Photo
Soft sleepy times for Sachiko and Mirio
ref image belongs to: fadi
3 notes
·
View notes
Photo
“Duusuu, spread my feathers!”
6 notes
·
View notes
Text
Diana

Name: Diana
Title: Advisor, Hunter of Huntsmen (formerly)
Nickname: Executioner (formerly)
Characteristics
Race: Human
Weapon: Moonfall Gender: Female
Appearance
Outfit: White, Gray, Black
Traits
Handedness: Ambidextrous Complexion: White Height: 5’5”
Hair Color: Dark Red Eye Color: Green Aura Color: Green
Semblance: Trait Copy
Professional Status
Affiliation: Atlesian Military, Atlas Academy, Ironwood’s Group Previous Affiliation: Assassin
Occupation: Advisor to Ironwood, Teacher, Huntress
Overview
Diana was an assassin whose sworn duty was to dispose of other hunters and huntresses that had become corrupted and gone rouge. She hails from outside of Mistral, she always made a point of keeping a low profile operating in the shadows.
Diana met Ironwood when the Vital Festival was hosted in Mistral. Shortly after Ironwood offered her a position in his military and Diana was accepted into the fold.
A trust and strong sense of loyalty eventually formed between the two and Diana was made an advisor to the General and eventually became a teacher at Atlas Academy.
Appearance
Diana does her best to be well dressed and clean. She wears a version of Atlas’s military uniform. A white over coat, with a black turtleneck, white pants, black boots, a black belt, and black gloves.
She has long sleek dark red hair with slanted green eyes.
Personality
Diana is a levelheaded individual and a caring person, often expressing great empathy and motherly concern towards those younger than her.
She has a no-nonsense attitude and isn’t afraid to call people out for things that she doesn’t agree with.
Her loyalty and trust towards Ironwood however are both a strength and weakness of hers, doing anything to help him with his goals. While she may not agree with some of his choices, she will do her best to advise and help where she can, doing her best to keep things calm.
Ever since abandoning her role as Hunter of Huntsmen Diana tries to avoid needless death as best she can. Choosing a more diplomatic route as opposed to bloody. However, if she believes her or the Generals back is against the wall and no other solution presents itself, she will not hesitate to go back to her assassin roots and take out those necessary.
Powers and Abilities
Diana is a skilled fighter and is able to think on her feet. Even though she is an assassin she excels at close quarter combat and will always chose the fastest way to end a fight in her favor.
Semblance
Trait Copy: Diana is able to copy a trait or even semblance of any person she touches. She can store a total of 5 traits to be used later. However, she can only use one person’s trait once a day, so if she has already copied someone’s trait, she cannot copy from that person again till the next day.
She is able to adapt to the copied traits very quickly and use the proficiently.
Weapon
Diana’s weapon of choice is a foldable giant ring blade called Moonfall. She is able to use this weapon to dart around the battlefield with a strange acrobatic grace. Diana’s manipulation of this strange weapon is second to none.
Trivia
· Diana alludes to Princess Kaguya from The Tale of the Bamboo Cutter.
0 notes
Text
Ashling Chulainn
Character Information
Full Name: Ashling Chulainn
AKA: Ash
Gender: Female
Age: 919 (physically 19)
Hair Color: Black
Eye Color: Light Gold
Race: Witch
Home: Ireland (formerly), Camelot (formerly), Arcadia Oaks (formerly), New York City
Affiliation: Good, Merlin, Guardians of Arcadia
Occupation: Student of Arcadia Oaks Academy (graduated), Employee of Zimoc Records (formerly), Sorcerer
Personality: Loyal, resourceful, perceptive, gentle, caring, protective, brave, kind
Relatives: Mother (deceased), Father (deceased)
Friends/Allies: Douxie Casperan (boyfriend/ best friend), Merlin (Master), Archie (Friend), Morgana, Nari, Claire Nunez
Enemies: Arcane Order (archenemies), Green Knight, Morgana (formerly), Gumm-Gumms
Weapon(s): Magic, Rune Stones, wolf transformation
Likes: Music, learning new magic, food
Dislikes: Gumm-Gumms, King Arthur, people who underestimate Douxie, betrayal, bugs
Status: Alive
Physical Description
Ash is medium height with a slim build. Her black hair is stretched out long and appears to be unkempt. Her sharp light gold eyes contain a beastly glint. In her civilian attire, she wears a black top with a beige crop jacket. A light orange scarf raps loosely around her neck along with two necklaces. One is a rune stone inscribed with the Berkano rune that she can use for tracking purposes and the second is a silver crescent moon pendant. A red jacket is tied around her waist and she wears a pair of ripped blue jeans. Her shoes are a pair brown combat boots.
