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Topics - Ordelis

Pages: [1]
1
Everywhere Else / Bone of the First [SSMR]
« on: January 21, 2018, 10:20:41 AM »
Vacuo, the desert kingdom with a struggled history. The Underdog of the four kingdoms, targeted for its vast resources. And as a result, its culture became the rough and strong populace it’s known for today. To fight your own battles, this is what its people believe. So when you’ve been wronged by the unfriendly sort,unless times are dire, its become common courtesy to initially not lend a helping hand.

     It happened so fast. A crack of terrible pain and rapid footsteps running away. Solar in a daze of agony followed the only cloaked figure in the crowd that looked to be in a hurry. Her horn, it was broken halfway through in a jagged lightning bolt shaped crack. She could feel it as she held the spot it broke with both hands in an attempt to soothe the pain. For Solar it had not been long she arrived at Vacuo, let alone the combat school of Shade, she was suppose to meet her new team today, little did she know she still would.
     The cloaked figure burst through a home with a red wooden door frame, it was going through the door did Solar notice for the first time her assailant was rather short. Following after, she entered the same door only for the room to be entirely dark. A set of stairs lead down a basement and a dark hallway off to the left was all she could see. Before she could decide which way to go a scrambling noise of dirt and something breaking was heard from down the hallway. Following after the noise, Solar blindly runs down the dark, only to stub her foot on something hard. For the second time today now she was in piercing pain, looking down at what she kicked, it turned out to be none other than the square hammer that struck her horn. Curiosity got the better of her and she picks up the weapon examining it, the only thing significant about it was a symbol unknown to her, though she had a feeling she had seen it somewhere.

     A groan came from the dark, someone was there, someone hurt. Solar finally finding a light switch, flips it on to reveal a faunus man bleeding from his head. A deer faunus, with both of his antlers broken off. The sudden light stirs him awake and lays eyes on the first thing he sees, Solar with the hammer. The man calls out for help in a panicked cry, under the impression she’s the culprit. "Aargh! Somebody help!" The noise immediately attracts passerbys and in comes

Sean Acacia
Suna Arevik
Maena Nadir

They come across the scene,a man in a panicked state, bleeding from his head missing his limbs, and Solar standing in the middle of the room, with the hammer.
"Hey,so I know this looks bad..." said Solar with her hands up, but one hand still holding the hammer.

2
Approved Characters / Basalt Noir
« on: November 18, 2017, 12:43:22 PM »
CHARACTER

Name: Basalt Noir

Age: 45

Species and Gender: male human

Symbol: Basalt - a silhouetted mannequin,

Occupation: Former Huntsman, Taxidermist

Appearance: Basalt wears a victorian era French frock coat. The outer coat is a rock grey with the lapels accented yellow. On his hands he wears black dress gloves. The inside shirt is white with the collar being a deep red, the collar hides the brutal scar on his neck. His trousers are a grey that match his coat with polished dress shoes on his feet. He is the stereotypical image of a rich man. He has a very lean and skinny figure standing at an average height of 5'8, his face is sunken and his skin is a sickly grey. His hair is stylled in a bowl cut colored blonde. His face is poorly shaven and messy in general. He smells of thick perfume.

History: Growing up as a huntsman at Beacon he loved nothing more then to boast about his Grimm kills. Big or small whatever he slew he always kept track of how many throughout his life he slayed. And he was good at it. In his youth he carried a massive sword that extended to twice the length of his whole body, and while currently he's nothing like when he was in his prime he was a dominant force as a huntsman. While as a huntsman he was a great fighter he did it for all the wrong reasons, he loved attention and bragged about all his exploits, he did what he did, not to protect people but for their admiration, and money. Greed, he was very much a greedy man as he was strong, never doing anything out of kindness or charity. Always he bled dry the people he worked for, regardless of their situation. Over time as a huntsman he became massively wealthy, this was thanks to his second skill he possesed, geology.

     His father was a collector of rocks, not dust, but mineral ores. His childhold home was filled with samples of rare and valuable minerals that were either great in value in terms of weapon making or even just sold as jewelry. While he never had any real interest in them, he took care in memorizing what was considered valuable and where to find them for the sole purpose of reselling them for profit. Incidentally his travels as a huntsman lead him to many barren and lawless lands that contained hidden treasures, before not accesible because of the Grimm. His skills however allowed him free reign of the many unclaimed ores waiting to be uncovered. However rocks were not his passion, it was always just a method for him to get rich quick.
     What he really wanted to do was make a name for himself and become famous, while he demanded attention, throughout his travels there were always those who opposed him. Those who saw him as nothing more then a show off and claimed his achievements were nothing more then lies. So he devoted his time to prove it. In order to do that he decided to learn the skills of a taxidermist, all for the sake of creating replica Grimm that he could claim he slew. He wanted to create a busineas out of it, he wanted all of Vale to know the things he accomplished. For at some point he cared more for peoples attention without the danger, then protecting them, and laid down his sword to learn a new skill.
     For the next few years Basalt spent his time in a trade school learning the ways of a taxidermist, specifically any kind of Grimm replica. One day he met his future wife, Marian Twanet. She was a very fragile woman, seemingly always sick, and frail looking. Despite this she was fierce, constantly picking fights with other students or starting arguments, insisting she was right even if she was wrong. And Basalt was madly in love with her, for once there was only one person's attention then anyone he wanted and it was hers. And strangely enough she seemed to want the same, or so it seemed.
     Years go by and the two quickly became married and had a child, Metate Noir. For some reason Marian had a fixation for training Metate up to be a strong huntress, despite the fact the daughter had no interest in them. All Metate loved were dolls, pretty dolls, play dollls, and doll houses she had a collection of them she loved to play with. Basalt on the other hand over the years had created his ideal taxidermist business and showed off his self made trophies of Grimm heads in his own luxurious home. Metate fawned over the fake corpses, it was growing up with the grotesque heads of monsters she found her love for dolls.
   
