Oath Sign: Frozen Sun

Mina - Chlora
Gogo gadget assassin girl!
Dress Uniform
Character:
Brask'lor'aklaio, aka 'Klora', aka Cipher Nine
Appearance: A tall blue skinned woman, Klora is a cipher in both name and personality. Polite, if a bit snarky with her superiors, she brooks no question from subordinates and wields the wide authority given her within the Sith Empire with vicious efficiency shining in her bright red eyes. She has a slightly puckered scar on her right cheekbone from a bowcaster bolt that very nearly took her head off and another, cleaner one on her lower abdomen from an attempted rise in the ranks that she put down hard.
Universe of Origin: Star Wars

Abilities:
Baseline Biology: Standing a little over 5' 9", the only real difference between Klora and any other human is her skin and eye color. Developmental disparities have been erased with time, and now in her early twenties she is in the fullness of adulthood. That said, her fitness and health are at peak levels for a woman of her age owing to a brutal training regimen and regular check ups between missions.

Spec Ops Combat Training: Klora is well versed in the handling of most classes of blasters, melee weapons, and several styles of hand to hand combat. Training for her specific operational role includes a heavy emphasis on tactical use of stealth generators, blade and dart administered toxins, mid range ambush techniques, Force resistance, and above all else adaptability between the many tools in her repertoire.

Survival Skills: As a field agent she has been dropped in to a multitude of hostile environments without any support or backup in order to achieve her mission. From the deserts of Tatooine to the toxic dumps of Corellia she is equipped to identify and exploit whatever natural resources she can find to secure food, water, and shelter in almost any environment. Cold weather training was a cakewalk for her and the other Chiss inducted in to the intelligence service as it was an essential life skill on their frozen homeworld of Csilla. What biology didn't give them in adaptations against the cold they learned for themselves, making Chiss particularly valuable to the Empire's efforts on Hoth, Illum, and the non-volcanically active sections of Belsavis.

Saboteur: Extensive training in demolitions, slicing, and disruption of infrastructure/environment.

Fieldcraft: Can use basic chemical and biological analysis to identify valuable local flora and fauna. These raw materials can be converted in the field (depending on suitability) to basic first aid, used to replenish her supplies of sedative or toxins (albeit in lower quantity and quality), or used as material for shelter or clothing. With access to proper facilities the quality of her finished products improves and she can make use of a wider range of base materials.

Equipment:
A-52 Rancor-X carbine: Light blaster rifle, single and autofire modes, 45m optimum range, 225m upper limit with scope. 50 round magazine (rechargeable), 3 spare.

Vibroknife: Long knife, high frequency vibration increases cutting power dramatically, contains reservoir for combat application of corrosive toxin as well as charge pack to momentarily electrify the blade. The toxic coating increases damage to armor upon contact and induces intense pain, burning, and necrosis of wounds it creates.

Wrist launcher: Short range, effective under ten meters. Launches darts loaded with either a sedative, toxin, or kolto. Sleep darts incapacitate based on weight and metabolism, and stress reaction hormones released in combat make them far less effective in the heat of battle. The toxin in question attacks the central nervous system, or analogue thereof, inducing lethargy, loss of movement, and rapid disintegration of the brain stem. Kolto darts are larger, with the option to self-administer. The compound has healing properties and greatly increases the natural recovery process in conjunction with other care. 10 sleep, 15 toxin, 7 kolto loaded.

Multi-Scanner: Provides basic chemical analysis of scanned materials, as well serving as a medical diagnostic device and slicing interface. There's an app for that.

Macrobinoculars: Spehhs binocs. Thermals, magnification.

Stealth Field Generator: Belt that creates a cloaking field Contains noise dampeners to allow for running, but the tell-tale shiver in the air created by her movement is more visible. By moving slowly the effect vanishes entirely. Residual energy from blaster fire disables the field and prevents reactivation immediately after shooting.