In her medieval Camelot attire, Ash wears a gray hooded cloak with gray fur lined across the shoulders. Underneath is a simple black dress.
She keeps a rune stone bag tied to her hip with the symbol of the hounds of Cuchulainn on it.
The color of Ash's magic is white.
Personality
In the past Ash could be cold and aloof, but she was actually a sweet girl who would put her life the line to protect the people she cares about and shows deep concern for others. Her upbringing didn't prepare her for socializing, so she would often spend discussions hiding behind either Merlin or Douxie hoping no one would address her directly.
In order to avoid the stares and attention of other she would usually insist on wearing her hood at all times.
Ash is very loyal to Merlin and Douxie because they rescued her from execution for being found out as a magic user. Despite being unable to make it in time to save the rest of her family she holds no anger or hatred towards Merlin, all of her dark emotions instead were directed at King Arthur for causing the fear that lead to her families murder in the first place.
Douxie often did his best to make her feel at home in Camelot and helped calm the rage inside. Her admiration towards him developed into a crush. Not only did she fight to protect him, she also helped him in the tasks Merlin assigned.
Ash was separated from Merlin and Douxie after the battle of Killahead and spent the next nine centuries trying to find Douxie again.
Upon finding him again in Arcadia Oaks Ash had grown into her own. While she still wasn’t a fan of people staring at her she no longer felt the need to hide behind a hood. Ash displays a cool, reserved, and serious personality most of the time but does not lack a humorous side, which is usually in the form of dry wit and sarcasm. Ash can be outspoken when defending others.
Powers & Abilities
Powers
Magically Enhanced Physiology: As a witch, Ash’s magic increases her strength and agility, more so than an average teenager her age physically
· Enhanced Strength:
· Enhanced Durability:
· Agility
· Enhanced Hearing: Ash has exceptional hearing even when not transformed into a wolf
· Enhanced Sense of Smell:
Magic: Ash is a skilled practitioner in the ancient art of magic, after spending almost a millennium studying it. Her exact strength, knowledge, and extent of her magic is clearly less than that of Merlin and Morgana, but strong enough to be considered competent and experienced enough.
· Spell Casting: As a witch, Ash is more than capable of casting spells.
· Rune Magic: Ash is proficient in using Norse Runes for a variety of magic, including combining runes to create new magics.
· Magic Detection: Able to sense magic, in wolf form she is even able to track magic to an individual.
· Wolf Transformation: Ash is able to transform into a giant black wolf on command, in this form her strength, speed, hearing and smell are all enhanced significantly. While she can’t perform rune magic in this form, she does gain traits making her able to track people for miles through both magic signatures and smell.
Semi-Immortality: As she existed since the Age of Camelot, Ash has lived for nine hundred years without aging a day. However, she is still just as vulnerable to death as other humans.
Abilities
· Indomitable Will: Like Jim and Douxie, Ash is determined to save her friends at any cost.
· Pseudo-Martial Artist: Ash practices a pseudo-karate as a form of self-defense. While she is not as strong in hand to hand combat as Douxie, Ash combines the use of her rune magic to help give her an edge in a fight.
· Multilingual: After spending 900 years studying, Ash is capable of speaking the tongues of most magical creatures, such as Latin, Trollish, Orcish, Elvish, Celtic, Gaelic, and multiple dead languages.
· Animal Empathy: Ash has a strong connection to most creatures and is able to tame or at the very least calm most animals, mythical or not.
· Singer: While Ash is a very good singer she doesn’t like to do so in public and only sings around those she is comfortable with.
Weaknesses
· Extended Physical Combat: Despite knowing some hand to hand combat Ash is not proficient enough for long battles.
· Psychological Exploitation: While Ash tries not to let her emotions get the better of her when it comes to her friends and Douxie she tends to lead with her heart first and her brain second. Her past traumas are a sensitive spot for her as well and can be targeted if known. An uneven emotional state can affect her magic and transformations, be it changing into the wolf or even reverting back.