      Many more years go by Metate now age 14, and the fateful day strikes, a day Basalt and Metate never saw coming. The same day Metate discovered her semblance, to this day Basalt and Metate never learned why Marian did what she did. She maniacally attacked the two of them and ran away, Metate suffered a mortal wound on her left hand and a deep cut that went down the middle of her face. Basalt himsslef was similarly slashed across the throat and left to bleed to death. Metate by sheer luck dragged herself to the nearest phone to call for help. The details are hazy from there but a few weeks later the two were seen again released from the hospital never the same again. The unanswered question of why haunted Basalt, Marian showed no signs of resentment towards her family and yet out of nowhere she attempts murder on the both of them. Later it was discovered a vast sum of Lien was stolen from their home the night of the attack. But Basalt didn't think money was the reason, just an extra.
     Present day Basalt quietly continues to run his taxidermy business with his daughter for the boastful huntsman or huntress wanting to show for their efforts. Though those who knew him say he was never the same since he lost Marian, his skin and eyes lost their color, his hair was unkempt, and generally a mess. Not a day goes by does he not wonder why Marian did what she did.

Personality: A boastful and proud man, though in recent years he's far more humble then he was in his youth he's not one to pass up bragging about his Grimm kills or misadventures. Still never does anything out of kindess but only for his benefit. Since the dissapearance of Marian he is far more quiet and reserved then he used to be. Though if given the oppurtunity he will still talk and ramble longer then most people will care for, this is his old desire for attention staying with him.

Aura and Semblance: Aura is a boulder grey color, his semblance is based off of his big headed and egotistical nature, he himself will claim it's based off his natural strength. It allows him to double the size of his body increasing his strength, defense, and range of his attacks, all this at a tremendous cost of his speed and his increased size making him an easy target. His full height comes out to 11'6.

Combat Behavior:  In his prime he was very simply a bruiser, no thought at all to his attacks but to wildly swing his large sword. This combined with his brutish semblance he was commonly reffered to as a monster on the battlefield. In recent days where his body is now less then a shadow of his former self it's a mystery whether he can so much as lift his signature sword.
With his semblance active, his speed is drastically reduced, therefore he will not always use his weapon extended but in its reduced form for a slight balance of his speed back.

WEAPON

Name: Goliath knife

Primary Form: A double edged pitch black sword, the width of this sword is unnaturally thick due to its second form. The weapon's full length is 5ft including the hilt.

Secondary Form: One edge of the sword folds out to double the length of the entire sword, making the weapon single edged. Extended all the way the weapon's full length is 9ft including the hilt.

Tertiary Form: In it's old days it was placed in a sheath on Basalt's back, nowadays it hangs over the fireplace as a memento to his glory days.

Dust Functions: The hilt of the weapon contains a space for one dust crystal to be loaded and fired. Two ways can utilize the dust inside the weapon; Area blast and Wave blast. With a powerful swing a blast of the element loaded fires of in an arc to its target. Two waves can be fired before the dust is expended. The other is to slam the weapon on the floor, creating a blast of the element around the user. Two Area blasts can be used before expended, or one wave and one area.

Fire - A stroke sends a blasting wave of fire, while an area blast surrounds Basalt in a smaller but more concentrated blast.
Ice - can only use Area blast, surrounding Basalt with ice
Earth - Basalt's most commonly used dust crystal, Wave blast creates massive boulders flying in the directed area, this effect is stronger when outdoors. Area blast impales everything around him in a small area with earth.
Lightning - sends an arc of lightning with a Wave in its intended direction. Area blast creates a small storm in the surrounding area around Basalt.

History: When not using his semblance Basalt will use his weapom in its primary form, a wide double edged sword. With his semblance he will extend it to its full length creating a large weapon befitting his size.


3
WiP Characters / Metate Noir
« on: November 17, 2017, 09:07:13 AM »
CHARACTER

Name: Metate Noir

Age: 16

Species and Gender: Human Female

Symbol:  A small stick figure with a line pointing outwards on each limb.

Occupation: Taxidermist

Appearance: Straight blonde hair that is done up with a grey bow that reaches beyond the shoulders when let down. Dark shadows hang over her eyes accompanied by an unnatural smile. A scar runs down the middle of her face all the way to her chest. She wears an expensive black frilly dress with a white collar and a grey bowtie. For leg wear she has black dress shoes with grey stockings.
On her left hand she has a sock puppet with a pair of buttons for eyes.

History: Her father Basalt and Mother Marian loved her as any parents would. Though the love from her mother turned out to be false, the time they spent together was the best times of her life. She was always fascinated by the various fake Grimm stuffings mounted throughout her house growing up, this lead to her hobby of collecting dolls.
   Her mother Marian, against her will forced her to train in the ways of a huntress from a very early age. While she claimed it was so she could protect her self, this also turned out to be a lie, something she won't know until the day she unlocks her semblance. From spending so much time together Metate had also picked up her mother's view on faunus, undeserving of equal treatment. Every day when the two were out in town, her mother would consistently complain about the very existence of Faunus, how they should be put to work as slaves, how it was disgusting they should live as humans did. And so Metate became the same.
     When the day of fate came, Marian cut a deep wound on her left hand when Metate moved to block her mother's attack. A second attack meant to kill her only left a deep scar down the middle of her face. Metate was terribly confused, she thought her mother would be proud when she discovered her semblance, never could she have imagined this reaction and to this day this remained one of the biggest mysteries to her. Since then she wears a sock puppet on her hand that was injured so she isn't reminded of that horrible memory.
     To further replace the memory of her mother she taught herself the ways of a ventriliquist, and gave her sock puppet in what she believes its own voice.
     Present day she works with her father Basalt as a taxidermist, entertaing what few guests they have with her ventriliquism. While her father primarily created fake Grimm, Metate had no boundaries and created everything she wanted, all manner of animal big or small, she loved to collect or make dolls.

Personality: Metate herself is your typical sweet, innocent, and polite little girl. Her manners are that of a lady, and she behaves herself as quietly as possible. In fact others may view this as outright creepy how she behaves. This is somewhat countered by her sock puppet character which she named Mr.Nice. Mr.Nice is a vulgar and outright horrible personality, spouting off insults and swears off at every individual it comes across. This goes double for Faunus, Mr.Nice has no boundaries and will verbally assault anyone it feels like deserves it, which is everyone. Metate will try to calm Mr.Nice down as if she has no control over him, when in reality she takes great pleasure in it.


4
WiP Characters / Basalt Noir
« on: November 13, 2017, 01:09:33 PM »
CHARACTER

Name: Basalt Noir

Age: 45

Species and Gender: male human

Symbol: Basalt - a silhouetted mannequin,

Occupation: Former Huntsman, Taxidermist

Appearance: Basalt wears a victorian era French frock coat. The outer coat is a rock grey with the lapels accented yellow. On his hands he wears black dress gloves. The inside shirt is white with the collar being a deep red. His trousers are a grey that match his coat with polished dress shoes on his feet. He is the stereotypical image of a rich man. He has a very lean and skinny figure standing at an average height of 5'8, his face is sunken and his skin is a sickly grey. His hair is stylled in a bowl cut colored blonde. His face is poorly shaven and messy in general. He smells of thick perfume.