Environmental Gear: Insulated to provide increased survival time in the elements.
SI: No
 
Last edited:
*realizes should probably note equipment*

*adds nailheads* Done~
 
Incidentally, @Blackout, what time period is being used for this thing? Like, are we going to be in medieval times, or modern times, or something else entirely?
 

Character:
Ajay Ghale.
Appearance:
Universe of Origin: Far Cry 4
Abilities:
Is reasonably skilled with guns and a bow and arrow.

Knows how to successfully skin animals.

Can make drugs of varying affects.

Skilled mountain climber.

Items: A kukri, a lighter, and several hypodermic needles.
SI: No.
And I'm reapplying as someone significantly more mundane in terms of ability.
Alright, you're on the list.

Gogo gadget assassin girl!
Dress Uniform
Character:
Brask'lor'aklaio, aka 'Klora', aka Cipher Nine
Appearance: A tall blue skinned woman, Klora is a cipher in both name and personality. Polite, if a bit snarky with her superiors, she brooks no question from subordinates and wields the wide authority given her within the Sith Empire with vicious efficiency shining in her bright red eyes. She has a slightly puckered scar on her right cheekbone from a bowcaster bolt that very nearly took her head off and another, cleaner one on her lower abdomen from an attempted rise in the ranks that she put down hard.
Universe of Origin: Star Wars

Abilities:
Baseline Biology: Standing a little over 5' 9", the only real difference between Klora and any other human is her skin and eye color. Developmental disparities have been erased with time, and now in her early twenties she is in the fullness of adulthood. That said, her fitness and health are at peak levels for a woman of her age owing to a brutal training regimen and regular check ups between missions.

Spec Ops Combat Training: Klora is well versed in the handling of most classes of blasters, melee weapons, and several styles of hand to hand combat. Training for her specific operational role includes a heavy emphasis on tactical use of stealth generators, blade and dart administered toxins, mid range ambush techniques, Force resistance, and above all else adaptability between the many tools in her repertoire.

Survival Skills: As a field agent she has been dropped in to a multitude of hostile environments without any support or backup in order to achieve her mission. From the deserts of Tatooine to the toxic dumps of Corellia she is equipped to identify and exploit whatever natural resources she can find to secure food, water, and shelter in almost any environment. Cold weather training was a cakewalk for her and the other Chiss inducted in to the intelligence service as it was an essential life skill on their frozen homeworld of Csilla. What biology didn't give them in adaptations against the cold they learned for themselves, making Chiss particularly valuable to the Empire's efforts on Hoth, Illum, and the non-volcanically active sections of Belsavis.

Saboteur: Extensive training in demolitions, slicing, and disruption of infrastructure/environment.

Fieldcraft: Can use basic chemical and biological analysis to identify valuable local flora and fauna. These raw materials can be converted in the field (depending on suitability) to basic first aid, used to replenish her supplies of sedative or toxins (albeit in lower quantity and quality), or used as material for shelter or clothing. With access to proper facilities the quality of her finished products improves and she can make use of a wider range of base materials.

Equipment:
A-52 Rancor-X carbine: Light blaster rifle, single and autofire modes, 45m optimum range, 225m upper limit with scope. 50 round magazine (rechargeable), 3 spare.

Vibroknife: Long knife, high frequency vibration increases cutting power dramatically, contains reservoir for combat application of corrosive toxin as well as charge pack to momentarily electrify the blade. The toxic coating increases damage to armor upon contact and induces intense pain, burning, and necrosis of wounds it creates.

Wrist launcher: Short range, effective under ten meters. Launches darts loaded with either a sedative, toxin, or kolto. Sleep darts incapacitate based on weight and metabolism, and stress reaction hormones released in combat make them far less effective in the heat of battle. The toxin in question attacks the central nervous system, or analogue thereof, inducing lethargy, loss of movement, and rapid disintegration of the brain stem. Kolto darts are larger, with the option to self-administer. The compound has healing properties and greatly increases the natural recovery process in conjunction with other care. 10 sleep, 15 toxin, 7 kolto loaded.