· Stage Fright: Ash has crippling stage fright and may even pass out or vomit if things get bad enough.
Equipment
· Rune Stones and Bag: A collection of stones that have runes already carved into their surface to allow for quick casing of spells that are kept in a small bag usually attached at her hip.
0 notes
Photo

Nira - I am Found
reference image belongs to: ぽん酢
5 notes
·
View notes
Photo

Alia, The Weapons Hunter
8 notes
·
View notes
Photo

Bleach Brave Souls: Spirit Society Irra
Reference image belongs to: フジタ
Background belongs to: haruxxstyle01
Fire effect is not mine
3 notes
·
View notes
Text
Wepwawet
Name: Wepwawet Character Type: Servant, Divine Spirit Gender: Male Height: 179cm (5'9") Weight: 65kg (143lbs) Source: Historical Myth Region: Egypt Alignment: Lawful Neutral Hidden Attribute: Heaven Armaments: Bow and Arrows Qualified Servant Classes: Archer, Berserker
Parameter:
Strength: B Endurance: B Agility: A Mana: B Luck: A++ NP: EX Class Skills: Magic Resist: B Independent Action: A Personal Skills: Independent Manifestation: C Divinity: A Shapeshifting: A
Profile
In late Egyptian mythology, Wepwawet was originally a war deity, whose cult centre was Asyut in Upper Egypt. His name means opener of the ways and he is often depicted as a wolf standing at the prow of a solar-boat. Some interpret that Wepwawet was seen as a scout, going out to clear routes for the army to proceed forward. Wepwawet was said to accompany the pharaoh on hunts, in which capacity he was titled (one with) sharp arrow more powerful than the gods alone. Over time, the connection to war, and thus to death, led to Wepwawet also being seen as one who opened the ways to and through, Duat, for the spirits of the dead. Through this, and the similarity of the jackal to the wolf, Wepwawet became associated with Anubis, eventually being considered his son. Seen as a jackal, he was said to be Set's son. Consequently, Wepwawet often is confused with Anubis.
Personality
Wepwawet appears to be emotionless and serious, unless something out of the ordinary or shocking happens. He is very detached in his manner of speech, and would rather not bring personal feelings to the table. He takes pride in his role as a servant, and is always respectful towards other servants, especially to those who he deems lived their lives to the fullest. Even though Wepwawet has guided souls to Duat for centuries, he still lacks understanding of human emotions, and still shows incompetence at some times. However, throughout his years as a guide he still developed an ability to care for the souls in ways such as cracking jokes in unusual moments which doesn't really work. He tries his best to do the right things from his point of view, and doesn't hesitate to learn from other's points of view either. He takes his job as a servant and guide seriously, believes everyone can and should be judged, and that as a guide he will send them to be judged. He also doesn't like wanton violence or unnecessary death, however he can become angry if someone insults those close to him, and he is protective of those he truly cares for.
Appearance
Wepwawet has a medium complexion with short white hair. His eyes are gold with black scelras. His clothing is similar to an ancient Egyptian style, his ears are those of a white jackal. Wepwawet's quiver rests on his hip, decorated in gold and turquoise it is very durable and he is able to use it as a shield if need be. When transformed he takes the form of a white pharaoh hound.
Abilities
Wepwawet has a unique ability to most servants in that he can have two forms when physically manifested. That of his normal human form and that of a pharaoh hound which uses less of his masters mana. In his pharaoh hound form he is an unparalleled tracker. Able to track enemies for miles on end by not only scent but any traces of magic left behind. While weaker in this form Wepwawet makes up for it in speed and agility. He prefers to stay in this form when out in public with is master rather than dematerialize. Wepwawet wields one of the bows originally owned by the godess Satet. This long bow stands from his head to knees. Gold and decorated with turquoise there is nothing its arrows cannot pierce, and drawn to its limit, it is able to preform a pure psychical attack exceeding A-rank in power. With no trace of magecraft he displays the ability to surprise other Servants by attacking from a great distance with extreme destructive power, using his great eyesight to aim through a dense an populated city at night at the target that is no more than a moving dot at that distance, and hitting them with the supreme precision required to make such a succinct attack. Although there are bowmen skilled enough to accomplish each requirement for the shot, there are not may capable of preforming all of them simultaneously. Wepwawet is able to empower his arrows with specific powers and properties by blessing them with the powers from different Egyptian gods.
