacesuit, it can extend two large wings (resembling insect wings rather than bird wings) that propel the wearer by catching light and can act as a parachute. It can temporarily enhance the wearer's strength or speed, though at significant expense to the wearer. (For example, it can be used to help the wearer jump several stories, but the wearer's legs will be very weak for several minutes afterward.) It can respond to the wearer's auditory and mental commands, and displays information through audio or visuals (images projected directly into the wearer's vision). Part of the suit may be detached for some reason--such as to cover another person--though the functions of the detached part are limited. And last, the suit has no internal structure. So, any part of the suit can perform the functions of any other part.
Other Notable Information: Fraze has two items of notable importance on him: a Singularity Sphere and a Universal Box. The Singularity Sphere is an immensely powerful bomb capable of destroying a solar system. Fraze is always trying to find a way to detonate it safely, and for obvious reasons has told very few people about its existence. The Universal Box is a container the size of a ring box that holds another universe within it. The room inside the box is the size of an airplane hangar, and contains a large array of weapons and equipment (such as medical equipment). The Sphere is kept inside a multiple-encryption protected lockbox inside another multiple-encryption protected lockbox, which is in turn kept inside the Universal Box. The Box is locked with a thumbprint lock. When not in use, it can be stored in Fraze's left shoulder, where it diffuses somewhat (so it looks like a large welt rather than a box).
Guild: Mercs/Spacefleet/Pirates, No differences except for, he doesn't wear a spacesuit in the Mercs/Pirates, and he only has his earth magic and cutlasses in the Mercs/Pirates, so no crossbow or fancy claw thing.
Spacefleet Current Rank: Merc Pirate Current Rank: Outcast/Mutineer ( Since, ahhh kill him isn't a rank)
Eyes: Forest green
Hair: smoke grey fur, his stripes are a darker grey
Build: slim but muscular
Description*: Cyborg is a kougra, his arms, right leg, and the right side of his face are made of a strong metal, due to a vicious attack that almost killed him.
History: Cyborg was once a crew member of the White Weewoo, and served alongside Keng. He later moved on to join the mercenaries, and stayed there for a long time, meeting his long lost brother Midknight. After a war (GW2) , Cyborg left the Mercenaries to rejoin the Pirates, but as that did not work out ( See Redemption), he asked to join the Spacefleet.
Weapons: Two cutlasses, which he uses rarely now that he has joined the Spacefleet, a small laser ( to cut through things), that he mounts on his wrist. Now usually carries a strong metal crossbow with plasma darts ( explosive ones, and non explosive ones that cause varrying pain in the area that is struck) for ranged combat.
For close combat he has a claw attachment for his right arm, claws can be extended from a couple inches to almost a foot. He can rectract these claws, like regular claws, but must press a button to do so. He also carries a shield, like the one lended to him in Redemption.
Clothing: Casual: His pirates clothes, to keep the memories from his old guild. Space suit: Black.
Magic: A master of earth magic, and has recently learned to turn great amounts of anger, and generate it into smaller amounts of magic, a trait all members of his family possesed.
Personality and Skills: Cyborg is very stubborn, but also very caring. He is brave, but is irrational at points. He is very skilled with getting around unnoticed, as like most cat creatures, he is quick, somewhat graceful, and usually quiet. Cyborg is fairly knowledgable when it comes to certain robotics, like the sort attached to his body.
Other: wears a nine pointed star necklace called the Cat's Eye necklace for the gem in the centre of the star. the necklace is said to give the wearer nine lives. Since he is a kougra, he has enhanced senses, can see in the dark, and has stronger legs/arms. His tail is prehensile, and has been seen to hold a third weapon in a fight, but this is quite rare.
Companions: Lots of squirrels
Companion's description: Almost a hundred squirrels ranging from one to three feet tall.
Companion's history: No one is quite sure how the squirrels and Cyborg actually met, other than the eldest of the squirrels and Cyborg himself.
Other: The squirrels currently reside in the eco dome, they find it quite peaceful. They have been known to go into battles alongside Cyborg, but they aren't much help. Hazel is the leader of the squirrel army.
Name and title*: Midknight Raiesmort (pronounced Raymore) The Loyal Blade
Guild: Knights and Mercs. Only differences, in Mercs Midknight has no armor, neither does Shado, and Midknight only has cutlasses.
Knight color*: Red
Title*: The Loyal Blade
Height: 6' 6
Complexion:Jet black fur.
Eyes: blood red
Hair: just fur as mentioned in complexion
Build: muscular, slender
Description*: Midknight is a jet black kougra with blackish grey stripes. He likes to speak his mind, and is not easily intimidated. He respects those who respect him. He likes to joke around with his allies, but can still be very depressed and angered because of his past. He will protect his friends at any cost including losing one of his lives.
History: After his village was destroyed and he was separated from his brother Cyborg, he trained with an un named shadow master. He reunited with his brother, and joined a group of mercenaries. When is brother rejoined the crew of the White Weewoo, Midknight left to join the Knights of the NTWF, until both return to their mercenary friends.
Magic: master of shadow magic, when Midknight is angered, the power behind his magic grows. Can teleport to Shado from almost anywhere. Armor magically appears on Midknight, when called upon, as do the swords. They also magically disappear when not needed.
Other: wears a nine pointed star necklace called the Cat's Eye necklace for the gem in the centre of the star. the necklace is said to give the wearer nine lives. Since he is a kougra, he has enhanced senses, can see in the dark, and has stronger legs/arms. His tail is prehensile, and has been seen to hold a third weapon in a fight, but this is quite rare.