History: Growing up as a huntsman at Beacon he loved nothing more then to boast about his Grimm kills. Big or small whatever he slew he always kept track of how many throughout his life he slayed. And he was good at it. In his youth he carried a massive sword that extended to twice the length of his whole body, and while currently he's nothing like when he was in his prime he was a dominant force as a huntsman. While as a huntsman he was a great fighter he did it for all the wrong reasons, he loved attention and bragged about all his exploits, he did what he did, not to protect people but for their admiration, and money. Greed, he was very much a greedy man as he was strong, never doing anything out of kindness or charity. Always he bled dry the people he worked for, regardless of their situation. Over time as a huntsman he became massively wealthy, this was thanks to his second skill he possesed, geology.

     His father was a collector of rocks, not dust, but mineral ores. His childhold home was filled with samples of rare and valuable minerals that were either great in value in terms of weapon making or even just sold as jewelry. While he never had any real interest in them, he took care in memorizing what was considered valuable and where to find them for the sole purpose of reselling them for profit. Incidentally his travels as a huntsman lead him to many barren and lawless lands that contained hidden treasures, before not accesible because of the Grimm. His skills however allowed him free reign of the many unclaimed ores waiting to be uncovered. However rocks were not his passion, it was always just a method for him to get rich quick.
     What he really wanted to do was make a name for himself and become famous, while he demanded attention, throughout his travels there were always those who opposed him. Those who saw him as nothing more then a show off and claimed his achievements were nothing more then lies. So he devoted his time to prove it. In order to do that he decided to learn the skills of a taxidermist, all for the sake of creating replica Grimm that he could claim he slew. He wanted to create a busineas out of it, he wanted all of Vale to know the things he accomplished. For at some point he cared more for peoples attention without the danger, then protecting them, and laid down his sword to learn a new skill.
     For the next few years Basalt spent his time in a trade school learning the ways of a taxidermist, specifically any kind of Grimm replica. One day he met his future wife, Marian Twanet. She was a very fragile woman, seemingly always sick, and frail looking. Despite this she was fierce, constantly picking fights with other students or starting arguments, insisting she was right even if she was wrong. And Basalt was madly in love with her, for once there was only one person's attention then anyone he wanted and it was hers. And strangely enough she seemed to want the same, or so it seemed.
     Years go by and the two quickly became married and had a child, Metate Noir. For some reason Marian had a fixation for training Metate up to be a strong huntress, despite the daughter had no interest in them. All Metate loved were dolls, pretty dolls, play dollls, and doll houses she had a collection of them she loved to play with. Basalt on the other hand over the years had created his ideal taxidermist business and showed off his self made trophies of Grimm heads in his own luxurious home. Metate fawned over the fake corpses, it was growing up with the grotesque heads of monsters she found her love for dolls.
   
      Many more years go by and the fateful day strikes. The day Metate discovered her semblance, to this day Basalt and Metate never knew why Marian did what she did. She maniacally attacked the two of them and ran away, Metate suffered a fatal wound on her left hand and a long scar down the middle of her face remained, initially it was believed Basalt was killed until he was seen again, with a scar across his neck. The unanswered question of why haunted Basalt, Marian showed no signs of resentment towards her family and yet out of nowhere she attempts murder on the both of them. Later it was discovered a vast sum of Lien was stolen from their home the night of the attack. But Basalt didn't think money was the reason, just a bonus.
     Present day Basalt quietly continues to run his taxidermy business with his daughter for the boastful huntsman and huntress wanting to show for their efforts. Though those who knew him say he was never the same since he lost Marian, his skin and eyes lost their color, his hair was unkempt, and generally a mess. Not a day goes by does he not wonder why Marian did what she did.

Personality: A boastful and proud man, though in recent years he's far more humble then he was in his youth he's not one to pass up bragging about his Grimm kills or misadventures. Still never does anything out of kindess but only for his benefit. Since the dissapearance of Marian he is far more quiet and reserved then he used to be. Though if given the oppurtunity he will still talk and ramble longer then most people will care for, this is his old desire for attention staying with him.

Aura and Semblance: Aura is a boulder grey color, his semblance is based off of his big headed and egotistical nature, he himself will claim it's based off his natural strength. It allows him to double the size of his body increasing his strength, defense, and range of his attacks, all this at a tremendous cost of his speed and his increased size making him an easy target. His full height comes out to 11'6.

Combat Behavior:  In his prime he was very simply a bruiser, no thought at all to his attacks but to wildly swing his large sword. This combined with his brutish semblance he was commonly reffered to as a monster on the battlefield. In recent days where his body is now less then a shadow of his former self it's a mystery whether he can so much as lift his signature sword.
With his semblance active, his speed is drastically reduced, therefore he will not always use his weapon extended but in its reduced form for a slight balance of his speed back.

WEAPON

Name: Goliath knife

Primary Form: A double edged pitch black sword, the width of this sword is unnaturally thick due to its second form. The weapon's full length is 5ft including the hilt.

Secondary Form: One edge of the sword folds out to double the length of the entire sword, making the weapon single edged. Extended all the way the weapon's full length is 9ft including the hilt.

Tertiary Form: In it's old days it was placed in a sheath on Basalt's back, nowadays it hangs over the fireplace as a memento to his glory days.

Dust Functions: The hilt of the weapon contains a space for one dust crystal to be loaded and fired. Two ways can utilize the dust inside the weapon; Area blast and Wave blast. With a powerful swing a blast of the element loaded fires of in an arc to its target. Two waves can be fired before the dust is expended. The other is to slam the weapon on the floor, creating a blast of the element around the user. Two Area blasts can be used before expended, or one wave and one area.

Fire - A stroke sends a blasting wave of fire, while an area blast surrounds Basalt in a smaller but more concentrated blast.
Ice - can only use Area blast, surrounding Basalt with ice
Earth - Basalt's most commonly used dust crystal, Wave blast creates massive boulders flying in the directed area, this effect is stronger when outdoors. Area blast impales everything around him in a small area with earth.
Lightning - sends an arc of lightning with a Wave in its intended direction. Area blast creates a small storm in the surrounding area around Basalt.