Blessed Arrows
(Some arrows do not do damage upon impact, those are marked with an *. Most arrows effects will stop if the whole arrow is remove, Wepwawet changes to a different type of arrow; or both. Effects such as poison, fire, etc are not changed and must be healed or put out by other means. For instance once poisoned the poison will not vanish if the arrow is removed or changed, it needs to be healed or gotten rid of in some other way. These will be italicized)
Ra - fire arrow that burns with the heat of the sun Shu - invisible arrow Osiris - arrow that sprouts powerful vines on whatever it hits Isis - poison arrow Geb- arrow made of magic water, completely amorphous and hence is exceptionally flexible and nimble. propelled at high enough speed it can easily cut through metal Khnum* - arrow that can reshape what ever it hits into any desired shape, so long as it is not larger than the original object. Thoth* - arrow that when it pierces and object or person shows how it will appear a day from now or several minutes in the future. Anubis* - arrow that causes whatever it pierces to attack the nearest living target. (a high enough magic resist can reduce the effect but not completely negate it) Bastet* - arrow that causes whatever it pierces to become magnetic, the magnetic force will gradually become stronger, to the point where objects attracted to the person will either overwhelm or simply impale them, and if at first only small metallic objects will be influenced, the magnetism can increase to the point where objects as massive as cars will be attracted. Horus - arrow that whatever it pierces generates ice in large quantities at a rapid rate Khonsu* - arrow that reverses the stats of who ever it hits. This arrow is a gamble though a dice roll higher than 10 means that it works, lower and the effects a thrown back on the user. Wepwawet's noble phantasm is Ma'at's Respite. Wepwawet grants all living things inside a zone a respite from death. Until the effect ends, nothing can die. At the end, units are healed. Wepwawet blesses the ground underneath his feet for a short duration, creating an area in which no living things, ally or enemy, can die. Upon reaching a near death state, units become immune to further damage. When the blessing ends all living things inside heal. Ma'at's Respite only safeguards the lives of those who stay inside it, so as soon as you are removed from the blessed ground all the effects are lost.
5 notes
·
View notes
Text
Siana

Name: Siana
Characteristics
Age: 16
Gender: Female
Species: Serval
Birthday:
Height: 4’5”
Weight: 35 lbs
Blood Type:
Likes: Music and sleeping
Relationships
Family:
Relations:
Status
Residence: Dormitory of Cherryton High School
Occupation: Student of Cherryton High School
Affiliations: Lead Vocalist, Rhythm Guitarist of (_____)
Appearance
Siana has a slender build, with a small head, large ears, spotted and striped coat, long legs, and a short black tipped tail. Her coat is golden-yellow to buff, and extensively marked with black spots and stripes. She has green eyes, white whiskers on her snout and near her ears. Her ears as large as those of a domestic cat (but large relative to the size of the head) and black on the back with a white horizontal band in the middle, whitish chin, and spots and streaks on the cheeks and her forehead. Three to four black stripes run from the back of her head onto her shoulders, and then break into rows of spots. She has a white underbelly that has dense and fluffy basal fur.
Siana wears the typically uniform of Cherryton High School composed of a shirt, a bow-tie and a long skirt. She wears flat calf high black boots instead of normal school shoes.
Personality
Siana has a calming demeanor that she has been described as a “cool beauty”. While usually she is rather quiet, she is able to fascinate listeners by striving to create music that speaks her thoughts and feelings. Siana later reveals that she feels uncomfortable when interacting with other people as she experienced being gossiped about behind her back when she was in middle school, and has once showed a facade to people to actually talk to her, hiding her true feelings inside.
Siana can be seen to have a rather comical attitude towards others. She is often seen as stubborn and very persistent at the beginning but as others get to know her better, Siana is actually a clueless, innocent girl.
Skills and Abilities
Acute Hearing: Siana has some of the best hearing around, even against other felines. Her ears can rotate up to 180 degrees independently of each other.
Multi-Instrumentalist: Siana is able to play multiple instruments with a professional level of proficiency. Guitar, piano, violin, flute, cello, and drums.