Companion's description: a jet black fox, size of a full grown male fox,
Companion's history: (will be revealed in my backstory)
Other: Shado has the same powers as Midknight ( shadow magic and can teleport to Midknight from almost anywhere.) When going into war Shado wears armor like this www.puppiesandflowers.com/oct2007/dogArmor.jpg except it's fox sized and red and black.
Room description: Room is completely black, and has no light source, and only a small window, the light is blocked by shadow magic. If not in the room Midknight usually leaves two shadow beings guarding it. There is an intricate looking bed and an ebony bookshelf and desk. The bookshelf is filled with books about shadow magic, shadow forging, and war tactics.
Guild: Knights Mages, and Mercs. Differences are Rose doesn't have the armor or Senrenity , and only carries a bo staff in the Mercs/Mages.
Knight color*: Amethyst
Title*: The Sanative Soul Age: 20
Hair: shoulder length blond hair, wavy
Build: slim, but muscled enough to carry a sword while in her armor as-well
Description*: intelligent, usually quite, peaceful, but she will fight if need be, i.e. a friend in danger.
History: She used to live in a village with Midknight and his brother, but it was burned down, and she was kidnapped. Rose lived in a castle as a slave for about 10 years, then being freed, and joining the mercenaries. Now she is looking to find her friend Midknight once more. Se has recently learned how to use the sword and shield. But is trying to find a teacher to help her learn archery.
and a metal bo staff (6ft long) Armor:img170.imageshack.us/img170/3606/nadeennewtoys2eh5.jpg (no glasses) her armor is enchanted, and is unbreakable (black leggings under skirt instead of the fishnet) when not wearing armor, she wears a purple tank top with black runners, and black jeans
Magic: An amazing healer, is learning reanimation(bringing the dead back, but not as scary zombie people). Now can also cause pain, and diseases in others. She can cause things from the sniffles, to allergies, the flu, broken bones, fractures. But can not cause guarenteed death.
Other: Rose always brings all her weapons to battle
Companion's description: her horn is indestructible
Companion's history: Rose met Serenity, when Serenity was being hunted for her horn. Rose saved her from the hunter, and Serenity returned the favor later, saving Rose from an assassin. They have become friends ever since.
Other:Even though Serenity can't talk, Rose seems to know what she's feeling, because of their bond.
Room description: Rose has a cabinet to place her weapons and armor when not in use. The cabinet has a glass front, and the rest is made of pure silver. Her bed is elegant, but not too complex looking, with silver satin blankets, sheets and pillows. Her window is covered by purple curtains, and she has a small , wall mounted bookshelf, with books about healing, unicorns, and fighting styles. The walk in closet has a white door. The walls are painted a deep purple, and various abstract paintings adorn the wall.
Description*: In love with Jernath, so she is very flirtatious with him. She is strong willed, cunning, but inexperienced.
History: Originally from Spain, Esmeralda and her family moved to the NTWF and learned English fluently, after her parents dieing from an unknown disease, she joined a group of young mages at the age of 15, and was trapped in the gem, until recently being let out, for some reason she is only 20 years old now.
Weapons: A dual ended ax like spear
Clothing: emerald mage robes, long, light, but not restrictive for movement.
Other: Loves Jernath.
Companion's description: A griffin, large enough for one person to ride, red feathers, and body.
Weapons: Kage-Ryu ~ A Katana Double Kodachi Kunai and Shuriken Small Bombs String (can be used in combination with other items)
Other abilities: Shadow Manipulation - Can do a number of things using shadows. Shadow Passing - Can travel short distances within a shadow (12ft tops) Shadow Puppet - Can use a shadow to attack or hold a enemy Shadow Pocket - Can hold objects within pockets of pure shadow, so the use of bags is not needed. (Items held must be no larger than the entrance of the pocket)
Dark Fusion - Can fuse shadow energy into a item for added effect or damage. Blades = Harder to heal cuts and bleeding String = Unbreakable unless a stronger power is used Bombs = Unknown
Shikigami - Using a small piece of paper, a copy can be created to do his bidding. Depending on the energy put into the Shikigami, the copy can very. The copy can be used for many things, but is to weak to really fight. Usually used as a decoy or recon.
Description: He does what he wants, and usually when he wants to. He's a good guy and will usually do the right thing, but sometimes he will do things for his own good or what he believes will be good for the people around him. In the end he will usually do the right thing.
For the people who know him well. He is usually pretty friendly. He jokes and acts sarcastic pretty often, and at other times can be really serious.
For the people who don't know him well. He is usually kind of quiet, as he is watching them. Trying to figure out if he should open up around them or not.
Miscellaneous: -Around his neck is a cloth mask he can pull over the bottom half of his face. -His belt holds a number of items. -A number of pockets are on the inside of his coat. Each pocket, which he calls 'Shadow Pockets' is similar to a 'Bag of Holding' and can hold any number of items of different size, shape, and quantity. -He has a cousin in the Knights Guild.
Description: Would rather work strategies then battle, but can hold his own in a fight quite well, and will enter a battle if needed. Usually calm, can get a little excited at times.
History: Traveled around for several years before settling down. He spent much of his time in the far east where he learned many things, mainly the joy of its food. While there Dragus’ original sword was broken and replaced with the traditional katana of the region. After much training he decided to bid farewell to his current home and return back to Castle Kestrel. Occasionally he still tends to go on small trips, either for his own reasons, or on business.
For unknown reasons, ever since he left the far eastern country foxes tend to follow him. He doesn’t mind, but he still has yet to figure out why they like him…
Weapons: Aoi-Ryu ~ A Katana received in travels to the far east. It is worn at all times on waist, unless ordered not to.
Armor: Dragus has three sets of clothing for different purposes. His "Uniform," Armor, and Casual.
