Post by Elf on Jan 10, 2010 20:25:37 GMT -5
Fingal Ostergard
Vital Statistics:
see this link for name etymology
Nickname(s): Frosty, Fin, Finny (though you won't call him that if you value your life)
Species: Arctic Fox
Gender: Male
Age: 18
Alignment: Neutral Good
Hometown: Hiemaluun, the mountain village
Details:
Appearance: Fin's fur is almost solid white, but he does have a few accents of color here and there: two stripes of black that travel up the outer edge of both ears, as well as two crescent-shaped, light-blue patches under his eyes. His eyes themselves are, and I quote, Highlight-of-the-sheen-cast-on-ice-by-midafternoon-sky-blue (thank you Glyph for that one). He's fairly tall for a Mobian, easily towering over most females, and being able to look down at some males as well.
Abilities: Fin has power over ice and snow, but he's not a water elemental; his power over the element ceases when the water warms from a solid to a liquid. (Essentially: he's an elemental mage with a temperature limiter.) This ability is considered rather common in Fin's village, though he's only the second fox in his family's bloodline to possess the ability. It's rumored that the most powerful ice mages of Hiemaluun's past could turn water into ice at will, and while this is an ability that Fin aspires towards, his power is a far cry from this level. Although his "supernatural" power might be considered a little limiting in warmer environments, it would be a grave mistake to think Fin useless without ice or snow around. Before he ever unlocked his mage power, this Fox was already quite adept at old school beatdowns. Besides being able to throw a nasty punch and take more than a few hits, he's proficient with any weapon he can get his hands on, though the only one he carries with him is a large hunting knife--used more for feeding himself than for combat.
Personality: To say that Fingal is "cold as ice" would not only be horribly cliche, but rather innacurate. Sure, a first impression of Fin might pin him as the "cold loner" type, but anyone who bothers to spend more than ten minutes with him finds that he's more caring and considerate than he is aloof or distant. He does tend to be a little introverted, often giving off that "icy" impression. When he's pissed off, his ice can freeze a room in an instant (figuratively AND literally)--call him "Finny" and you're sure to find out just how nasty he can be. But his compassionate side is never more obvious than when he's fighting for someone else's sake. It's at those moments when one discovers that this Fox is a wholesale badass.
History: Fingal had a rather average family. While his dad died of a sickness when he was almost too young to remember him, his mom was a warm, loving parent, and always there for him. He had no siblings, but he got along just fine nonetheless. However, Fin's childhood was a far cry from "average," if only for one reason: Master Bjorn. Without a father in his life, it was only natural that the young Fox seek out a masculine influence, and the village's blacksmith-slash-weapons master decided to take Fin under his wing. Bjorn first instructed Fin in basic hand-to-hand combat when the fox was a mere 8 years old, and pleased with how eagerly and swiftly the cub gained a grasp of the techniques, the master taught him how to handle a sword, daggers, and just about anything else the two of them could get their paws on. By age 16, Fingal had a working grasp of how to fight with virutally any weapon, including his bare paws. And while he could have spent time training with each fighting style individually to fully master them all, being a jack-of-all trades suited him better...and Master Bjorn was running out of new trades to teach him, much to the chagrin of both master and student. Fortunately for the eager young learner, Fate decided to give him a little gift: on his 17th birthday, Fingal discovered that he carried the talent for Ice magic. However, the idea of training extensively under Hiemaluun's master mages didn't appeal to him. He took the time to nail the basics of the art, but his hunger for new knowledge could not be sated. Finally, just after he came of age, Fingal bid goodbye to the high mountaintops of Hiemaluun and set off into the wider world, seeking what all young adventurers seek: something new.
Adriana the Shade
Vital Statistics:
Nickname(s): The Shadow Rogue, Lady Death, General Shade, The Green-Eyed Monster, or just "Demon"
Species: Human
Gender: Female
Age: Unknown and undisclosed. It's not polite to ask that of a lady...especially not one that would gleefully garrote you for it.