Multi-Scanner: Provides basic chemical analysis of scanned materials, as well serving as a medical diagnostic device and slicing interface. There's an app for that.

Macrobinoculars: Spehhs binocs. Thermals, magnification.

Stealth Field Generator: Belt that creates a cloaking field Contains noise dampeners to allow for running, but the tell-tale shiver in the air created by her movement is more visible. By moving slowly the effect vanishes entirely. Residual energy from blaster fire disables the field and prevents reactivation immediately after shooting.

Environmental Gear: Insulated to provide increased survival time in the elements.
SI: No
Interesting.

Elaborate a bit on the effectiveness of the Environmental Gear?

Incidentally, @Blackout, what time period is being used for this thing? Like, are we going to be in medieval times, or modern times, or something else entirely?
It'll be modern-day.
 
Elaborate a bit on the effectiveness of the Environmental Gear?
As effective as you deem fair. I'd imagine her Hoth loadout is over the top (deals with daytime -30s easily), so something that could get her through daytime temperatures relatively comfortably with light exertion (don't want to sweat after all) but would still require prep and care during the night and retain the survival elements of the setting as a factor?

Or you could be cruel and have it be her Quesh gear, which as a toxic hothouse of a planet would be like a heavy duty MOPP-4 set up and totally worthless in the snow. :V
 
Probably going to have to preemptively drop this, just got accepted in two other RPs, one of which is going to let me go above and beyond in the category of characters that can be summed up thusly:

High Concept: I Am A Viking
Trouble: I Am A Viking

Aspects:
1. Viking
2. Viking
3. Viking
 
Probably going to have to preemptively drop this, just got accepted in two other RPs, one of which is going to let me go above and beyond in the category of characters that can be summed up thusly:

High Concept: I Am A Viking
Trouble: I Am A Viking

Aspects:
1. Viking
2. Viking
3. Viking

I wonder what this characters concept might be.
 
How far north are we, anyway?

Since it's modern times, could we have our general location marked on a map?
Myeh, might as well, it's roughly:


Probably going to have to preemptively drop this, just got accepted in two other RPs, one of which is going to let me go above and beyond in the category of characters that can be summed up thusly:

High Concept: I Am A Viking
Trouble: I Am A Viking

Aspects:
1. Viking
2. Viking
3. Viking
It's fine, you do what you gotta do.
 
Probably going to have to preemptively drop this, just got accepted in two other RPs, one of which is going to let me go above and beyond in the category of characters that can be summed up thusly:

High Concept: I Am A Viking
Trouble: I Am A Viking

Aspects:
1. Viking
2. Viking
3. Viking
SHIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIZZZAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!
 
Narcissist - Queen Zelda
Also, before I forget, the deadline for submitting sheets will be Saturday, 08:00 GMT, after which I will select the PC roster and begin composing the IC.

*checks time*

Right, so about an hour left at the time of this posting then.

Character: Queen Zelda

Appearance: Here

Universe of Origin: The Legend of Zelda: Hyrule Warriors

Powers

The Mighty Queen: Zelda holds great physical strength within her seemingly frail and demure form. Swings of her sword bring armies to their knees as she cuts through dozens of soldiers at a time. Battlefields are crossed within seconds as she dashes through the enemy.

Magical Maestro: Queen Zelda knows many songs, and the music of Hyrule affects the world greatly. These songs can call storms, change night into day, heal troubled spirits, dispel evil magic, or teleport one to certain locations. Zelda possesses, and is skilled with, two musical artifacts of the past that allow for the ancient magics to work. The legendary Goddess Harp allows her to utilize the special powers of the songs from the era of the Hero of Time. The Wind Waker grants her control over the winds of the world. Allowing for long distance communication, teleportation through the storm, or simply changing the direction of the blowing wind.