Magic: Some very basic ice and wind magic is known. Specializes in Shadow magic (the manipulations of shadows).
Appearance: About 5’7’’ Thin and has light colored skin. Hair color is a shade of blue (for unknown reasons, just felt like it!).
Outfit: White button up shirt (usually with collar and first couple buttons undone). X shape body holsters that carry small throwing knives. Black Frock Coat worn over shirt and holsters (usually buttoned). Under both sleeves are long katars that extend and retract from a metal guard on his wrists (when extended the blade is about a foot long from his wrist to the tip). Wears a pair a goggles on his forehead like a headband. Nice black pants and black boots.
History: Has lived in Brassport all of his life. He lived with his family until age 16 when his family moved to a smaller town, leaving Gil to live alone. He sold the family home and moved into a small workshop studio on the top two floors of a building. There he tinkers around with his small aircraft, Fantôme. Does small jobs for people, even having his own assistants from time to time...
Personality: Really easy going most of the time. Usually in a good mood and a positive attitude, but can sometimes be really dark in his humor or speech. Tends to joke a lot. Likes flying in Fantôme and exploring new areas. Will put on his goggles when he gets serious or when he pilots something. He can become obsessed with playing with mechanics sometimes. Has a thing for plastic animal figures.
Weapons: Throwing knives under his coat and twin katars under each sleeve. Fantôme.
Abilities: Can pilot almost any vehicle after examining the controls or watching someone else pilot it for a few moments. Knife throwing and knife skills. Agile and Fast.
Vehicle: Fantôme (Fantome). A small aircraft, colored black. It has a small propeller in the back with wings on both sides. Under the wing and propeller is the seating area, which holds two people max, the pilot and passenger. Otherwise there is a small storage area under the passenger seat. Under the seating area are two steam propelled (using tech created by Alchemists) engines used for quick bursts of speed. On both sides of the pilot’s seat are two small machine guns.
Outfit: Whatever works. Convenient pockets are good, but other than that anything goes.
History: The only things Amneiger has mentioned about his past is that he's had some education, and that he learned how to take apart existing technology for parts. Other than that, he's not telling.
Personality: Amneiger believes in the ideas of rationality, remaining calm under pressure, and doing whatever it is you do as best you can. Since he is a Spacefleet scientist, this means that he should try to serve Spacefleet to whatever extent possible. He worries constantly about intruders and thieves, and has built elaborate security systems to counter them.
Scientific specialities: Autonomous systems, primarily things such as combat robots and turret guns. He's also good at building said robots and guns.
Weapon of choice: Amneiger depends on his minitanks for killing power, since they can take more punishment and deal out more damage then he can. He does, however, carry a dazzler - a light-based weapon designed to blind opponents long enough for Amneiger to fall back. If he knows that he's going someplace dangerous, he brings grenades. The grenades themselves use a computerized fuse system allowing the user to select when the grenade will go off. In combat, he prefers to harry opponents with his dazzler and grenades while his minitanks eliminate the opposition.
The minitanks are essentially scaled-down tanks, small enough to fit down corridors and though doorways. They're designed for front-line combat roles, and are thus well armored. Each one has two modular weapon housings, allowing for armaments to be quickly changed. The current two weapons are an assault rifle and grenade launcher. The grenade launchers are the main punch for the minitanks; the grenades can be set to detonate either on impact or on a fuse (useful for turning them into airburst weapons). Each launcher as a targeting computer designed to calculate the most efficient way to attack a given target. The sensor systems consist of an older optical camera and a new infrared system.
Amneiger can control the minitanks either through voice commands or by using a laptop computer as a command core. If anybody not on the list of authorized users tries to command the minitanks, they will simply ignore the stranger; repeated attempts will trigger an alert system, which will cause the minitanks to turn and attack the stranger. If they are not given any commands, they use their default instructions to protect Spacefleet members; they will follow any Spacefleet members they see, and will open fire if the member is attacked.
Amneiger's security systems focus on quickly locating and eliminating intruders. To that end, he uses plenty of sensors and many, many, automated turrets.
Other notable information: Amneiger always carries a datacube containing the most up-to-date version of his research and design notes. He wears it on a lanyard around his neck.
He spoke much of the sciences – of electricity and psychology — and gave exhibitions of power which sent his spectators away speechless, yet which swelled his fame to exceeding magnitude. And where he went, rest vanished; for the small hours were rent with the screams of nightmare. Men advised one another to see Nyarlathotep, and shuddered.
Age: Somewhere between 20 and 30, exact age unknown. (She doesn't keep track. There are long periods in her past where weeks went by unrecorded.)
Appearance: 5'5''ish, slim, grey-eyed, with black and blonde striped hair that's very nearly always in a ponytail.
Outfit: Black pants and boots, white blouse, black corset that's actually a rectangular piece of leather meant to act as a tool belt and hosting a variety of pockets and straps both inside and across the entire back. Most of them are full all the time. Also wears a number of silver accessories, more because of keeping up the piratey reputation than any actual vanity.
Personality: Level-headed, somewhat cold and unapproachable, tends to stick to bias and doesn't let go of them easily. Fiercely loyal to those she chooses to be loyal to, generally places the welfare of her crew above anything else and is fully able to bend any rules and morals in order to gain what's best for her purposes.