History: When not using his semblance Basalt will use his weapom in its primary form, a wide double edged sword. With his semblance he will extend it to its full length creating a large weapon befitting his size.



5
Plot Zone / Songs of Peril [4/4]
« on: August 13, 2017, 09:52:59 AM »
Cami Unis, a traveling musician is in need of an escort to the village of Vona. Upon arriving to Vona, see what can be done to help with the strange increase in Grimm activity in the surrounding area of the village. Miss Unis is incapable of producing an aura so take measures to protect her accordingly.
Miss Unis is considered an important individual due to her skill with her acoustic guitar, she plays music for disheartened souls giving them hope. It was once said she was able to save her home village by playing for wounded soldiers giving them the strength to continue fighting. Others also believe that by dispelling negative emotion and spreading hope, groups of people who hear her music are able to ward away Grimm, though whether this is true or not has not been proven. Either way Miss Unis is something of a rising star to the villages that she has played for and are always glad to hear her play.



Will take 4 or a team
(Woops posted the first one in  the wrong place)

6
The Vale Region / Songs of Peril [Closed]
« on: August 12, 2017, 11:08:27 PM »
Cami Unis, a traveling musician is in need of an escort to the village of Vona. Upon arriving to Vona, see what can be done to help with the strange increase in Grimm activity in the surrounding area of the village. Miss Unis is incapable of producing an aura so take measures to protect her accordingly.
Miss Unis is considered an important individual due to her skill with her acoustic guitar, she plays music for disheartened souls giving them hope. It was once said she was able to save her home village by playing for wounded soldiers giving them the strength to continue fighting. Others also believe that by dispelling negative emotion and spreading hope, groups of people who hear her music are able to ward away Grimm, though whether this is true of not has not been proven. Either way Miss Unis is something of a rising star to the villages that she has played for and are always glad to hear her play.

Justice Montenegro
Camelia Sol
Calen Shrike
Rory Vogel

Cami is a girl of fair complexion with naturally blonde hair in a ponytail extending down her shoulders. She wears an ordinary pair of jeans and shirt with a brown travel jacket. On her back she sports a small pack of supplies and a guitar case. Her expression is in a natural smile to a curve on her lips as she hums a tune to herself. She casually sits on the edge of the airship with her feet dangling back and forth as she waits for her requested escort to arrive.

7
The Vale Region / Rightful Retribution [Closed]
« on: August 10, 2017, 06:05:18 PM »
WANTED
Tribune Riot
Former huntsman gone rogue
Accused of single-handedly destroying the village of Patz and letting Grimm prey on the survivors
Formerly believed to be deceased until he was reported last seen outside the village of Hadaya

This is a search mission, the objective is to confirm or deny any sightings of Riot first hand.
Riot is considered extremely dangerous and is not to be directly confronted with. Should you confirm Riot's general location hide or run away immediately to report.

Riot is recognizable by his white hair, a burn scar marked on the left side of his face, generally dark clothing, and an ornately decorated black and gold rifle with a chained knife on the stock.

Upon disembarking the Bullhead, you will take the path to Hadaya and search the forest for any sign of Riot as you make your way towards the village, the possibility of Riot hiding in the village is also not unlikely.



The roaring engine of the Bullhead calmed down to a gentle hover as it descended on an open clearing on the outskirts of an unnamed forest. The side door opens and lets down its four huntsmen and huntress;Mae Tulimanu, Cerulean Steel, Vahn Crimson, and Kaali Charen .While the forest was difficult to navigate without any real landmarks, a single well worn road lead to the path inside.


8
Plot Zone / Rightful Retribution
« on: August 09, 2017, 06:19:36 PM »
WANTED
Tribune Riot
Former huntsman gone rogue
Accused of single-handedly destroying the village of Patz and letting Grimm prey on the survivors
Formerly believed to be deceased until he was reported last seen outside the village of Hadaya

This is a search mission, the objective is to confirm or deny any sightings of Riot first hand.
Riot is considered extremely dangerous and is not to be directly confronted with. Should you confirm Riot's general location hide or run away immediately to report.


Spoiler: show
OOC: While this premise is seemingly simple, this is a story based mission that will have some twists and turns, your choices will dictate the outcome. No matter who you talk to, or what anyone tells you, the ultimate decision is up to your team. Nothing will dictate what is right or wrong, you must decide it yourself.
Accepting four or a team

9
The Vale Region / War of Secrets [ASPN]
« on: February 17, 2017, 10:59:49 AM »
Quote from: Mission Bulletin
To whom this may concern
A certain village by the name of Rahasya has come to our attention with peculiar characteristics.
The first point of interest is the speed in which it seemed to have been created seemingly overnight, most villages are created when a large group of individuals decide to leave one of the great cities away from its laws. However no one seems to know the origins of this particular village. No other village, town, or city recognizes any of its inhabitants and asking them directly seems to be met with no answers.
The second point of interest is the villages lack of traditional defenses. While most villages organically have it's inhabitant guardians protect the village and if they're lucky the natural terrain. The village of Rahasya on the other hand seem to have no fighters what so ever. In fact those who have seen the village report they do not see any weapons at all. It's only line of defense seems to be it borders the ocean on one side and a massive rock wall cliff surrounds the village on two other sides providing it only one entrance.
The third point of interest is the how this village has survived without any natural defenses. One visitor of the village has noted that it's inhabitants were extremely hospitable, kind, and welcoming. While these gestures were appreciated by the visitor, the visitor also notes this was to an almost extreme degree, almost forced. The visitor suggests the reason for the lack of Grimm attacks to be the opposite of the Grimm's natural attraction, positivity.
The fourth point of interest is whenever a team of Huntsman have visited the village the inhabitants had seemingly turned a cold shoulder to them. The village that was rumored to be extremely kind and hospitable for some reason had a massive dislike of Huntsman.

Finally the most disturbing point of all a Huntsman by the name of Regat Grane was last heard to have entered the village and hasn't been heard from since. While it may be possible Regat was an unfortunate victim of natural Grimm, suspicion turns to the village of Rahasya.