Wisdom of the Goddess: The bearer of the Triforce of Wisdom. It is divine essence of Nayru, the goddess who poured her wisdom into the world and established the physical laws of Hyrule. It can lead its holder towards making the correct decisions, enhance their magical capabilities, and grant them knowledge. The Triforce of Wisdom allows Zelda to become a Jane of All trades, possessing an understanding of items in a similar fashion to how the Spirit of the Hero is able to pick up and use nearly anything.

Deadly Premonition: Zelda is capable of receiving premonitions of great evil. They come to her in her dreams, either showing the acts that will occur directly or through symbolism.

The Queen of the Sheikah: Zelda is trained in the arts of the ancient caretakers of the royal family. She is capable of disguising herself as one of them, changing her skin tone, outfit and eye color in order to take up the name Sheik.

Evil's Bane: The Queen may not possess the Master Sword, but she is still capable of slaying evil on her own. Talented not only with utilizing her Rapier and Bow, she is capable of imbuing her sword and arrows with the power of Light Magic.

Equipment

Goddess Harp
Goddess Bow
Polished Rapier

Wind Waker

Magic Bag
Giant Wallet
99 Rupees
3 Empty Bottles

Songs

Suns Song - Wind Waker & Goddess Harp -
"The rising sun will eventually set. A newborn's life will fade. From sun to moon, moon to sun. Give peaceful rest to the living dead."

A song inscribed upon the tomb of the royal family. It bears a regal power, allowing the player to change day to night, and night to day. It can stun zombies and mummies by temporarily forcing them into a state of rest.


Zelda's Lulluby, Song of Time -Wind Waker & Goddess Harp -
Sound's pretty, may cause bystanders to tip if played on a busy street. These songs lack magical potency do to Earths lack of connection to the Hyrule Royal Family in the case of the lulluby, and because neither of Zelda's two instruments are the Ocarina of Time.

Song of Storms –Wind Waker & Goddess Harp –
"The thousand years of raindrops summoned by my song are my tears. The thunder that strikes the earth is my anger!"

A song composed by Flat and Sharp. The sky weeps with sadness and roars in fury when it is played. Loud booming thunderstorms are summoned when this song is played. The Wind Waker calls storm clouds in a similar manner to the Ocarina of Time. It can magically charge the Wind Waker to allow Zelda's sweeps to summon lightning instead of cutting winds.

The Goddess Harp calls forth the fury of lighting in a circle around Zelda. Surrounding Zelda are dark storms, with cloud to cloud lightning flashing constantly to protect her from attackers.

Saria's Song – Wind Waker –
This song was originally a sign of friendship with the Kokiri. The magic within this song allows Zelda to communication with others over long distances in a manner similar to telepathy. This effect has a short duration however, and so one will need to repeatedly play the song in order to carry a long conversation.

Wind's Requiem – Wind Waker –
"Use the wind god's...wind? That's what he said, but I don't understand. I wonder what it means?"
It is the first song learned by the Hero of Winds, who took destiny into his own hands and became the chosen of the goddesses through his own courage. When this song is conducted by the one who holds the Wind Waker, the direction in which the wind blows may be changed to his or her desire.

Song of Healing – Goddess Harp –
"This is a melody that heals evil magic and troubled spirits, turning them into masks. I am sure it will be of assistance to you in the future."

A most soothing melody, the Song of Healing was once used to cure the Hero of Time of a vile curse. This song has the power to heal troubled spirits and cure evil not all spirits may be healed with this song. Even so, there remains a chance that they may be moved by it.

Incredible though it may be, this song appears to be capable of fixing broken signs.

Minuet of Forest –Goddess Harp -
"The flow of time is always cruel... Its speed seems different for each person, but no one can change it... A thing that doesn't change with time is a memory of younger days... In order to come back here again, play the Minuet of Forest."

A song dedicated to the ancient forest temple; allows Zelda to teleport to 'home'. One cast will mark the location as her home, additional repeats after will teleport her home or mark a new spot and erase the old.