History: Hunty makes a point of keeping her past mostly a secret for a simple reason: her family is still alive and living fairly well in some small peripheral region of the NTWF. As she doesn't want them to get any backlash for her piratey deeds, she goes out of her way to make sure nobody's able to connect them with her. For the same reason, nobody knows her real name (or her former name, from her own point of view). Not even Bloody Mary, which is saying something. It's also one of the reasons for her black-striped hair: it's such a noticeable feature that nobody associates her with any possible memories of her pre-striped self. (The other and significantly bigger reason for the stripes is that she thinks it looks cool.) Rumor has it that she still maintains an irregular contact with her family, but the details of that secret are guarded better than Fort Knox. Hunty's better known past is recorded in various logs and musterrolls of the ships she served on before her path crossed with the to-be crew of the White Weewoo. She accepted the way of skull and crossbones without any apparent guilt or second thoughts, and considers herself to be living a rather happy life.
Weapons: - The main weapon of choice is a white lightweight crossbow with short sturdy bolts in a lopsided steel quiver halfway filled with strong acid. The bolts aren't very sharp due to the acid, as their main purpose is just to carry the acid to the target. That crossbow is the default item Hunty always carries on her back. - Also has a four-foot-long crossbow with spikes for close combat, an infra-red scope for distance, and a semi-automatic reloading system that works on pressurized air. This one also uses acidic bolts, but is rather heavy, so it's used mainly in defensive standstill battle. - A short dagger that's rarely used in combat unless push comes to shove. It's more of a tool than a weapon. - A kunai, also rarely used - mostly because Hunty considers it a bit of an unwieldy weapon, but she keeps it around in case she needs that extra edge. - The Sue-sword, as it's colloquially called. A very cliché-looking magical sword that's so richly carved with runes, the blade doesn't normally have more strength than a strip of lace. It's tied to the mindset of the bearer and gains its actual power from the universal laws of narration: when the wielder believes that they're able to defeat the opponent despite any actual logical evidence and against all odds, the sword does just that. When in full power mode, it also leaves a hazy semi-transparent trail of silver whenever it moves, creating shields that a) withstand any blow they take, no matter how much force or magic goes into it, but b) are strictly one-use, so each individual shield dissolves after taking the blow. The sword's primary weakness lies in its reliance on narration: if the bearer applies logical thinking and realizes that a wobbly piece of tin won't do any good against an army, it loses its power. - The gang of rabid meepits. A swift, powerful force that essentially consists of a flurry of fangs that's very hard to hit. Due to the rabies, they have a command to only attack if they're able to kill, and will very rarely just wound; therefore they're almost harmless when meeting a defence they estimate to be too good. They also refuse to play heroes. However, they're top class in psychological warfare.
Companions: the abovementioned gang of rabid meepits, roughly two dozen in number. Their past is as hazy as Hunty's; they don't mind talking about it, but asking them isn't very helpful as they generally just say "well, I got bitten, survived the breakthrough period, and have been running around with the lot ever since". Their common history with Hunty tracks back to her pre-pirate days and probably amounts to quite a few years. These days they stick around mostly out of habit - the "we've always done that" effect - and since they get food aboard the Weewoo and don't have to do anything too straining, they consider it a pretty sweet deal. Meepits have a bit of a special relation with rabies: in over ninety per cent of the cases, an infected meepit simply dies or is killed by its fellow meepits. Sometimes, however, it survives and bends the rabies under its will, resulting in a kind of brain mutation that rewires a number of commands, activating the speech part of the brain among other things and turning the fur dark blue as a side effect. Hunty's gang in particular is anarchist, although they usually operate on convenience, having Bloody Mary as the de facto leader (mainly under the excuse that if they stuck blindly to the common rules of anarchy, they'd no longer be anarchists). The leading names of the gang are: - Bloody 'Marik' Mary: very nearly in PC status. The common sense and logic source to tone down Hunty's occasional rash decisions. - Bob 'Squeaky' Destroyer: the leader of battle forces and the best at tactics - Justice: the brainpower - Boom: the scientist, doctor and otherwise experimenting pyromaniac; as far as chemicals go, has quite a few MacGyver-abilities. - Joe 'Editor' Chef: the chef - Santa: a quiet, somewhat shy female, who can go berserk in battle when provoked - Nova: trained to be a battle machine, prefers not to fight when possible but is good at it whenever she's pushed into it. Is a necromancer to an extent - can hear the voices of those who have died a violent death.
Abilities: Relies mostly on shooting skills. Hunty has a severe dislike for magic and anything magical, so she's always refused to learn even the most basic spells. She also dislikes the Sue-sword, but uses it whenever she's forced into melee combat because of the sword's built-in defense system.
Appearance Orange hair with a lot of black highlights (spaced semi-evenly), dark brown eyes, rounded-cat ears (black with a white spot on the back). Her face gives the strong impression of a cat, with a prominent, square nosbridge up to her eyes, where the brow hoods a little more than it ought to.
Clothing Long black cloak with a thick hood, dark clothes underneath, your usual traveling boots. She might "upgrade" to a nicer outfit when she ICly joins the mage's guild. as soon as Tiger finds the opportunity and picks a decent color scheme.
Magical Powers Tiger possesses the ability to create "spirit" animals; she does this via thinking of a kind of animal, and molding the gray-green mist that appears with her hands. Though these animals appear intangible, they are capable of interacting with physical objects. These animals don't last forever, and eventually dissipate. The resulting animals are given instructions through mental, vocal, and hand commands.
In addition to being able to physically touch the world around them, the mist animals can dissipate into people. Different forms have different effects; a heron can heal certain illnesses, a snake releases poison, and a returning hawk or falcon transmits its memories. Tiger has a very small number of animals she will use for such purposes, as the effects of a dissipation are uncertain. She normally discovers them while molding, when thinking less of a specific animal and more of a very specific need.
Tiger has a small command of other magics, though she has only bothered to learn small enchantments that can be used to disguise , enhance, or otherwise aid her creatures. These take more effort to cast than the animals themselves, and are thus cast only when necessary.