13 notes
·
View notes
Text
Tae
Name: Tae Nationality: Fire Nation Ethnicity: Fire Nation Age: 16 in ATLA
25 (deceased)
Born: 83 AG
Physical Description
Gender: Female Eye Color: Dark Brown Hair Color: Black Skin Color: Light
Personal Information
Love Interest: Zuko Allies: Iroh, Zuko, Team Avatar, original Red Lotus Enemies: Azula, Ozai, Azulon, Combustion Man, Zuko (formerly), Team Avatar (Formerly)
Weapon of Choice: Kama, Kunai, Shuriken Fighting Styles: Martial arts (armed and Hand-to-hand), Assassination
Chronological and Political Information
Profession: Bodyguard. Ninja, Founder of the Red Lotus
Affiliation: Fire Nation, Team Avatar, Red Lotus
Bio
The Koto family have been appointed as bodyguards to Fire Nation Royalty since ancient times. Born among their ranks was Tae, daughter of Yisara, the renowned vassal to Fire Lord Ozai. Yisara and her husband Shin raise their daughter to follow in the clans footsteps.
Whenever her parents were called away, other members of the clan stepped in as Tae’s surrogate family. Tae was a precocious child and soaked up the knowledge like a sponge. It became clear to all that she would follow her parents’ path.
During General Iroh’s siege on the city of Ba Sing Se many of the Koto Clan were sent in an attempt to infiltrate and take the city down from the inside out; Tae’s parent were among the chosen. All those sent to infiltrate the city were never seen from again.
When Tae came of age at fourteen, she formally entered her training, determined to succeed her mother and carry on the family name in her honor.
She was a prodigious fighter and mastered the kama and kunai. Though she was not a bender like many of her fellow clansmen she proved to all she was worthy of the title, in time allowing her to guard the royal children from the shadows.
But Tae’s soul was restless, and her eyes were open. Though Tae continued to guard the royals without question, she saw the corruption that was seeping through. She began to question if it was truly the royals that needed protection. Her decision was made the moment she witnessed the banishment of Prince Zuko.
The Fire Nation needed to change. In front of the whole clan, she declared the corruption of the royal family, all lies and scheming was destroying their home. The war was a shameless and greedy lust for power and innocents were suffering for it. She would leave with the banished prince and find a way to change things. She did not need the Clan anymore.
The Koto Clan let her go without a fight, erasing her name and any trace of her from their tree.
After Zuko’s accession to the throne and “peace” had been restored Tae left the Fire Nation. For years she traveled helping those in need. She eventually made a home base in a small village within the earth kingdom. On one of her missions she came across a young child named Zaheer whom she took in, acting as a adoptive elder sister. As time passed, their family grew, welcoming Ghazan, Ming-Hua and P'Li. It was here that the Red Lotus started. Originally a simple group that Tae created to help give these children a purpose and to help those oppressed and in need; which later blossomed into something much greater than she could have even imagined.
One day Tae intercepted a message meant for a Fire Nation outpost situated a couple of miles from her village. The message contained plans to reclaim the land that the Fire Nation had lost during the war and take any who fought back into custody. Outraged and afraid for her new family; Tae started to plan.
She planned to infiltrate the compound and take them all out in one fell swoop. Tae dawned her battle gear and weapons and left the small house that had become home. She left that night without a sound, but her absence was felt immediately, as well as an overwhelming sense of dread.
Tae never returned to that village, or the home she shared with those children.
Personality
Usually quiet and serious in Zuko’s presence, Tae generally keeps to herself unless prompted. Her determination and loyalty can be a blessing and a curse. Betray her trust even once and the odds of you ever truly redeeming yourself in her eyes are slim to none. She worries often about Zuko and his whereabouts and will be found watching him more often than not.
After getting to know her and she feels comfortable around you her snarky and almost cocky attitude comes through. She can be blunt and has problems expressing proper etiquette.
She is known for not just her creativity and skill on the battlefield, but also for her undivided loyalty to a cause she deems worthy to fight for.
Abilities
Weapon Proficiency: Tae is adept ad fighting with an assortment of weapons, including the kama, kunai, and shuriken. Though she is not limited to only these weapons.
Enhanced Reflexes: Tae's reflexes enables her to be able to dodge a blast of Azula's lightning at close range.