To whom this may concern our request is thus
-Whereabouts of the Huntsman Regat Grane
-Investigate the village of Rahasya

Upon accepting of this request one criteria is required to be met. Large weapons are prohibited, small easily concealable weapons are allowed but by no means should they be obviously visible. Weapon lockers may be summoned to your location but this is highly discouraged unless necessary. Remember you must conceal your identities as Huntsmen/Huntress in order to gain the trust of the village to investigate and reveal what secrets they hide( if any).
Upon accepting the mission a bullhead had picked up the team for the mission and was currently on its way to its intended target village. The pilot of the bullhead turned to the team and warned "You all on the way to that weird village? nothing wrong with that just be careful with the area  on the way, I've heard rumors of a particularly nasty bandit tribe wandering the area"

10
Plot Zone / War of Secrets [team]
« on: February 14, 2017, 08:27:52 PM »
Quote from: Mission Bulletin
To whom this may concern
A certain village by the name of Rahasya has come to our attention with peculiar characteristics.
The first point of interest is the speed in which it seemed to have been created seemingly overnight, most villages are created when a large group of individuals decide to leave one of the great cities away from its laws. However no one seems to know the origins of this particular village. No other village, town, or city recognizes any of its inhabitants and asking them directly seems to be met with no answers.
The second point of interest is the villages lack of traditional defenses. While most villages organically have it's inhabitant guardians protect the village and if they're lucky the natural terrain. The village of Rahasya on the other hand seem to have no fighters what so ever. In fact those who have seen the village report they do not see any weapons at all. It's only line of defense seems to be it borders the ocean on one side and a massive rock wall cliff surrounds the village on two other sides providing it only one entrance.
The third point of interest is the how this village has survived without any natural defenses. One visitor of the village has noted that it's inhabitants were extremely hospitable, kind, and welcoming. While these gestures were appreciated by the visitor, the visitor also notes this was to an almost extreme degree, almost forced. The visitor suggests the reason for the lack of Grimm attacks to be the opposite of the Grimm's natural attraction, positivity.
The fourth point of interest is whenever a team of Huntsman have visited the village the inhabitants had seemingly turned a cold shoulder to them. The village that was rumored to be extremely kind and hospitable for some reason had a massive dislike of Huntsman.

Finally the most disturbing point of all a Huntsman by the name of Regat Grane was last heard to have entered the village and hasn't been heard from since. While it may be possible Regat was an unfortunate victim of natural Grimm, suspicion turns to the village of Rahasya.

To whom this may concern our request is thus
-Whereabouts of the Huntsman Regat Grane
-Investigate the village of Rahasya

Upon accepting of this request one criteria is required to be met. Large weapons are prohibited, small easily concealable weapons are allowed but by no means should they be obviously visible. Weapon lockers may be summoned to your location but this is highly discouraged unless necessary. Remember you must conceal your identities as Huntsmen/Huntress in order to gain the trust of the village to investigate and reveal what secrets they hide( if any).

This mission is story based, little combat will occur, your actions and words will dictate the outcome. Remember: law does not exist, you are not bound by rules, this is your story. Also note participation in conversations is not mandatory if one person is talking to someone the other three are not required to chime in. (Ever tried talking to four people at once?)

While not required if a whole team wants to participate they will take priority over 4 individual participants.

11
Approved Characters / Ribeiro Ispecs
« on: January 09, 2017, 11:55:32 PM »
CHARACTER

Name: Ribeiro Ispecs (pronounced Ri-Bayro)

Age: 20

Species and Gender: Female Human

Symbol:  A vertical kitchen knife and pistol with a line going through them. Similar to the zodiac symbol of Pisces

Occupation: 4th year Beacon student Huntress/ Freelance artist

Appearance: Standing 5'5 tall and weighing roughly 110 lbs she has a thin and scrawny body size. She has curly light blue hair that extends to around her elbows, and her expression is at rest a flat emotionless gaze. She wears a very simple blue one piece skirt that reaches to her knees, and an over sized red and blue flannel jacket where the sleeves extend past her hands. She wears a pair of ordinary sandals, a leather belt that carries her weapon on her waist, and an ordinary book bag hangs on her shoulder.
She also carries around with her, her pet tarantula named Peix in her book bag. This tarantula crawls all over Ribeiro at random times often freaking people out. Peix was the strongest creature Ribeiro and her sister could find when they would often make things fight each other.

History:

Born in an ordinary family in Vale, growing up Ribeiro had a mixed child-hood growing up. She had a mother whom loved her as any mother would, and a step father who wouldn't acknowledge her existence. The reason for this is her mother had an affair with another man while still married with her husband. Born with blue hair, a trait neither the mother nor the father carried, her step father accused her of cheating to which the mother had no choice but to admit. Even before Ribeiro was born, her step father was an unfairly angry man, he would regularly blame his wife for things out of their control or spontaneously break things or yell for seemingly no reason. An environment that lead to the Mother entering the comfort of a different man. To her step father, Ribeiro's existence was a very symbol of his wife's betrayal, which fuels his anger just by looking at her blue hair. However Ribeiro's childhood was not all horrible because she had an older sister who protected her.
     
     Technically half-siblings with the same mother and different fathers, Ribeiro's Half-sister still loved her. Sister adored Ribeiro's blue hair, opposing her own bright red hair, she was a very tomboyish individual and loved to run around and play outdoors with Ribeiro. Her favorite activities included burning various insects with a magnifying glass, making bugs fight each other, or bullying animals in general with her fire based semblance. Ribeiro watching Sister have fun regularly abusing creatures adopts this trait and copy's her mannerisms. Ribeiro herself however, much preferred to draw. The most common thing she drew was her Mother, Sister, and Herself together, her favorite color being red.
     One evening when Ribeiro and Sister were out playing a heavy downfall of rain pours on the two, this event triggers Ribeiro's previously unknown semblance. Ribeiro feeling immense power mistook this for being sick and immediately returned home with Sister. Upon returning home the two siblings come across their Father in another fit of rage directed towards Mother, this time however Father was armed with a gun. Scared Ribeiro froze up on the spot, while Sister fearing for her mother's safety rushed in between her Mother and Father. Within the mad flurry of motion and chaos, when all was calm and finished, Sister lay on the ground in a pool of blood. Ribeiro struck with a pain that felt like she was the one who was shot, felt an emotion she had never felt in her life. Rage. Sister was her very life, and to have that taken away she couldn't forgive her step Father who meant nothing to her. So she picked up a kitchen knife from the house and unconsciously used her new speed gained from her semblance to maul her Father to death.
     
     Stab neck blood, 'so pretty', Skewer chest blood, 'blood is so red' Slice arm blood, 'I like red' Pierce leg blood 'so much' Pierce chest blood 'such a pretty color' stab stab stab.