Alignment: Chaotic Evil
Hometown: Unknown
Details:
Appearance: Adriana possesses a rich, coppery complexion, and shoulder-length hair hued a deep, shadowy purple. Her eyes are the brightest spot on her, a brilliant green. She has a lithe, athletic figure, but the revealing clothing she's so fond of accentuates her modest curves to a degree that would make any man drool. She's never seen in bright colors, her favorite shades being deep purples, navy or royal blues, forest greens, and of course, classic black. Adriana dresses in whatever clothes suit her current job or situation the best, but whatever she wears, it always has at least one of these: a plunging neckline, a bare midriff, or a high hemline to reveal a hint of booty.
Abilities: It's been speculated by those lucky enough to survive an encounter that Adriana could be a Shadow mage. Her tendency to slip in and out of shadows to make quick, silent kills is completely uncanny and borders on the supernatural. Whatever magic she may or may not possess, Adriana is clearly adept with knives and short blades of all kinds. Survivors of her attacks--few and far between as they are--usually have a kunai or shuriken lodged somewhere in their bodies. She moves like a ghost, silent and invisible; the shadows are her cloak, and the darkness her playground.
The truth about Adriana is that her prowess for quick, silent killing comes not from magic, but from technology. Despite looking completely human on the outside, Adriana is in truth an Android, hiding robotic body parts underneath her flawless skin. Both of her legs are comprised almost entirely of mechanical parts, allowing her a level of speed and agility that surpasses any normal human's. She also has ocular implants, for heightening her vision in the dark, and a bionic (machine + flesh) heart and lungs, to give her an inhuman amount of stamina. Of course, having a mix of flesh and tech for a respiratory system is bound to cause some rather unorthodox complications...
Personality: Sadist. Adriana does kill for a living--and business is booming. However, she also stalks and slaughters random targets if she gets too bored. Many stories tell of travelers, soldiers, and innocent civilians spying a wide, toothy grin and a pair of startlingly bright, infinitely malevolent emerald eyes hovering in the dark before having to watch the last breaths of their friends and companions.
History: Not much is known about Adriana other than the scattered, hysterial tales recounted by survivors of her attacks, along with urban legends. It's widely known that she's an assassin for hire, and widely feared that she waylays travelers and murders them for fun (which she does, actually). Her MO is her use of small, concealable blades to butcher her targets, the speed with which she dispatches her prey, and the way she seems to vanish into the mist after her work is done. More may be known about Adriana soon, now that her master has made his move along the path of conquering the world.
Will Phelan
Vital Statistics:
Nickname(s): Willy-boy, Christmas Tree, Nii-san, Elric, Blondie, Short Stack, or any number of names commenting on his height
Species: Homunculus (artificial human created through Alchemy; not native to Mobian universe)
Gender: Male
Age: Appears 16, has been alive for 4 years
Alignment: Lawful Good
Hometown: Off-world (Central City, Amestris)
Details:
Appearance: Will is a 5'2", skinny, lanky kid, with an uncanny strength lurking within his wiry, well-muscled limbs. His complexion hovers somewhere between death-pale and warm ivory His eyes are a striking shade of gold, and even more striking is the fact that they seem to lack pupils, being in a perpetually clouded state. Will doesn't seem to be bothered by the fact that he could be mistaken for emaciated, sickly, and blind--mostly because anyone who sees him leap ten feet into the air in one bound or still be breathing after getting hit by a car going 65 tends to dismiss the little details and focus on the bigger picture. And speaking of pictures, here are some of Will. Click on the thumbnail for a larger version.
Abilities:
The Stone: Will's body is imbued with the energy of the Philosopher's Stone, and even though he's a Homunculus and thus incapable of alchemy, he can still use the Stone's power like a non-alchemist human could.
Touch Attacks: Will can send a jolt of energy into whatever he can touch, or whatever’s touching what he’s touching, to break down or destroy it. Highly controlled spurts of this energy can be as subtle as disabling a lock or as explosive as blowing a hole in the street.
Regeneration: Like all Homunculi, Will regenerates physical damage he takes. The same thing that allows him to regenerate also makes him immune to disease and aging. If he’s killed conventionally, he returns to life. Killing him permanently requires the use of alchemy.
Combat: Like all Homunculi, Will has greater speed, agility, and strength than a normal human. His lifting limit is around the weight of half a pickup truck. His speed turns his movements into a semi-blur when he pushes it, but he couldn’t be considered to be a bearer of “super speed.”