Weapons/Other Magical Augumentors A longsword, simple and unelaborate, but effective.
Inventory Sword, frying pan, the Librarian's gloves
Other Special (Non-Magical) Abilities Encyclopedic knowledge of the animal kingdom; swordfighting
History Tiger formerly served as a mage for hire in the kingdom of Durak-Kugar. Durak-Kugar is a notoriously stony place, and quite difficult to farm in. Tiger's mist animals, who wouldn't tire at the plow or on the hunt, nor dip into the village food supply, nor lure hungry wildlife to their doors, were highly valued even by the somewhat magic-cautious Durak-Kugarans, and Tiger was stationed in Corburn, one of the largest farming communities in the kingdom.
Eventually, however, Tiger started to experiment with her magic. At first, errors in experimenting just led to mist creatures fizzling out, but when Tiger tried to create a tiger in the shape of an Eastern dragon, it inexplicably went berserk and dissipated inside of its creator, leaving her with the features of a tiger. When the townspeople she had once helped discovered this bizarre mutation, they quickly reverted to their old superstitions and began trying to find other ways to handle their lives to avoid asking Tiger for help.
Tiger left the town and began wandering, taking "Tiger" as a melodramatic nickname, since she realizes how much her appearance affects how she is received by others. She eventually found a band of mercenaries (separate from the NTWF-verse mercs), and in exchange for working without pay and caring for their horses, was taught to fight. Her already-serious demeanor was the perfect starting point for a warrior attitude.
However, she neglected to tell the mercenaries that the spell that twisted her face was her own spell, or that she could cast magic at all. In a particularly ferocious fight, Tiger resorted to spellcasting; the mercenaries were outraged, in part at her abilities but mostly because she'd kept them a secret, and most of them wanted her gone. Tiger left even before they could put her exile to a vote.
Eventually, Tiger left Durak-Kugar and ended up in the NTWF Guild world, heard that there was an entire guild of mages, and went to seek it out. At some non-roleplayed point and after some capers in Brassport, she found and joined the guild. Hooray!
Weapons: A pouch full of (throwing) kunai, another pouch with shuriken, and a katana. She also has the ability to summon a giant demonic shuriken, which was given to her by her Father, Vyt.
The previously mentioned demonic shuriken seems to be somehow sentient, as it will literally hunt down the closest moving target once airborne. The only way for the shuriken to be stopped is for a certain phrase to be called out to it, at which point it will be rendered motionless until sent airborne again.
Other abilities: Aside from the previously mentioned ability to summon her Father's shuriken, PFA also received a number of magical abilities from her parents, which she has only discovered recently and is just starting to figure out--a healing ability, a barrier, an ability to give someone a temporary strength boost, and an ability to negate some weaker magic attacks.
She also had a dream once where she was able to shoot a very powerful magical beam from her hands, but she has yet to figure out how to actually perform this technique.
Description: PFA was first taken to the Ninja Guild by her Father, Vyt, when he was using it as a refuge from his journeys. Young PFA watched her Father train to be a ninja, and was inspired to become a ninja herself someday. However, that day came a lot sooner than she would have liked, as her Father left her alone in the Ninja Guild to continue his journey, at which point she was immediately started into ninja training.
Not wanting to go through with ninja training without her Father there beside her, PFA ran away from the Ninja Guild on a search for her Father. Although she never did find Vyt, she was adopted into another family in the NTWF, and was raised by this family for most of her younger years. It wasn't until PFA was a teenager that she finally decided to go back to the Ninja Guild and start her training again, despite her Father not being with her.
PFA eventually did find her Father, however, during the first war between the guilds. It took a long series of trials and struggles after that point, but now PFA has finally been reunited with her Father, what she hopes is for good.
Miscellaneous: -While PFA calls Vyt her Father, technically he isn't her real father--her real father is The Yang, the good half of Vyt. PFA is fully aware of this, but treats Vyt as her Father anyway, as she as always cared for him that way, despite not always being there for her.
-She was trained by Vyt's friend--known simply as Cat Assassin--for a while, and refers to the said person as Uncle.
Clothing: Green tunic, tan leather pants, brown boots and cloak, green headband and fingerless gloves. His clothing is in varying shades of brown and green, which makes it easier to keep himself hidden in the trees.
Skills or abilities: Having spent a lot of time in trees, Jernath is good with essentially anything that has to do with them--climbing them, hiding in them, and shooting at people from within them. While he is good in close combat, most of his fighting skills lie in his archery.
Weapons/other combat enhancers: A longbow, with a quiver full of arrows (which apparently have some sort of unique design, as per GW2, though I haven't really decided what that is?) to go with it. He also carries a couple of daggers, which he uses for close combat.
Other special abilities: None in particular. Jernath doesn't use magic, and doesn't ever plan to.
Anything else we should know about you: Jernath used to live in a small village named Riverwell, but the village was burned down one day by a rogue ninja. Jernath and the other surviving villagers then banded together as the Riverwell Rangers, and went after the rogue for revenge.
They spent several months living in the forest, surviving off whatever food they could find and/or kill. Over time, the majority of the Rangers died off (mostly from an attack on a certain band of Ninjas), leaving Jernath as the only survivor. Finding that the Ninjas were after the same rogue, Jernath joined them in tracking her down and eventually killing her. Without a home to go back to, Jernath eventually ended up with the Mercenaries, and has been living at Merc. HQ ever since.
That said, Jernath doesn't talk about his past much. Also, despite the numerous females who have taken a liking to him, Jernath isn't interested in a romantic relationship at this point, for a reason he talks about even less.
Complexion:Charamale Chocolate most of the time...Dark chacolate when exercising.