     Somewhere among the rage, Ribeiro had found a fascination with the red color of blood. Red had been her favorite color before but the specific color of blood red intrigued her even more, maybe it was the color of life? Witnessing the entire scene Ribeiro's Mother was in complete shock, while horrified at Ribeiro for slaughtering her Father she did not feel the slightest bit of grief for his death nor was she angered at Ribeiro for what she had done, just how she had done it. No it was the death of Sister that both Mother and Ribeiro were most stricken over. When investigated by authorities, the incident was concluded as case of self-defense, if a bit extreme self-defense but self-defense nonetheless, as Sister's death and two witnesses were able to prove.

     Some time after Sister's funeral Ribeiro explains to her mother that she wants to become a Huntress, to become strong so she could protect her from anyone else. Is what she told her but in her mind she wanted to see blood again, to see the pretty red color of life, but she wasn't going to do it in anyway that reminded her of her Father. If she's going to see blood she's gonna have to do it for a good reason. While she understood that Grimm don't bleed, she had hoped to be sent on missions that would have her target wanted criminals, or bandits, human targets.
     Her Mother not convinced at all for her reason to become a huntress after what she saw, still agreed to help her anyway believing this might be her only path open for Ribeiro, supporting her last immediate family she helped anyway she could have enrolling her in Signal and subsequently Beacon.

     Through her years at Signal academy she was known as 'the artist'. Always drawing on her notepad she keeps in her book bag, whether it was the surrounding forest, other people, or whatever she felt like she was always seen drawing. Physically Ribeiro was not very strong, but she was fast and even faster when her semblance was triggered. Taking this into account Ribeiro opted to make as light of a weapon as possible, while not as fancy as her peers it was simple and did exactly what she wants, a kitchen knife and pistol.

     Entering Beacon she felt neither fear or excitement, in fact over the years Ribeiro became very emotionless. It was in part, the memory of her sister still passing and in another part she regularly spaced out thinking of artistic things that could enhance her goal. Her dream was to one day draw something that she could be eternally proud of, something that would live on far beyond after she had died, to create something that would last as long as history. Through her lessons she believed by traveling on missions and experiencing new things she could find exactly what she's missing in her art. To be as daring as her sister was. With this in mind she told herself she should open up to strangers more and make more friends, however spending her entire time as a loner in Signal and her only friend being her sister she completely lacked any social skills to do so.
     While she wanted to make friends the only way she could is if others would initiate first. Luckily this wasn't a problem as she had made easy friends with her team as they were all fascinated by her drawing skills. Her third year in Beacon though a tragedy occurred. Tasked with guarding a far away village, Ribeiro's team became under attack by a tribe of bandits, exactly what she had wanted. Without any water at hand she was unable to use her semblance, though this didn't mean she was entirely useless, the attracted Grimm proved extremely dangerous and ended up entirely eviscerating one of Ribeiro's teammates.
      Ribeiro who was standing next to her fallen comrade became drenched in her friends blood, thus releasing her semblance, entirely delighted by the prospect of seeing blood again and given free reign to do as she pleased with the bandits she slaughtered them all at her own desires. Make no mistake, when Ribeiro strikes to see blood it is not out of malice or ill intent, but purely her own fascination and joy to see blood. She is not maniacal, nor is she insane,but she is just happy to see blood.
     Following this incident her remaining teammates abandoned her, fearing Ribeiro might attack them someday. Even though she would never attack her friends she respected their wishes and parted ways, though she felt more betrayed then she had ever felt in her life, she felt this lesson showed her something invaluable. How people's perspective can change quickly by seeing something they don't agree with, or scared of. Though that left her to finish one more year in Beacon and find a team that she hoped she could hide her interest in blood and subsequently leave Vale and see what other creations the world has to show.

TLDR; Her stepfather kills her sister on accident and she kills her stepfather in revenge. She is deeply fascinated by blood but not violence.


Personality: Introverted, while she wants to make friends she's entirely incapable of doing so. Generally just stays mute unless spoken to, though it's not too difficult to start a conversation with her as most people go for asking her about her drawings. This, she is fully aware of so when there is somebody she is interested in talking to she pulls out her notepad and starts drawing something in the hopes the person starts the conversation, though this doesn't always work, much to her annoyance. She generally only speaks up around people she is used to and consider her friends. When she does speak she casually speaks in a generally friendly and gentle manner, in an attempt to hide her more macabre interests. She also unintentionally scares those around her by casually talking about dark or depressing topics in a completely ordinary tone of voice. While its sometimes difficult to tell, Ribeiro is at heart ,kind and compassionate, she regularly donates her blood to the local hospital with good intent(and so she can look at all the pretty bags of blood). Aside from drawing she also loves to swim.
Ribeiro will also randomly swat bugs or catch any small creature within her sight using her speed and feed them to her pet tarantula. She'll regularly do this mid conversation or extremely casually often alarming anyone who witnesses this behavior.
Something that completely changes her behavior and angers her is anyone yelling out of rage or meaningless physical violence. While she is not bothered by most things other people are, she can't stand arguments regardless of whether they are directed at her or not. Thus she will make every effort to stop said altercation and bring peace to the situation, ironically in an extremely angry manner. In the cases violence is the only answer she will happily oblige and fight.

Aura and Semblance: Ribeiro's aura color is Blue
Her semblance is called Flow

This ability is only triggered when she is wet and gives her immense speed in combat. Though unless it is raining or she can constantly make herself wet again her speed won't last for very long as she will dry up rather quick from her speed. While how quick shes dries up is entirely dependent on her environment, if she's in a desert she shouldn't really be wasting water unless she needs to and it won't last long anyway, or if she's in the snow she wouldn't want to get wet for threat of hypothermia. On average it takes about 3 minutes for her to dry up when in combat. When it is raining and she does not have to worry about drying up she can last 10 minutes before this exhausts her. 
This ability stems from her calm and peaceful nature of water combined with the potentially lethal and great danger water can become.

Combat Behavior: If possible Ribeiro opts to begin her combat stealth fully and uses her semblance to float from hiding place to hiding place, not making a single sound with foot steps. Preferring to assassinate targets quickly and with a single blow. Though in most cases this isn't feasible, and she is more of a rogue hit-and run kind of fighter. For the most part avoiding a direct one-on-one confrontation as she's not very good at being up close and personal without her semblance. Primarily she fires off shots with her weapon in pistol form and switches different forms of dust when the situation calls for it. In this state she is more of a support role attacker, striking only when possible.
     