Senses: Most Homunculi have more powerful senses than humans, but their senses differ from Homunculus to Homunculus. Will has only slightly better hearing than a human, but his sense of smell is thousands of times stronger than a human’s (people have said he has the nose of a wolf).
Disconnect: Will was born without a mind--upon his birth, he was merely a puppet of flesh and Stone energy. The bonds between his mind, body, and soul are slippery at best. The practical result of this today is he can partially disconnect his mind from his body at will. This of course brings the danger that his mind can be eternally lost, but a disconnect dramatically increases the amount of Stone energy he can use--without his mind in the way, his body becomes a more effective energy conduit.
The Gate: Will has a subconcious connection with the Gate of Worlds, something he considers much more of a curse than a power, and accurately so. He can only touch the Gate when his mind is beginning to fray and disconnect, but if he does, an infinite font of knowledge becomes availible to him...provided that his fragile psyche can withstand the pounding barrage of information that flows between universes. To put it simply, it can't, which is why Will shys away from that dark corner of his mind. Despite his efforts, sometimes the Gate cracks open a bit anyways, filtering certain information through. Will's head is never silent, filled always with the low murmur of the Gates' guardians, chattering amongst themselves, or humming with music channeled from other worlds. Sound is the most fluid form of information that can pass through the Gate, and as such, Will's connection can make him as much a conduit of music as he is a conduit of the Stone's power.
Personality: As decieving as appearances are when it comes to Will Phelan, first impressions tend to be rather accurate (unless, of course, you catch him on a bad day). He typically holds himself with a gentle, humble demeanor, exhibiting traditional manners and showing an eagerness to please (and to not make anyone unhappy). He can be shy around new people, but once he opens up, his sunny smile is second to none. Will does, however, have a harder side...his determination is also hard to outmatch. When he sets his mind to a task holding weight, the Traveller's gaze becomes molten metal, and one look at him will tell any stranger that he will not stop until he accomplishes his mission. And then there's the good old-fashioned Berserker Button. Will greatly dislikes being angry--he dislikes feeling or exhibiting negative emotions of any kind--but sadly, it's not terribly hard to make him mad. However, the obvious things, like making fun of his height or poking at his ego, tend to have no effect (he has no problems with his height, and has almost no ego to start with). It's the more low-blow things--such as insulting anyone he cares about, which tends to include half the known Multiverse--that set him off very quickly. Despite the fact that his profession entails a great deal of fighting, Will is a pacifist at heart. He's almost never the one to throw the first punch. But if one does get him riled enough that he puts up his dukes, one had better be careful not to land any good headshots...head trauma is Will's most effective berserker button. Being a Homunculus, he can literally lose his head and still walk away, but when he does, sense and reason tend to fall short during the regeneration process, and animalistic rage can take over. One should also beware of stealing/damaging the little heart pendant he wears around his neck, if one values one's health. Also, if one DOES make the mistake of angering Will, one should make sure that he at least has a firm grasp on reality...because Will raging + mind disconnect = an explosive maelstrom of Philosopher's Stone power.
History: For one who's lived for such a short time, Will has a very turbulent personal history--however, while he's "on the job," he rarely discloses all the sordid details of his past unless he finds it absolutely necessary. Even when cornered, if leaving things on a "need-to-know" basis makes a world's natives' lives easier, Will won't reveal much. That being said, one thing essential to know about Will is that he is, by profession, a Traveller of Worlds. He is a direct servant of the Goddess Fate: the Weaver, left hand of the Creator, She Known by the Nine Names. His task as Fate's servant is to Travell from universe to universe to ensure that the Pattern can be Woven as the Creator ordained in the Beginning...and while that all sounds very grandiose and important, it's not very specific. Fate basically dumps him in whatever world She wants and subtely guides him around to do various jobs, things that normally involve protecting those people important to the survival of that world, known as ta'veren or Vae-rali. He's all too eager to carry out such tasks, as the high value of life is one of his most cherished beliefs. ((While all this is true, it's also true that Will's history is way too HOLY CRAP long to post here. If you're interested in the full version, see this deviantART journal.))