Build: Tall and skinny.
Description*: Jason is a young knight, who likes to lurk around and spy on others. He wears a silver shirt along with black jeans. Camaflouge is not an issue for him since he runs headlong at his enemies.
History: Jason was slightly normal until recently. He went to school, hung out with frriends, and flirted with girls. All was well until his father and mother sent him to become a knight Though he dislikes being a knight, he has grown to like it a little.
Weapons: A black sword on one side and a purple one on the other known as the Sword of Shadows. This is not his signature weapon though. This is a back up. His signature weapon is a set of bows and arrows...
Armor: Jason's armor is a regular black suit of armor. Inliad in it are black and purple stones used to controll the shadows and stars.
Magic: He can controll shadows. He is also good with water magic and shadow magic.
Companion: Dark Wolf
Companion's description: Dark. Black. Evil.
Companion's history: The Dark Wolf as she's called was born with Jason. She grew up with him, lived with him, and taught him in the ways of being a knight.
Room description: Jason's room is...interesting. Its small and painted blue with black stripes. In one cornor lays his armor and magical stones.
Name: Jasor Nickname: Appearance: Jasor has black hair tied in a ponytail and brown eyes. His skinny and lanky as well. Clothing: Jasor wears black circle glassess as well as blue octogon rimmed glassess. He also wears a purple robe with green stars. Magical powers: Elementalism... Weapons/other magic augmentors: A magic amulet. Other special (non-magical) abilities: Can climb trees and has good hearing... Anything else we should know about you: Inventory: Scroll of Healing Points: 100
Description: Brown hair falls over green eyes, although often it can be found pulled back in a ponytail. When on NTWF he tends to wear black jeans and a green shirt which he keeps tied around his waist. When at the Spacefleet HQ however he tends to wear a silver and black jumpsuit.
Background: Older brother of Jason and Jasor from the Knight and Mage Guilds. Recently joined Spacefleet when they were in need of help with constuction of a new spaceport. A rather sarcastic fellow, he enjoys conversing with the other members of the guild.
Appearance: Ever since his return to NTWF, Vyt rejects the use of the stereotypical ninja outfit and starts to fulfill his duty on his daily outfit: a magical shirt that changes color depending on his physical and mental condition and a simple short pants that stretches just a bit short on the knees. Nonetheless, his accessories and other garments are chosen depending on the type of mission, though the point-studded neck collar and bracers seem to start becoming his trademark wear.
Weapons: Vyt's death in the first Guild War prompted his childhood friend Cat Assassin to give his cursed large shuriken and magical dagger to PFA. After his revival in the succeeding war, Vyt officially gave his shuriken to PFA whilst keeping the dagger to himself. Said dagger was imbued with a magical force that leaves a marginal cut depending on the difference of the sizes between the user and the target. The larger the target is compared to the user, the deeper and more fatal the swipes can be. Keeping true to his ninja training, Vyt still uses a handful of different standard ninja weapons.
Other abilities: Thanks to Cat Assassin, Vyt was able to utilize the magical aura and unbelievable stamina from his animalistic side, unlocking the power to focus his energy for various intentions. He usually uses this ability to apply added force and damage to his attacks, yet the full potential of this skill has yet to be realized. His transmogrification also gave his body the innate agility and flexibility of a cat, making him a speedy and unpredictable foe. His fast reflexes and sharp awareness have been proven time and time again.
Description: Vyt joined the ninja guild when he was taking a temporary refuge in the guild while he was in the journey. There, he left a child he got from his evil counterpart in the guild before continuing on his adventure. Nearly a decade later, he returned to the guild to apply as a permanent member, thanks to his decision of staying in NTWF as his own sanctuary. The experience he gained from his long journey alone proves how worthy Vyt is to be called an exceptional ninja. Though his strength and agility are average compared to a normal ninja, his resourcefulness and creative thinking can squeeze himself out of a tight situation. He prefers to work in a group rather than alone, but either situation does not put any advantage or disadvantage on him. His weakness, however, is his recklessness. He sometimes enters a situation without thinking in the first place. In defense, he claims that he can think better in impromptu rather than plan it all out. Also, he is quite unpredictable, and can put an ally in great danger with his actions.
Name: SILE Title, if applicable: The Clement Sword Appearance: An anthropomorphic pink cat standing at 5' 4" and wears her mini-shirt and blue jeans, prefering not to slow herself down with the burden of extra armor. The bell on her tail brace would chime occasionally as she handles her magical katana with her brown gloves. History: Once acknowledged as a being capable of eradicating her own world, SILE swore her goal of keeping herself in company with Cat Assassin after the former sacrificed his existence to stop the prophecy. As a result, she was stripped of most of her powers by her own biological state, leaving her in almost tenth of her potential. Nonetheless, her sword handling and keen observational skills had not deteriorated. SILE eventually found her way into Castle Kestrel, swearing an oath to protect the kingdom it governs. Weapon of choice: Katana Interests: Healing, meditation, sword-handling, community services Special abilities/other: The usual side-effect of SILE's powers is that she would suddenly collapse, bringing her mind to a state where it can sense what would happen to the future. The possibility of the future she sees would only occur if fate would be left alone to decide. Color of choice: Pink
Formerly Known As: Red, Solaris, Waverider, you want the short list or the long one?
Age: Really hard to tell, since she's not from the plane and time moves differently on different planes. She appears to be in her early 20's.
Appearance: Human. 5'4" or so, thin and agile. Black hair that reaches a bit past her shoulders, normally worn down. Brown eyes.
Outfit: White shirt, comfortable pants, whatever boots look the least beat-up and the trademark red cape.