     Now when her semblance is triggered and she becomes wet or it is raining she completely changes her fighting style. With her speed increased drastically she dashes straight into her enemies and slashes at any openings she finds with her weapon in knife form. She takes into consideration where the weak areas of her enemies are when she fought them in her weakened state. She forces any enemy to expect close range melee attacks for a while and surprises them with the occasional pistol attack.

WEAPON

Name: Redrum

Primary Form: a simple pistol form mirroring that of a glock, with a blade underneath the barrel

Secondary Form: the pistol straightens out and takes the form of a kitchen knife

Tertiary Form: The knife form is the default form, placed in a sheathe when not in use

Dust Functions: Ribeiro carries 4 basic forms of dust ammo in her book bag, only uses them when appropriate.

Red- Her bullets and knife take on incendiary properties and can leave a blazing trail of fire behind her when her semblance is active, similar to oil. Using this only lasts for a very short amount of time and increases the speed at which she dries up. For obvious reasons this can't be used during rain.
White- Her bullets are able to create blocks of ice immobilizing targets for a short time. She can leave a trail of ice behind her when her semblance is active.
Blue- Her bullets and knife take on electric properties for enemies weak against this attribute. Using this makes her even faster when her semblance is active but causes some damage over time to her aura.
Yellow - Her bullets become explosive, effective against armored enemies. With her semblance she is able to propel herself even further using the force of the explosion.

History: Seemingly taking no interest in any heavy weapons, Ribeiro took the two lightest weapons in existence with a ranged and melee capacity and made something simple.


12
Introductions, birthdays, and departures. / Let's see some Activity!
« on: January 03, 2017, 10:23:31 PM »
Yo i'm very much new here and my child Solar has just been approved to see the your world!
I'm sad to see there's less activity then I had thought but I hope to participate in as many activities as I can.

13
Approved Characters / Solar Rasie
« on: December 26, 2016, 04:46:32 PM »
CHARACTER

Name: Solar Rasie (Pronounced Sol-Ar, not Sol-Ur, pronounced Ra-see)
Called Sola by her friends/ team, often called Horns by those who don't know her(does not like this name)
Age: 17 Birthday: Klever 21st

Species and Gender: Female Ram Faunus

Symbol:  Zodiac symbol of Aries where the horns are heavily exaggerated to swirl with a pair of axes at the bottom tip

Occupation: Freelance Vagabond

Appearance: A pair of curved jet black horns protruding from a tuft of messy brown hair that extends a little past her shoulders, and an orange ribbon tied on to her left horn. Wears a white sleeveless shirt that extends up to her neck and is adorned with striped orange Nordic styled patterns. On top of her shirt she wears a fur cloak that extends to around her hips.
She wears climbing boots with fur leggings, on top of a pair of black cargo pants. Hanging from her waist is a water skin bladder.
Stands at 5'6 weighing 160lbs, has a well muscled body and heavily tanned from being in the sun allot. Her default expression is a bright toothy smile.



History: Born in the remote mountain village of Coelum, she grew up without a father and a mother who barely pays attention to her. In the village of Coelum, one of it's regular sayings goes the old "The strong survive, the weak die" From birth the children of Coelum were expected to become strong in one way or another. Solar was not one of them, she became a victim of other developing children who made themselves feel empowered by picking on Solar. Solar was not strong, and she was alone, while humans and faunus coexisted in Coelum, even other Faunus would similarly bully her for her unique black horns. To aid the weak is to show them weakness, this was another unspoken rule in Coelum, help would never be offered to Solar as it would was believed it would be better for Solar to become stronger with her own strength, rather then depend on the charity of others. But above all this, there was one thing Solar was that annoyed the village the most, her curiosity.
     Solar asked more questions then anyone cared to answer, the one thing she always asked questions about was the world outside her village. What's in the world Below? The village had been isolated on top of their mountain for so long anyone who still remembers were long gone. All they could do was create stories, rumors, myths about what lies Below. Everyday Solar's curiosity ate at her, she had so many questions that no one had the answers to and she didn't have the strength her peers did. All she could do was dream.
     One bully in particular picked on Solar more then the rest, and one incident pushed her too far. Solar stood on the edge of a cliff, looking down where she can't even see the bottom, the world Below. She felt like she did not belong, she had few people she could connect to, had questions none had the answers to. Everyday felt worse then the next, she could see no hope. So she threw herself off the cliff in hopes of reaching somewhere where she could find answers.

     As luck would have it a wandering Adventurer with the semblance to walk up walls caught her as she was falling. This Adventurer was searching for the hidden village of Coelum and was ecstatic to have met a child from the village(ignoring the fact she was attempting suicide while on the side of a cliff). The Adventurer asked many questions about the village and Solar would answer them to the best of her ability. Eventually the Adventurer asked to be introduced to the village, Solar reluctantly agreed warning the Adventurer he will not be welcome as the village has a massive distrust of outsiders.
     As anticipated the village Chief was furious Solar had brought an outsider, as the village had a history of outsiders. One of the villages defenses is secrecy, with the threat of bandits nonexistent, wandering Grimm were the only possible dangers. The Chief however offered the Adventurer this, a fair duel between fighters, should he win he would be allowed to stay. The villagers saw this as nothing more then a death sentence. The Chief despite being an ordinary human was considered the strongest creature alive. No one had seen the Chief so much as take a knee against an opponent human or faunus. A slayer of all manner of Grimm, it was said he carried the strength on an entire army, an unstoppable warrior god. Solar herself felt immensely guilty for even bringing the Adventurer to Coelum, thinking she would be responsible for his death. Looking at the Adventurer the only real defining feature about him was that he was rather tall, and the massive grin he never took off, even in the face of his monster of an opponent.
     Everyone thought this would be a quick execution, but the Adventurer withstood the powerful blows of the Chief. For the first time the village saw the Chief weakened, struggle against an opponent. But the Adventurer was just as beaten, the Chief's strikes were not something an ordinary hunter could take and walk off. Yet despite this the duel lasted far longer then anyone expected. Neither one willing to give up, neither one willing to stop attacking, there exited a communication between the two, not through words, but through the clash of war. A stubbornness that both fought to protect, a mutual respect for the way the other fought, to show and teach the things they endured and the experiences they've been through. One fought monstrously powerful Grimm every day, and the other, the world. In the end, it was the world that was victorious.