Throwing: Tae is skilled at throwing shurikens, hitting her targets with a 95% accuracy.
Equipment
Kama: Tae carries a kama traditional to the Koto family.
Shurikens
Kunai
Smoke Bombs
2 notes
·
View notes
Text
Ayako Hisakawa

Biographical Information
Name: Ayako Hisakawa
Alias: Anima
Personal Description
Birthday:
Age: 16
Gender: Female
Height: 156 cm (5'1")
Hair Color: Black
Eye Color: Dark Brown
Blood Type: AB-
Quirk: Animal Shifting
Status
Birthplace: Yamanashi Prefecture
Occupation: Student
Affiliation: Shiketsu High School
Fighting Style: Close Combat
Appearance:
Ayako is a petite and slim girl with medium length black hair with bangs that cover most of her dark brown eyes. Her hair flips up slightly in the back.
In her school uniform, Ayako wears the same white collared shirt and dark skirt as her fellow Shiketsu High students.
Ayako's Hero costume consists of a rather simple body suit specially designed to allow her to move and transform freely without worry of losing her clothing.
When not wearing her uniform, Ayako takes the opportunity to display her strange fashion sense, wearing clothing with a variety of colors and patterns. She seems to like wearing shirts that have different colored sleeves, and large jackets with random words across them.
Personality:
Ayako is seen as creepy due to her awkward facial expressions, and quiet demeanor. Ayako has admitted to being bad a socializing, and she's well used to being regarded as weird or creepy. Blunt and prone to cynicism, she often comes across as uncaring or harsh as a result. Contrary to perceptions, Ayako is kind-hearted and much softer than she looks, as she cares deeply for her friends, becoming embarrassed by genuine praise. She shares the similar experience of wanting to be with others rather than alone, but ends up being judged as weak and out of place. Despite this, she uses her cynicism and frustration to push herself forward.
However, her fashion sense is noted by others to be incredibly bizarre, though most of them refuse to openly question it out of fear of insulting her. Ayako is known to have a bit of a temper when annoyed, and is possessive of her things at her house. She's not opposed to using her creepy reputation to terrify others.
She is level-headed during hero training and has an understanding of strategy, taking into account multiple factors in order to plan the best course of action. She gets fired up at competition and fights for victory until she's exhausted.
Likes:
Hot Springs
Sweets
Reading
Listening to music
Boba
Abilities
Overall Abilities:
While capable of taking a leadership position Ayako prefers taking
orders from someone higher up.
Ayako is also trained in martial arts combat, so she could still defend herself
should her powers ever somehow stop working.
Quirk
Animal Shifting: Ayako can transform her body into any known animal on Earth, past and present. Ayako can always revert back to her human form at any time of her choosing, or shift into numerous animal forms in rapid succession. Ayako is incapable of speech in animal form unless she takes the form of an animal that can talk, such as a parrot. She seems to possess a degree of heightened senses in her default human form, having hearing sensitive enough to detect a stealthy approaching enemy.
Ayako was at first unable to shift into forms much larger than herself, but later overcame this. She is currently training to be able to change only certain parts of her body into certain animals but is still having trouble with this.
While she is capable of shifting into dinosaurs and extinct animals she thinks of this as 'overly flashy' and there for will only do so in times she views as extreme emergencies.
Weaknesses
If Ayako is unconscious for a short while, she will revert back to human form. Sometimes, if Ayako is restrained in tight bonds or if she hits something during her transformation, she will be unable to transform. When Ayako is sick she is unable to fully control her shape-shifting abilities and transforms every time she sneezes. She is also highly vulnerable to hypnosis.
3 notes
·
View notes
Text
Hanabi
Biographical Information
Name: Hanabi
Alias: Neon Lites
Personal Description
Birthday: August 31
Age: 22
Gender: Female
Height: 5'5"
Hair Color: White (lights up in a neon color when her quirk is activated)
Eye Color: Gold
Quirk: Neon
Status
Occupation: Pro Hero
Affiliation:
Fighting Style: All rounder
Appearance:

Personality:
Hanabi appears to be very confident: her self-assurance is expressed in the very way she struts through the battlefield. Her experience with villains has been consistent enough that their appearance no longer fazes her.
She has good sportsmanship and open-mindedness in showing appreciation for her opponents. She claims to love a challenge and being first in things. However, the confident, self-assured way Hanabi carries herself can be disrupted.