History: She's an orphan who originally came from Earth, but thanks to a certain plane-hopping Meepit, she traveled to Neopia and the NTWF. She lived with the half-demon Schzain as a street urchin for a long time. However, she was always enchanted with the idea of life beyond Tabloid Town and stowed aboard a pirate ship. What happens after that depends on how much of my captainship was actually canon. >.> *still needs to figure that out*
Personality: She might look like your average happy-go-lucky drunkard, but by nightfall, she's your... slightly below average happy-go-lucky drunkard! The White Weewoo is the first real home she has ever known, so she will go to any lengths to protect it. She thinks like a criminal, fights like a tiger and flirts like your ex. Trust is very important to her, both the how-to-keep-it and how-to-break-it aspects.
Weapons: A trusty cutlass. Probably at least three hidden throwing-daggers. A bunch of rodents and on occasion, a demon-horse. Just because you can't do magic doesn't mean you're helpless.
The Meepit Army: Exists to maintain balance and order between the worlds, primarily those bordering their own world. Unlike the rabid Meepits, these Meepits do not speak English, and communicate in squeaks and pantomime. Rider is the only one who can understand them flawlessly. The Army consists of: Ventratta, the sensible general. A jack-of-all-trades who was given the power to travel between worlds and choose a Champion. He chose Rider when she was very young. The two of them share an unbreakable bond. Nalia, the femme fatale. A light blue Meepitess, the fiercest fighter of the lot. Likes makeup and shiny weapons. Favored weapon is a whip. Offsephious, the poet. No one knows why he joined the Army, as he isn't much of a fighter. Rumor has it he has a thing for a certain blue Meepitess. Favored weapon is a spiky goth-guitar. Mittens, the youth. Ventratta's nephew, obsessed with fighting-style video games. The Magus Sisters. Sandy, Cindy and Mindy, three faerie-Meepits who cast Final-Fantasy-style magic.
Shiva: A snarky demon-horse from one of the nine Demon Worlds. A jet-black stallion with razor-sharp teeth and scars criss-crossing his back. Has a silver crescent moon on his forehead. Ties three razor blades to his tail for extra damage in battle. Can run extraordinarily fast and has hooves that are as hard as diamond.
Appearance: Human, petite, with pale ivory skin and long blonde hair.
Outfit: She likes Gothic Lolita outfits, you know the deal. Petticoats, lace, ribbons, stockings. Wholly impractical for her line of work, but try telling her that. Yet no matter how many dresses she ruins, she never seems to run out...
History: The only child of a famous airship engineer, Cid Spencer. At the age of 3, she started showing an affinity for machines and water-magic. At the age of 7, she built her own working airship model. By the age of 12, she had designed and built the full-scale deal. It's called the Luna Moth, and it's her own vessel. One day, her father left on a routine delivery flight and while Adeline was watching him leave, he disappeared from the sky. Brassport had been teleported to the NTWF, and now Adeline will do anything to get home and see her father again.
Personality: Fairly demure. She tends to not let her emotions show, which in conjunction with her outfit, makes her seem like one of those spooky children you see in the movies. She has a very warm heart, but it is hard to earn her trust. She seems much older than her years and has this disconcerting stare that unsettles most adults. Still is a little spoiled and naive. She knows little about how the real world works.
Weapons: She has a hollow dagger-handle that contains a fair amount of water. Using magic, she can turn this water into a dagger with a sharp, icy edge. She is not one for combat, however.
Abilities: "Untrained Alchemy." Just say it, she's a witch. XD Can channel water, but needs a source of water nearby (can't pull it out of the air like Katara or anything). Can freeze water at will. (Useful for a steam engineer.) It's possible that she uses her powers to keep herself clean while working, though she has neither confirmed nor denied.
The Luna Moth: Is a zeppelin top strapped to a sailboat bottom with a bunch of bronze pipes coming out the tail that spit out steam when we want to go slow and fire when we need to put the pedal to the metal. The zeppelin portion is white (note a pattern with Rider and white ships) and has the words "Luna Moth" written in black paint. Needs a crew of at least 3 in order to sail, though 5 is optimal.
"Our first course will be Nitroglycerin soup, followed by TNT with gravy and a side of gunpowder. Finally for desert you have a choice between a strawberry plastic explosive sundae or Uranium cobbler. A selection of wine is also available on request."
Appearance: Around 5'10", lean and muscular, short black hair, nearly black-pupilled eyes, appears to be likely of half-Japanese, half-Anglo descent. Appears to be in his mid to late 20's.
Weapons: Dual kama knives holstered on shoulders, things he summons (read below).
History: Shoichi is a wanderer, seeking opportunities to improve himself and find new things to learn. The location of his original home is unknown although he has often referenced it a place not unlike the ninja lands of the NTWF. He is a benevolent individual, using his abilities to right wrongs and improve the lives of those he comes across. He tends to help people on a personal level and does not seem to show interest in causes or helping society as a whole. He is very loyal to those he calls friend and will never abandon them, in battle or otherwise.
Other abilities: Shoichi is very capable with dual kamas and other blades but typically prefers to utilize thrown weapons combined with stealth whenever possible. He is also skilled in the art of Seirei-Mahou (spirit magic), with which he can invoke effects pertaining to restoration, enchantment and conjuration. He typically uses this art to do things such as producing tools and objects out of pure spiritual force (such as throwing stars), curing ailments up to and including death and altering the properties of physical objects (strengthening cloth to the hardness of steel, for example). The main drawback to all of this is that prolonged usage of his abilities quickly drains him, leaving him both unable to use his magic further and leaving him physically weak, so he tends to only use them when necessary.