Bolero of Fire – Goddess Harp –
A song dedicated to the ancient temple of fire deep within Death Mountain. Creates timed explosives on the ground before Zelda.

Serenade of Water – Goddess Harp –
A song dedicated to the ancient water temple lurking beneath the waters of Lake Hylia. A spout of water is created to drown enemies.

Nocturne of Shadow – Goddess Harp –
A song dedicated to the ancient shadow temple that was hidden in plain sight within the Kakariko graveyard. A vortex of dark energy draws nearby enemies in and harms them.

Requiem of Spirit – Goddess Harp –
A song dedicated to the ancient Spirit Temple, a place hidden within the desert. The warmth of the desert envelops the area.

Prelude of Light – Goddess Harp –
Song dedicated to the Temple of Time. It holds the power to mark a sacred place, allowing magical energy to recover faster for those within it.

SI: No
 
@Blackout Love the new Avatar :V Nice choice!
That trollface was far too awesome to not to.

*checks time*

Right, so about an hour left at the time of this posting then.

Character: Queen Zelda

Appearance: Here

Universe of Origin: The Legend of Zelda: Hyrule Warriors

Powers

The Mighty Queen: Zelda holds great physical strength within her seemingly frail and demure form. Swings of her sword bring armies to their knees as she cuts through dozens of soldiers at a time. Battlefields are crossed within seconds as she dashes through the enemy.

Magical Maestro: Queen Zelda knows many songs, and the music of Hyrule affects the world greatly. These songs can call storms, change night into day, heal troubled spirits, dispel evil magic, or teleport one to certain locations. Zelda possesses, and is skilled with, two musical artifacts of the past that allow for the ancient magics to work. The legendary Goddess Harp allows her to utilize the special powers of the songs from the era of the Hero of Time. The Wind Waker grants her control over the winds of the world. Allowing for long distance communication, teleportation through the storm, or simply changing the direction of the blowing wind.

Wisdom of the Goddess: The bearer of the Triforce of Wisdom. It is divine essence of Nayru, the goddess who poured her wisdom into the world and established the physical laws of Hyrule. It can lead its holder towards making the correct decisions, enhance their magical capabilities, and grant them knowledge. The Triforce of Wisdom allows Zelda to become a Jane of All trades, possessing an understanding of items in a similar fashion to how the Spirit of the Hero is able to pick up and use nearly anything.

Deadly Premonition: Zelda is capable of receiving premonitions of great evil. They come to her in her dreams, either showing the acts that will occur directly or through symbolism.

The Queen of the Sheikah: Zelda is trained in the arts of the ancient caretakers of the royal family. She is capable of disguising herself as one of them, changing her skin tone, outfit and eye color in order to take up the name Sheik.

Evil's Bane: The Queen may not possess the Master Sword, but she is still capable of slaying evil on her own. Talented not only with utilizing her Rapier and Bow, she is capable of imbuing her sword and arrows with the power of Light Magic.

Equipment

Goddess Harp
Goddess Bow
Polished Rapier

Wind Waker

Magic Bag
Giant Wallet
99 Rupees
3 Empty Bottles

Songs

Suns Song - Wind Waker & Goddess Harp -
"The rising sun will eventually set. A newborn's life will fade. From sun to moon, moon to sun. Give peaceful rest to the living dead."

A song inscribed upon the tomb of the royal family. It bears a regal power, allowing the player to change day to night, and night to day. It can stun zombies and mummies by temporarily forcing them into a state of rest.


Zelda's Lulluby, Song of Time -Wind Waker & Goddess Harp -
Sound's pretty, may cause bystanders to tip if played on a busy street. These songs lack magical potency do to Earths lack of connection to the Hyrule Royal Family in the case of the lulluby, and because neither of Zelda's two instruments are the Ocarina of Time.

Song of Storms –Wind Waker & Goddess Harp –
"The thousand years of raindrops summoned by my song are my tears. The thunder that strikes the earth is my anger!"