     Solar was awestruck, she had always believed the Chief was an invincible being, a god among men, nothing stronger could possibly exist but the Chief. Yet here was this man from the world Below, the world she dreamed of going to. The Adventurer showed her things beyond her comprehension existed, and it only made her even more curious.
     As the Chief promised he allowed the Adventurer to stay as long as he'd like, the Adventurer wanted to understand how the village came to be, how the village lived, and what kind of people they were. However the one who had even more questions was Solar, she wanted to know all about the outside world and for every question the Adventurer asked she would ask five more.
     The Adventurer was more then happy to tell his stories as someone else who shared his curiosity, however the Adventurer asked her a question that stopped her "Would you rather I tell you my stories or would you not rather see them for yourself?" Solar stopped, thinking was he going to take him away from the village "You are still too young and foolish for me to take you on my journey, however I can show you how to fight not just the world but yourself" The Adventurer did not forget Solar's attempt to take her own life and offered guidance. "Should you ever find yourself where you feel scared, just smile, that's how I do it" Solar confused how anyone could smile when they're scared only looked at the Adventurer for a lesson, a massive toothy grin, and did the same.
     The Adventurer taught Solar how to fight, how to cast away her fear, and his greatest gift to her was a map of Remnant. "Vacuo, Vale, Atlas, and Mistral these are the four kingdoms of our world, and I've already traversed the world three times" the Adventurer explained, "and soon it will be your turn". Though Solar was fascinated by the map there was one spot that caught her eye, the Dragon continent. She asked what was there to which the Adventurer replied "Nobody knows, though I've traveled the world and met countless people, not a soul alive has traveled there and returned to the depths of the Dragon continent. Many have attempted but only few have returned with barely an inch of their life left with nothing to tell" So there were still great mysteries even in the world Below thought Solar. Then I will go there! Solar declared. She would be the first to travel to the Dragon continent, she would first travel to the four kingdoms and become stronger, stronger then the Chief, stronger then the Adventurer, stronger then whatever awaits on the Dragon continent.
     Proud to have heard this the Adventurer decided Solar no longer needed him, at some point he became a father-figure to her and he could see she was no longer the loner on the cliff when he met her, she had inherited his positive outlook and mimicked his bright smile. With this he gave her one last good bye "On your seventeenth birthday, you'll have cast away your fear and you'll know when to jump. Look for the headmaster of Shade academy in Vacuo, He's an old friend of mine, that will be your starting point, where you go from there will be up to you"

     Six years later, not a day goes by does Solar spend every day rigorously training her body to prepare for the world Below or as she now properly calls it Remnant. She strives to become stronger so nothing will get in the way of her dream, so she can live as free and without restraint, not from any Grimm, Hunter, and especially not herself. She stands on the same cliff she met the Adventurer, but this time without fear and with a massive toothy smile. She waits for the moment the light shines over the horizon, for the sky to light aflame and signal her departure, and as it happens, she jumps.

(This turned out way longer then I meant it to be)
TLDR: She lived in a remote isolated village, when she meets an interesting stranger from the outside world she becomes curious and heads out herself.

Personality: In a word, curious. Is rarely seen sitting still, unless sleeping. The kind of person that greets everyday with an annoying amount of enthusiasm. Always curious about things she doesn't understand and tends to ask more questions then anyone cares to answer, especially when it comes to technology. Despite her curious nature she hates books and would rather learn from someone explaining it to her, or that's her excuse and is just too lazy to take the time to read as shes not very good at it, and in the rare case she is reading something for the sake of learning, chances are she falls asleep at some point. Her nosy trait also also tends to get her into trouble as she hates secrets or when someone tells her not to do something without a proper explanation. She also gets easily angered when she knows someone is lying as she loves information but not when it is untrue, though she tends to believe everything at first and is very gullible so this doesn't happen too much.
She is also extremely fearless and has no sense of danger for her own safety, often charging into a situation where her team mates need to cover for her. Often does not listen to "plans" as she prefers to just make it up as she goes along. While she no longer feels suicidal as she did when she was a child, she no longer has a fear of death, causing her to be extremely reckless and often needs to be watched by her team to prevent her from seriously hurting herself.

Aura and Semblance: Aura color: Orange
name: Battery (a play on words because she is a ram,also the definition of criminal assault)
Battery requires Solar to charge up by emitting a faint orange glow very briefly before releasing. The release allows Solar to bowl over anything in her path(Hence Battering Ram), the distance and power is based on how long she charged. There's a brief moment Solar is weak to attack after a charge is released. So Solar is vulnerable both before releasing a charge and after releasing Battery so she better be careful when to use it (she isn't).

Later on Solar learns how to charge individual parts of her body rather then her whole body. For example a charged burst of her feet would give her a momentary boost in speed followed by a charged punch to her intended enemy.

Combat Behavior:  Solar's semblance is based off her headstrong attitude of charging straight into danger. She's very impatient and doesn't like to observe her opponent, moving entirely on instinct. She prefers surprising her enemy with a preemptive strike and adapting as she goes along. That's not to say she attacks completely at random, if her enemy is the armored type she'll use her weapon with a two handed style. If her enemy is the fast kind she'll switch to using a weapon in each hand.If two attributes describe her combat style it would be strength, speed, and nothing else. Growing up on a mountain with low air pressure and suddenly being introduced to an environment with normal air pressure gives her far more strength then the average fighter. Her lack of fear of death makes for a double-edged sword. While she's offensively powerful this makes for plenty of openings for her enemies.

WEAPON

Name: Red Erik

Primary Form: A large double sided Battle Ax, when planted in the ground the tip can fire off one explosive dust round. The back of the hilt acts as a primer that Solar pulls and releases, as the spring inside provides enough force to set off the round. Solar does not use this often as it requires a bit of set up and it can only fire once before needing a reload.

Secondary Form: One blade retracts to the other side and the hilt splits in the middle, creating two smaller axes instead of one large one. The two axes are still connected by a chain allowing Solar to throw the axes without worrying about retrieving them.

Tertiary Form: The hilt of the ax retracts and folds (similar to how Nora's Magnhild does)

Dust Functions: Different kinds of explosive dust rounds could be utilized depending on the situation (she doesn't)

History: In the village of Coelum it's common practice to specialize with a close range weapon, chains(utilized in many different ways), or ranged explosives. Solar, with the help of the Adventurer's craft elected to make something that could do all three.

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