Vital Statistics:
see this link for name etymology
Nickname(s): Frosty, Fin, Finny (though you won't call him that if you value your life)
Species: Arctic Fox
Gender: Male
Age: 18
Alignment: Neutral Good
Hometown: Hiemaluun, the mountain village
Details:
Appearance: Fin's fur is almost solid white, but he does have a few accents of color here and there: two stripes of black that travel up the outer edge of both ears, as well as two crescent-shaped, light-blue patches under his eyes. His eyes themselves are, and I quote, Highlight-of-the-sheen-cast-on-ice-by-midafternoon-sky-blue (thank you Glyph for that one). He's fairly tall for a Mobian, easily towering over most females, and being able to look down at some males as well.
Abilities: Fin has power over ice and snow, but he's not a water elemental; his power over the element ceases when the water warms from a solid to a liquid. (Essentially: he's an elemental mage with a temperature limiter.) This ability is considered rather common in Fin's village, though he's only the second fox in his family's bloodline to possess the ability. It's rumored that the most powerful ice mages of Hiemaluun's past could turn water into ice at will, and while this is an ability that Fin aspires towards, his power is a far cry from this level. Although his "supernatural" power might be considered a little limiting in warmer environments, it would be a grave mistake to think Fin useless without ice or snow around. Before he ever unlocked his mage power, this Fox was already quite adept at old school beatdowns. Besides being able to throw a nasty punch and take more than a few hits, he's proficient with any weapon he can get his hands on, though the only one he carries with him is a large hunting knife--used more for feeding himself than for combat.
Personality: To say that Fingal is "cold as ice" would not only be horribly cliche, but rather innacurate. Sure, a first impression of Fin might pin him as the "cold loner" type, but anyone who bothers to spend more than ten minutes with him finds that he's more caring and considerate than he is aloof or distant. He does tend to be a little introverted, often giving off that "icy" impression. When he's pissed off, his ice can freeze a room in an instant (figuratively AND literally)--call him "Finny" and you're sure to find out just how nasty he can be. But his compassionate side is never more obvious than when he's fighting for someone else's sake. It's at those moments when one discovers that this Fox is a wholesale badass.
History: Fingal had a rather average family. While his dad died of a sickness when he was almost too young to remember him, his mom was a warm, loving parent, and always there for him. He had no siblings, but he got along just fine nonetheless. However, Fin's childhood was a far cry from "average," if only for one reason: Master Bjorn. Without a father in his life, it was only natural that the young Fox seek out a masculine influence, and the village's blacksmith-slash-weapons master decided to take Fin under his wing. Bjorn first instructed Fin in basic hand-to-hand combat when the fox was a mere 8 years old, and pleased with how eagerly and swiftly the cub gained a grasp of the techniques, the master taught him how to handle a sword, daggers, and just about anything else the two of them could get their paws on. By age 16, Fingal had a working grasp of how to fight with virutally any weapon, including his bare paws. And while he could have spent time training with each fighting style individually to fully master them all, being a jack-of-all trades suited him better...and Master Bjorn was running out of new trades to teach him, much to the chagrin of both master and student. Fortunately for the eager young learner, Fate decided to give him a little gift: on his 17th birthday, Fingal discovered that he carried the talent for Ice magic. However, the idea of training extensively under Hiemaluun's master mages didn't appeal to him. He took the time to nail the basics of the art, but his hunger for new knowledge could not be sated. Finally, just after he came of age, Fingal bid goodbye to the high mountaintops of Hiemaluun and set off into the wider world, seeking what all young adventurers seek: something new.
Adriana the Shade
Vital Statistics:
Nickname(s): The Shadow Rogue, Lady Death, General Shade, The Green-Eyed Monster, or just "Demon"
Species: Human
Gender: Female
Age: Unknown and undisclosed. It's not polite to ask that of a lady...especially not one that would gleefully garrote you for it.