He also has the ability to transform himself into a type of guardian spirit; in this form he appears to be made of a silvery-white shimmering energy with indistinct facial features and is unaffected by things such as poison, disease, drowning, and so forth. Furthermore, if he is felled in battle, he will slowly regenerate back to full function, not actually being able to die. The disadvantage of this form is that he becomes nearly emotionless and inhuman in his thinking; staying in it too long causes him to slowly forget who and what he actually is, and as such, he does not use it unless the situation is dire.
Current status: Shoichi lives in a remodeled temple at the base of mountain central to the ninja lands. He has taken an active interest in training others and ensuring the safety of the NTWF, which he does by frequently exploring the local lands and responding to threats as he finds them.
The one with the pink over her eye is Marmalade! The one on top of Marmalade is Celia!
Marmalade has the ability to speak, and does so when it need be. She's annoying and snooty, and very defensive to her and her friends. Especially Fuzzee. She also likes to use her claws. And teeth. And Fuzzee's staff....
Celia is her second cat. She used to live on a farm and is suited to a simple life of chasing mice and fooling around with crops. She can often be found in a corner, playing Harvest Moon games. She doesn't talk often, but when she does, she is cute, innocent and very friendly.
CHARACTER TYPE Apprentice Mage (Azzie is teaching me a few types of miscellaneous magic, and Ginz is teaching me healing magic! <3)
WEAPON OF CHOICE
A thin blue staff in the shape of a cylinder, like a very tall magician's wand. But much thinner. It has to be thin so that she can carry it; the staff is at least twice the size of Fuzzee herself. At the top of the staff, it makes a circle and inside that circle is a floating orb that's pink like Fuzzee's cats. This is where the magic is stored.
Fuzzee has many different spells, but most are either completely innocent ("Rainbow Llama Summon!") or completely defensive. Her defensive spells are magic shields, but they're weak and not completely protective. Her spells are always backfiring, too, because she still needs to learn her way around magic.
Fuzzee is innocent and common senseless. She's oblivious to the world and skittish, and has the thought that people are going to eat her drilled into her brain. She thinks fast, but it's not as much thinking as it is reacting instantly. It usually doesn't work. She's friendly if she likes you, but if she has just met you or doesn't seem to like/trust you, she hides and is very shy. Fuzzer has "highfiveophobia". Please don't try to high-five her. Ever. Give her a Rubik Cube, she'll have it duct taped to the wall and she'll be attempting to interrogate it within three minutes. When a friend is in danger, Fuzzee acts fast, though, and will protect anyone close to her. If you have a friend in Fuzzee, you have a friend who will protect you to the death if need be.
Fuzzee simply woke up one day without a knowledge of anything. She met an old traveler who could use magic on water, and taught her about the world. Fuzzee learned to value every living thing and the world itself. He gave her the name "Fuzzee", "like a butterfly's body, or a pair of socks." Before he passed away, he gave Fuzzee his staff, a tiny brown cardboard box with a red ribbon on it and an address to deliver the box to. Fuzzee has not delivered the parcel, but is in constant search of the address given. Unfortunately, Fuzzee can't read maps and is still trying to learn how to even find the address.
Age: 20 (But people tend to agree that she looks younger.)
Appearance: Short, skinny, lightly-tanned skin, straight dark brown hair that goes down to her mid-back, brown eyes.
Outfit: Despite being a mage, Ginz dresses casually. Her clothes of choice are usually blue jeans, a pink t-shirt, and sneakers. For special ocassions, she might wear a robe or a fancy pink gown. She's often seen wearing a smile.
Sidekick: Ginz formed a close bond with her wand, who she lovingly named "Twig." Twig is of couse an inanimate object, but Ginz loves it so much, she calls it her sidekick. (As its name states, Twig looks like a twig.)
Magical powers: Healing. This includes preparing healing potions as well as casting healing spells, and her personal favorite, cheering charms. Her magic is completely defensive, she can't use it to attack in any way.
Other special (non-magical) abilities: Above average emphaty. Can make people feel a bit better without the aid of magic.
Personality: Ginz looks at life through rose-tinted glasses. She's an optimist and a idealist; and although she lives in Mage Manor and she sees magic in every corner every day, she's still amazed by it.
Ginz isn't a fighter. She looks weak and actually represents no threat to foes, but she can use underestimation to her advantage. Although loyal to the mages, Ginz is inclined to heal anyone in need, despite alliances.
Ginz's weaknesses are the same as her strenghts. Her innocence makes her an easy target. She is shy, but friendly to anyone who approaches her, so it's easy to gain her trust.
Appearance: Extremely pale; shoulder-length white (not blonde, white) hair.
Clothing: Because of how pale she is, Azzie can't wear many bright colours. She's always in long floaty skirts or sundresses, usually either light pastel colours or plain white. She has never been known to wear shoes of any kind.
Magical powers: Azzie is a rainbow faerie, drawing energy from the colours of the rainbow. Most of her abilities are, in terms of combat practicality, inherently useless. She can create a weak bubble to shield herself or her friends, and a mild rainbow blast that serves more to confuse foes than harm them. They wouldn't be much good in serious danger. The only other notable thing is that, when needed, she can create streams of a solitary colour, each serving a different purpose according to the nature of the colour. These streams- in particular healing blue and energy-eating red- are Azzie's only useful contribution to any battles she encounters and drain her energy at an extremely fast rate. If she isn't careful it can cause her to faint or become ill.
Other special (non-magical) abilities: She seems to have animal magnetism. She can befriend most animals fairly easily
Anything else we should know about you: She has over the past several years become a chronic insomniac, not sleeping at all. She isn't at all sure why this is.
Last Edit: Jul 25, 2009 15:00:16 GMT -5 by ♥ Azzie