Originally, Hanabi was a very individualistic person, but her time in the pro scene has taught her to trust others and lean on her comrades for support.
Abilities:
Overall Abilities:
While Hanabi does posses a weapon she does not depend on it. She is more than capable in taking out foes both in fast paced combat as well as ranged.
Enhanced Reaction Time: Due to the speeds that her quirk allows her to move her brain is capable of registering things at a much faster speed then normal.
Extreme Agility
Quirk - Neon Manipulation
Can create, shape and manipulate neon. She is capable of firing volatile beams of neon, as well as shorter consecutive blasts, allowing her to dispatch enemies from great distances. Hanabi can also send a blast of neon wind to put enemies in stasis, allowing her to hit their weak spots easier. She can also send multiple neon rockets to hit many enemies simultaneously. If an attacker ventures too close, she can generate a concussive force field around herself to temporarily stun them.
As for close combat, she uses fast punches and kicks powered up by her neon energy. Hanabi is also capable of transforming herself into neon to move around at superhuman speeds, jump large distances, and run up vertical surfaces. She is able to use Neon Thrusters to slow her descent.
She can discharge Neon stream lasers from her hands, which also blow up upon contact to deal more damage to enemies as well as simulate a light dash, which when used dissolves her into Neon itself and enables her, and brief after images of her, to sprint up or around walls and literally run on air from a starting jump for brief periods of time.
Can power up her abilities further by absorbing neon from her surroundings.
Equipment
Neon sword/whip:
a specialized sword that allows her to channel neon through it, enhancing the weapons power. This blade can also be transformed into a flexible whip with ease.
Playlist
2 notes
·
View notes
Text
Katarina Eltnam
Name: Katarina Eltnam Also Known as: Kat Character Type: Human, Magus, Master Command Spell:
Affiliation: Atlas Temple Gender: Female Height: 154cm (5'5") Weight: 42kg (93lbs) Age: 27 Place of Origin: England Alignment: Chaotic Good Likes: Loyalty, money, knowledge Dislikes: Pain, repeating herself Talents: Alchemy, tongue twisters Command Spell Placement: Left Hand
Profile
Katarina is an arms dealer and an alchemist from the Atlas Temple. Typically she leads a squad of bodyguards with whom she travels the world conducting business.
Appearance
A slim, fair skinned young woman with hip-length fair hair; bangs styled in a slant with a hair clip on her left side. Katarina has red hair with vivid green eyes. Katarina is usually well dressed, as she favors business suits or similar attire, with or without neckties. She also wears a white coat with a feather-like collar. Because she has a tendency to burn when out in the sun, Katarina usually wears a broad-brimmed hat when outdoors for an extended period of time.
Personality
Katarina is a largely enigmatic character, rarely revealing her true state of mind. She normally appears quite cheery and happy and sometime acts immature when around her servant, having a tendency to throw fits when frustrated or angered. However, she is able to rebound quickly and rarely allows herself to remain stuck. Even in dangerous situations, she is able to keep a clear head and actually smiles when she is in danger. Katarina can be crazed, ruthless an determined, making her a very dangerous opponent as she will not hesitate to use various means, including deadly force, to reach her ends. However, a single action or statement by her opponent can motivate her to display mercy towards them depending on the circumstances, and she has occasionally been willing to spare them. She has a fatalistic attitude towards her own death, feeling that unless it is her time to go, then she will escape the situation unscathed. Katarina is also very charismatic. For her buisness dealings, Katarina only accepts payment in the form of cash, although she has been known to make exceptions by accepting magical artifacts. She refuses to take any credit and has met attempts to pay her with drugs by having her squad immediately kill the payees. When she is deeply troubled by something or simply very tired Katarina tends to sleepwalk.