Alignment: Chaotic Evil
Hometown: Unknown
Details:
Appearance: Adriana possesses a rich, coppery complexion, and shoulder-length hair hued a deep, shadowy purple. Her eyes are the brightest spot on her, a brilliant green. She has a lithe, athletic figure, but the revealing clothing she's so fond of accentuates her modest curves to a degree that would make any man drool. She's never seen in bright colors, her favorite shades being deep purples, navy or royal blues, forest greens, and of course, classic black. Adriana dresses in whatever clothes suit her current job or situation the best, but whatever she wears, it always has at least one of these: a plunging neckline, a bare midriff, or a high hemline to reveal a hint of booty.
Abilities: It's been speculated by those lucky enough to survive an encounter that Adriana could be a Shadow mage. Her tendency to slip in and out of shadows to make quick, silent kills is completely uncanny and borders on the supernatural. Whatever magic she may or may not possess, Adriana is clearly adept with knives and short blades of all kinds. Survivors of her attacks--few and far between as they are--usually have a kunai or shuriken lodged somewhere in their bodies. She moves like a ghost, silent and invisible; the shadows are her cloak, and the darkness her playground.
The truth about Adriana is that her prowess for quick, silent killing comes not from magic, but from technology. Despite looking completely human on the outside, Adriana is in truth an Android, hiding robotic body parts underneath her flawless skin. Both of her legs are comprised almost entirely of mechanical parts, allowing her a level of speed and agility that surpasses any normal human's. She also has ocular implants, for heightening her vision in the dark, and a bionic (machine + flesh) heart and lungs, to give her an inhuman amount of stamina. Of course, having a mix of flesh and tech for a respiratory system is bound to cause some rather unorthodox complications...
Personality: Sadist. Adriana does kill for a living--and business is booming. However, she also stalks and slaughters random targets if she gets too bored. Many stories tell of travelers, soldiers, and innocent civilians spying a wide, toothy grin and a pair of startlingly bright, infinitely malevolent emerald eyes hovering in the dark before having to watch the last breaths of their friends and companions.
History: Not much is known about Adriana other than the scattered, hysterial tales recounted by survivors of her attacks, along with urban legends. It's widely known that she's an assassin for hire, and widely feared that she waylays travelers and murders them for fun (which she does, actually). Her MO is her use of small, concealable blades to butcher her targets, the speed with which she dispatches her prey, and the way she seems to vanish into the mist after her work is done. More may be known about Adriana soon, now that her master has made his move along the path of conquering the world.
Will Phelan
Vital Statistics:
Nickname(s): Willy-boy, Christmas Tree, Nii-san, Elric, Blondie, Short Stack, or any number of names commenting on his height
Species: Homunculus (artificial human created through Alchemy; not native to Mobian universe)
Gender: Male
Age: Appears 16, has been alive for 4 years
Alignment: Lawful Good
Hometown: Off-world (Central City, Amestris)
Details:
Appearance: Will is a 5'2", skinny, lanky kid, with an uncanny strength lurking within his wiry, well-muscled limbs. His complexion hovers somewhere between death-pale and warm ivory His eyes are a striking shade of gold, and even more striking is the fact that they seem to lack pupils, being in a perpetually clouded state. Will doesn't seem to be bothered by the fact that he could be mistaken for emaciated, sickly, and blind--mostly because anyone who sees him leap ten feet into the air in one bound or still be breathing after getting hit by a car going 65 tends to dismiss the little details and focus on the bigger picture. And speaking of pictures, here are some of Will. Click on the thumbnail for a larger version.
Abilities:
The Stone: Will's body is imbued with the energy of the Philosopher's Stone, and even though he's a Homunculus and thus incapable of alchemy, he can still use the Stone's power like a non-alchemist human could.
Touch Attacks: Will can send a jolt of energy into whatever he can touch, or whatever’s touching what he’s touching, to break down or destroy it. Highly controlled spurts of this energy can be as subtle as disabling a lock or as explosive as blowing a hole in the street.
Regeneration: Like all Homunculi, Will regenerates physical damage he takes. The same thing that allows him to regenerate also makes him immune to disease and aging. If he’s killed conventionally, he returns to life. Killing him permanently requires the use of alchemy.
Combat: Like all Homunculi, Will has greater speed, agility, and strength than a normal human. His lifting limit is around the weight of half a pickup truck. His speed turns his movements into a semi-blur when he pushes it, but he couldn’t be considered to be a bearer of “super speed.”