A song composed by Flat and Sharp. The sky weeps with sadness and roars in fury when it is played. Loud booming thunderstorms are summoned when this song is played. The Wind Waker calls storm clouds in a similar manner to the Ocarina of Time. It can magically charge the Wind Waker to allow Zelda's sweeps to summon lightning instead of cutting winds.

The Goddess Harp calls forth the fury of lighting in a circle around Zelda. Surrounding Zelda are dark storms, with cloud to cloud lightning flashing constantly to protect her from attackers.

Saria's Song – Wind Waker –
This song was originally a sign of friendship with the Kokiri. The magic within this song allows Zelda to communication with others over long distances in a manner similar to telepathy. This effect has a short duration however, and so one will need to repeatedly play the song in order to carry a long conversation.

Wind's Requiem – Wind Waker –
"Use the wind god's...wind? That's what he said, but I don't understand. I wonder what it means?"
It is the first song learned by the Hero of Winds, who took destiny into his own hands and became the chosen of the goddesses through his own courage. When this song is conducted by the one who holds the Wind Waker, the direction in which the wind blows may be changed to his or her desire.

Song of Healing – Goddess Harp –
"This is a melody that heals evil magic and troubled spirits, turning them into masks. I am sure it will be of assistance to you in the future."

A most soothing melody, the Song of Healing was once used to cure the Hero of Time of a vile curse. This song has the power to heal troubled spirits and cure evil not all spirits may be healed with this song. Even so, there remains a chance that they may be moved by it.

Incredible though it may be, this song appears to be capable of fixing broken signs.

Minuet of Forest –Goddess Harp -
"The flow of time is always cruel... Its speed seems different for each person, but no one can change it... A thing that doesn't change with time is a memory of younger days... In order to come back here again, play the Minuet of Forest."

A song dedicated to the ancient forest temple; allows Zelda to teleport to 'home'. One cast will mark the location as her home, additional repeats after will teleport her home or mark a new spot and erase the old.

Bolero of Fire – Goddess Harp –
A song dedicated to the ancient temple of fire deep within Death Mountain. Creates timed explosives on the ground before Zelda.

Serenade of Water – Goddess Harp –
A song dedicated to the ancient water temple lurking beneath the waters of Lake Hylia. A spout of water is created to drown enemies.

Nocturne of Shadow – Goddess Harp –
A song dedicated to the ancient shadow temple that was hidden in plain sight within the Kakariko graveyard. A vortex of dark energy draws nearby enemies in and harms them.

Requiem of Spirit – Goddess Harp –
A song dedicated to the ancient Spirit Temple, a place hidden within the desert. The warmth of the desert envelops the area.

Prelude of Light – Goddess Harp –
Song dedicated to the Temple of Time. It holds the power to mark a sacred place, allowing magical energy to recover faster for those within it.

SI: No
Nix the sun song and you can expect that the storm and wind control will be of considerably reduced effectiveness in your new locale.

Other than that, accepted.
 
First Reaction: Aw. Was kind of hoping for Lady Maria. She looked cool.

Second Reaction: ...Did I actually just complain after getting in? Just how entitled am I?! :mad::oops:

Third Reaction: Well, at least YanYan and her Senpai got in. That should be amusing. :V
 
Yaaaaaaay!

*goes to quadruple check how Worst talks vs others*
 
Heh. I'm a little bit thankful, honestly. I was actually psyching myself out.
Good luck to the guys who got in! Hopefully, I'll read along, and the time until enough people die to let me in lets me stop being so nervous.
 
Alright then, after consideration I have decided on the roster:

@Xellos
@Mina
@God and the Snake
@Bondo
@Ψυχή
@samdamandias

You're in. Everyone else is on the waitlist.

IC should follow soon-ish, I have most of it written down already.
Woooooo!




More seriously, congratulations to those who got in, I hope you all have a pleasant time.


So in parting (until one of you dies at least), good luck in Finland!
I'm playing Avdol - I'll die around the point where the plot gets rolling. :V
 
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