Abilities
Having been trained in Atlas from a young age, Katarina became involved in magecraft and alchemy early. Despite her youth, she was allowed to operate on her own. Although she did not receive a higher education from a typical college, her business sense and negotiating is top notch and she is a very successful arms dealer. Katarina has excellent instincts and has come to rely on them to see her and her servant through difficult situations. She is also able to quickly size up other people and tends to be spot on with her evaluations, sometimes even when she has not previously had the chance to research the other person's background. She is generally calm when in danger due to the nature of her work, but can get unnerved when she is by herself and without her servant nearby. She has an encyclopedic knowledge of weapons and magecraft backed up by real world experience and is a hyperpolygot, speaking several European languages as well as Arabic and Japanese. Unlike her subordinates, Katarina typically does not fight, although she has wielded a pistol on occasion. She is actually a decent shot, being able to put two out of three quick shots from a Sig Sauer SP-2022 into a bulls-eye with the third just missing. She is also well oriented with her laptop, form conducting business transactions to having a library that would make the three branches of the Mage's Association jealous. Katarina generally directs her servants actions but also gives them a great deal of initiative. She possesses excellent tactical and strategic sense and can quickly analyse a situation and how to handle it as well as think multiple steps ahead.
Equipment
Laptop; Satellite phone Firearms: (All her weapons have been enhanced with magecraft; while not capable on injuring a servant, they can easily take out familiars and medium level shields)All firearms take 9mm rounds so in a pinch she doesn't have to worry about changing ammo type.CZ 75, Glock 17, Sig Sauer SP2022
2 notes
·
View notes
Text
Liana Abbacchio

Name: Liana Abbacchio
Stand: White Rabbit
Profile
Age: 15
Birthday:
Gender: Female
Height:
Nationality: Italian
Hair color: Purple, blue and pink (Dyed)
Eye color: Gold
Occupation: Passione Soldato
Favorites
Food: shaved ice, gelato
Personality
Liana is known for being eternally optimistic and completely lacking in sense, she can be called "curiosity in human form." She is a frightfully unparalleled blabbermouth, prone to speaking on and on until those involved lose all rationality. Her conversations, through no ill intent on her part, have a way of meandering toward maximum social awkwardness. Her hobby of adventuring gets herself mixed up in and assorted amount of mischief due to her constantly popping up everywhere.
Liana leaves all hard decisions as a matter for her heart to decide on the spot, following the course she deems most fit. She does as she pleases without regret, and such obviousness of course would be hard to fathom from anyone other than her.
Abilities and Powers
Stand:
White Rabbit allows her to draw and create a doorway portal to anywhere that she as been. The doorway needs to be drawn onto a surface and cannot be created in mid air. Portal stays intact so long as the door remains open or intact. Cannot create a portal to places Liana has not been personally.
2 notes
·
View notes
Text
The Highblood Witch
Name: The Highblood Witch Age: Unkown (Deceased) Relations: Asteri Himala - Pre-scratch self (deceased) Orphaner Dualscar - Matesprite The Grand Highblood - Kismesis
Biography
The Highblood Witch, is the ancestor of Souris Himala, and the post-scratch incarnation of Asteria Himala. The Highblood Witch was Her Imperious Condescension's strategist, in charge of creating battle plans and working with The Grand Highblood to keep the lower castes in check. Despite this, she held The Condesce in great contempt.
It was with this knowledge in hand that The Dolorosa requested audience with The Highblood Witch; pleading that she would listen to the words of the Sufferer. The Highblood Witch agreed, curious as to what would drive them to such desperation that they would come to her for understanding. Allowing the Sufferer into her hive under the cover of darkness she listened to his words in silence. She looked down at him from her throne after he had finished and smiled. Whether she took up his cause out of boredom, genuine understanding and belief, or simply spite for The Condesce is unknown.
After the attempted revolt was crushed and the Sufferer was captured. The Highblood Witch was put on trial for treachery and sentenced to death. There was a great parade as she was lead down the streets of Alternia to her execution. Dragged along a road covered with the blood of all those who were killed in the revolt. It was then that she realized the weight of her actions, and for the first time in was seemed like a lifetime, she wept and mourned. Orchid tears fell from her eyes as she lamented her choices, her cries echoed through the crowd as her feet were stained with the rainbow of blood.
Personality
The Highblood Witch is a very enthusiastic person who indulges in luxury. Since her grubhood, she has studied a wide range of disciplines, such as sorcery, dancing, clothing, music, and sword fighting. She feels that those who rule commit tyranny simply from the act, so those who are rulers must also be tyrants.
While she will play with others when she has the upper hand, she is quick to anger when a situation is not going as she feels it should, especially finding The Grand Highblood extremely troublesome with his actions that sometimes go against her overall plans.
2 notes
·
View notes