Senses: Most Homunculi have more powerful senses than humans, but their senses differ from Homunculus to Homunculus. Will has only slightly better hearing than a human, but his sense of smell is thousands of times stronger than a human’s (people have said he has the nose of a wolf).
Disconnect: Will was born without a mind--upon his birth, he was merely a puppet of flesh and Stone energy. The bonds between his mind, body, and soul are slippery at best. The practical result of this today is he can partially disconnect his mind from his body at will. This of course brings the danger that his mind can be eternally lost, but a disconnect dramatically increases the amount of Stone energy he can use--without his mind in the way, his body becomes a more effective energy conduit.
The Gate: Will has a subconcious connection with the Gate of Worlds, something he considers much more of a curse than a power, and accurately so. He can only touch the Gate when his mind is beginning to fray and disconnect, but if he does, an infinite font of knowledge becomes availible to him...provided that his fragile psyche can withstand the pounding barrage of information that flows between universes. To put it simply, it can't, which is why Will shys away from that dark corner of his mind. Despite his efforts, sometimes the Gate cracks open a bit anyways, filtering certain information through. Will's head is never silent, filled always with the low murmur of the Gates' guardians, chattering amongst themselves, or humming with music channeled from other worlds. Sound is the most fluid form of information that can pass through the Gate, and as such, Will's connection can make him as much a conduit of music as he is a conduit of the Stone's power.
Personality: As decieving as appearances are when it comes to Will Phelan, first impressions tend to be rather accurate (unless, of course, you catch him on a bad day). He typically holds himself with a gentle, humble demeanor, exhibiting traditional manners and showing an eagerness to please (and to not make anyone unhappy). He can be shy around new people, but once he opens up, his sunny smile is second to none. Will does, however, have a harder side...his determination is also hard to outmatch. When he sets his mind to a task holding weight, the Traveller's gaze becomes molten metal, and one look at him will tell any stranger that he will not stop until he accomplishes his mission. And then there's the good old-fashioned Berserker Button. Will greatly dislikes being angry--he dislikes feeling or exhibiting negative emotions of any kind--but sadly, it's not terribly hard to make him mad. However, the obvious things, like making fun of his height or poking at his ego, tend to have no effect (he has no problems with his height, and has almost no ego to start with). It's the more low-blow things--such as insulting anyone he cares about, which tends to include half the known Multiverse--that set him off very quickly. Despite the fact that his profession entails a great deal of fighting, Will is a pacifist at heart. He's almost never the one to throw the first punch. But if one does get him riled enough that he puts up his dukes, one had better be careful not to land any good headshots...head trauma is Will's most effective berserker button. Being a Homunculus, he can literally lose his head and still walk away, but when he does, sense and reason tend to fall short during the regeneration process, and animalistic rage can take over. One should also beware of stealing/damaging the little heart pendant he wears around his neck, if one values one's health. Also, if one DOES make the mistake of angering Will, one should make sure that he at least has a firm grasp on reality...because Will raging + mind disconnect = an explosive maelstrom of Philosopher's Stone power.
History: For one who's lived for such a short time, Will has a very turbulent personal history--however, while he's "on the job," he rarely discloses all the sordid details of his past unless he finds it absolutely necessary. Even when cornered, if leaving things on a "need-to-know" basis makes a world's natives' lives easier, Will won't reveal much. That being said, one thing essential to know about Will is that he is, by profession, a Traveller of Worlds. He is a direct servant of the Goddess Fate: the Weaver, left hand of the Creator, She Known by the Nine Names. His task as Fate's servant is to Travell from universe to universe to ensure that the Pattern can be Woven as the Creator ordained in the Beginning...and while that all sounds very grandiose and important, it's not very specific. Fate basically dumps him in whatever world She wants and subtely guides him around to do various jobs, things that normally involve protecting those people important to the survival of that world, known as ta'veren or Vae-rali. He's all too eager to carry out such tasks, as the high value of life is one of his most cherished beliefs. ((While all this is true, it's also true that Will's history is way too HOLY CRAP long to post here. If you're interested in the full version, see this deviantART journal.))